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I finally got over of the laziness of my blog posts and decided to type most of the beggining of this article myself instead of copying and pasting. Anyways, there is new news saying that NPC's won't break the Elder scrolls: Skyrim quests. Meaning that if you kill someone in Skyrim that quest the NPC was involved in wont completely end it like they did in Oblivion or Fallout. Basically........... if you kill someone from a quest everything will completely change since of the new engine and radiant story in Skyrim. For example, pretend you were doing a dark brotherhood quest but you killed a certain NPC you needed for that quest. Instead of it being failed, the whole quest will completely change its outlook meaning you can have multiple ways of doing just one side quest! But, what if you go on a completely insane and kill everyone in every city? Well, thats a question left unanswered until the game comes out.


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The Elder Scrolls IV: Oblivion was a massive game with lots of quests. However, players would some times run into an instance where actions they took that may seem a bit on the evil side, like killing a certain NPC merchant, would break a quest which left players wondering if they should go back to a previous game save or just move on. Bethesda's Pete Hines explained at Gamescom this past week that that won't happen with The Elder Scrolls V: Skyrim.

The reason Skyrim is able to save gamers from ruining the game for themselves is because of the new Radiant Story System that Bethesda developed to provide players with dynamic content as they progress through the game. This system will change random encounters, quests and towns depending on where players are at in the game and what actions they've taken previously. It also keeps them from breaking quests.

"It also allows us to account for the player doing things in the game that might break a quest normally," Hines told pcgamer.de at Gamescom. "You get a quest from a merchant and then you get a quest from the Dark Brotherhood to kill that merchant. We're able to put other actors into the role of the quest giver so that merchant has a relative or a spouse or something who steps in his role and you can finish the other quest that you got even though you killed the guy."

The Radiant Story System will allow Skyrim to be adaptable to what players do in the game according to Bethesda. We just wonder if it will be adaptable enough for the occaisional player who goes on a drunken murder spree within the game.

The Elder Scrolls V: Skyrim lands on the Playstation 3, Xbox 360 and PC on November 11, 2011.


Thats Right! More skyrim News Below!!

Skyrim design choices explained --INCLUDES INTERVIEW :D


Text from Article: We’re all hankering for some Elder Scrolls V: Skyrim, sure, but some of the finer points of Bethesda’s design elements have caught fans by surprise. In some cases, that surprise has turned to rage and they’ve since declared they won’t by buying this game whilst simultaneously lodging their pre-order. Here’s Bethesda vice pres Pete Hines to explain just why that interface seems so much like iTunes and why that there new lockpicking mechanic seems so much like Fallout 3…

“In a game like ours you spend a ton of time looking at your interface, looking at your inventory, going through your items,” he recently told told Destructoid. “So we spent a lot of time figuring out how to make that a more fluid system, how to allow you to inspect stuff. You know, you find these cool things in the world, and then they become these tiny icons in a list when you’re not using them. We wanted you to interact with those more.”