If Skyrim and Rage Had a Baby
By ahoodedfigure 29 Comments
Once you get all the images out of your head that the title gives you, I'm wondering if all the complaints I've heard about specific problems people have with Skyrim, as relatively minor as they seem, could be alleviated by some of the strengths of Rage. Since they're both under the Zenimax umbrella I don't think it's too far-fetched to imagine a future Elder Scrolls game being fueled with IdTech, but you'll have to do like I do and take the criticisms of both games at their word (I can't really help but take people at their word, since I have yet to upgrade my PC and actually play either game, so there you go). Id has often tried to distance itself from its own games, saying the tech's the thing and hoping for people to license their engine even after the love for their launch game may have faded, and I want to see if that sort of long-term analysis is possible. Naturally, if you have different interpretations of either game this formula's not going to work, but if you have any other suggestions for improvements feel free to mention them in the comments, assuming you feel any improvements are necessary.
With that out of the way:
In Very Big Letters I Declare this to Be the Beginning of this Article
The Old Stare-Down
Complaint:
Skyrim's NPCs still do the lock-on, stare-into-your-soul thing, and don't emote a whole lot.
Solution:
Build and animate NPCs the way Rage does.
If there's one thing I saw people comment on throughout the criticisms of Rage, it was that the characters, while somewhat exaggerated, all had a stylistic cohesion and emoted well. They were a step removed from the stiff automatons you'd expect, with gestures, weight shifting, head tilting, and a bunch of other little quirks that helped sell that these were supposed to be people, and not so obviously puppets.
Drawback:
There would be fewer NPCs, because each NPC would take a lot more work to make human enough to stand the test. You could still have hapless peds that wander about, but their lack of interactivity would be noticible.
Lincoln Logs Before Lincoln
Complaint:
Although Skyrim's dungeons are varied and hide their modules well, they're still modules, and the more you run into the more you notice repetition.
Solution:
Megatextures.
Alongside all the complaints about Rage's core gameplay were raves about the beauty of Rage's ugliness. It was like walking through a concept drawing, rather than a pieced-together recreation of a conceptual artist's idea using in-system Lego bricks. So you could have areas that looked unique because an artist made them unique. Level designers and tech folks may still make the general layout, but concept artists could perfect the mood. Even dungeons that are ostensibly the same could be both memorable and FEEL very different because an individual artist interpreted this dungeon's past in a way that makes it stand out.
Megatextures also could extend to the world at large, allowing for wide open spaces to feel like a landscape carved by natural forces. Or godlike ones.
Drawback:
In addition to the pop-in and high system requirements, you may wind up having less room for the kind of stuff that makes overworlds fun to explore in Elder Scrolls games: stuff. Rage solves some of its storage problems by having much of its action inside dungeon-like environments, breaking up the monotony with high-speed vehicle battles. This might wind up making the exploration of Akavir (or wherever) feel a bit cramped.
Damn those Zombie-- Bandits
Complaint:
Combat is much improved, but still feels a bit awkward and a bit robotic (with the exception of dragons, that is).
Solution:
Make the combat feel a bit more dynamic by adding Rage's NPC hit detection behaviors.
One of the more charming revelations I had when reading and watching Rage reviews was how hitting an enemy in Rage would cause different behaviors based on where you hit them. Hit them in the leg and they limp, hit them so that they fall over, and they struggle for a moment before standing up. Add behaviors, add melee styles the way the gangs in Rage have different approaches, and you would have about the same amount of different types of enemies while expanding how each individual enemy feels when you do the usual killing of dudes and taking of stuff.
Drawback:
Rage's enemies are much more numerous than those in Skyrim, and spawn in waves. Assuming they stay away from that, will this dynamic combat wear thin, while not adding a whole lot to a given battle?
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If you can think of other ideas that might fit, other solutions or problems aren't covered here, or why Skyrim's current formula is just fine, let me know below.
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