What do you want to see in TES VI?

Recommended Videos

Dragonbums

Indulge in it's whiffy sensation
May 9, 2013
3,307
0
0
BarryMcCociner said:
Well, what I want is gonna rustle the jimmies some people who started with Skyrim and REALLY fell for the Imperial propaganda regarding the Stormcloaks.

A little backstory. The Elder Scrolls, since TES3 when it started actually being a thing with an overarching narrative, has been about the fall of Humans and the rise of Elves with the beast races being a spectator to this whole mess. (Khajiit are watching for the giggles, and Argonians/Hist are technically the closest thing you can get to aliens in Nirn so they're watching out of curiosity.)

Why is that important for what I want? Because I want Bethesda to FINALLY bite the fucking bullet and kill off the Empire. Since Morrowind, you can see the set up happening, your Blades handler in Morrowind scared shitless about Uriel Septim dying because that will be what finally starts the decline of the Empire, then how does Oblivion open? Uriel Septim's assassination.

Now in Skyrim we see the empire severely weakened, in its death throes, with the greatest threat to the very existence of all creation (the Thalmor, whose endgame is literally "unmaking" the world) gearing up for another strike against it, an enemy that has militarily and politically outmaneuvered them so hard that even Thalmor haters have to be impressed.

No hate to Imperial supporters, you're roleplaying your characters like everyone else, it's all good. I just want Bethesda to finally drop the hammer on something they've been hinting at for over a decade, that has exciting ramifications for the story of the game world. They are killing the empire, but it's taking too long for me.

You can only tease someone with the idea of something cool happening for so long before they lose interest.
I don't know what the general opinion is about the peeps over at TESlore but they speculated that the reason why they won't let the Thalmor win (assuming they are holding off for that long.) is simply because if the Thalmor win, they most certainly will reach their end goal of unmaking the world. And if they don't accomplish that, the Numidium robot thing/Akavir/ whatever will just come in and wipe the dirt of everyone in Tamriel which kind of..ends the series in a sense? Or a reboot.

Personally I don't really agree with that opinion because they forget that everyone else not the Altmer (and even then this is the goal of extremist Altmer not the whole race in general.) are going to let that happen. And the last race of people to attempt total enslavement kind of went extinct because a human cried enough to Akatosh and the Gods basically said, 'yeah they are shitty as hell. Here is like some god mode shit to wreck them.'

Idk, it seems to be a lot of internal fighting on the whole 'going through with the empire falling' deal and a lot of it simply stems from not wanting Elder Scrolls to suffer a fallout on the same league of ME3.
Another thing to keep in mind is that for A LOT of people Skyrim was the starting point for Elder Scrolls. The last game that seems to really of brought people in was Morrowind. The backlore...is a lot to stomach. I'll admit that I'm just now finding some ground in understanding what the heck it's all about and even the explanations of certain aspects are just barely registering to me as making any lick of damn sense.
Bethesda knows this as well and while the lore fans will be happy, there will be a lot of base line shallow fans that will see the events unfold and be like 'the fuck is this shit?'

I feel like I'm kind of rambling at this point but the tl;dr of this is that Elder Scrolls has gotten way too big to 100% cater to the lore fans no matter how much sense it makes. The only avenue they can go is either making some massive book that fucking spoon feeds the lore to the masses so they fucking get it or have remasters of the older games to the newer generation so they have some fucking clue of what is actually going on outside of Fus Ro Dah's and dragons so Bethesda can actually really go on with the plot.
 

vallorn

Tunnel Open, Communication Open.
Nov 18, 2009
2,309
1
43
*Takes out "Morrowind GoTY"* box.*
*Places box on table*
Bethesda. This.
*Walks away*

Also, hire Michael Kirkebride again and let him just write whatever he wants for the lore, he's a mad genius and he's 90% of the reason that the TES universe has such a compelling backstory.

inu-kun said:
Pretty much "make it Morrowind":
Saelune said:
Everything great from Morrowind that was removed in Oblivion.
You two have good taste.
 

TheRundownRabbit

Wicked Prolapse
Aug 27, 2009
3,826
0
0
Let me tell you what I DON'T want...Fallout 4's settlement and crafting nonsense, easily the worst content in Fallout 4, but for some fucking reason it's dominating Bethesda's priority list for that game.

Now before any of you start, I know Elder Scrolls and Fallout have different dev teams, but I'll be damned if shit doesn't spill over between the two.
 

sXeth

Elite Member
Legacy
Nov 15, 2012
3,301
676
118
trunkage said:
In ESO, there is a museum quest. It has no quest markers or even a note in the quest log. I didn't even realise I could do anything with it until playing about 20 hrs and realising that there was some items that are listed as museum items. It was about this time I realized how stupid not having some sort of marker or a note for the quest log. This isn't Dark Souls where they make quest lines opaque. But I also here your concerns, so what about if one of the things you could do is say its in a particular dungeon and have an area quest marker. In that museum, they had a scroll that had a list of which dungeons held which items, which is another thing I would be happy with if there was a quest log note.

Also, is there ever a quest in any RPG that isn't a fetch or kill quest? Because I played Baulder's Gate and Wasteland 2 recently. All their quests are you fetching or killing something but somehow they are seen as different (yes they might have more depth but some people say that they are totally different.)
The thing with quest markers is that they're used instead of some more organic method of writing or level design or aesthetic design to draw attention to something. Playing ESO at the moment, I can guess that the museum is probably a structure that looks identical to everything else, if not a reused asset. Considering I can't even identify the shops half the time without using the map (granted, they do have symbols on signs near them, sometimes). Its also a case of where you can't use Markers 98% of the time then suddenly drop them. If the whole game was primarily not using marker, you might have more reason to go into an unusual building and look around. As it is, unless it was marked, I'd assume it was for a later quest, or maybe somewhere to steal stuff from.



"Fetch Quest" and "Kill Quest" are most related to the writing around the quest. Yes, most RPGs have you getting an item or killing a monster, but most give a storyline or basic context behind it. The Radiant stuff in Skyrim and Fallout 4 literally dumped a random item or monster in a random place with no context as to how it got there or why the monster was a problem. "This monster 100 miles from the nearest civiliation and sealed inside a 500 year old tomb is somehow menacing the populace!". Even more inexplicably when someone lost their sword down there on the other side of the world or something.

The more basic Fetch quest is of course the one where you literally walk from place to place, often without any sort of engagement of the game's mechanics. Beyond basic tutorial stages, these are tedious. There's a quest in Skyrim where you have to deliver a letter from a guy to the Dark Brotherhood, then deliver it to a fence in the thieve's guild. This is almost at the end of the Dark Brotherhood questline, so we're talking presumably a reasonable period into the game. These three locations span across about 70% of the maps total width. Does this quest pose any challenge? No. Because you just fast travel hop from spot to spot. Its busy work that basically consists of sitting through 14 loading screens and reading 10 lines of dialogue without so much as a persuade option to qualify it as a challenge.
 

pookie101

New member
Jul 5, 2015
1,162
0
0
id like to see settlement building.. castles, villages, towers, give me the power to build and to properly rule
 

Sleepy Sol

New member
Feb 15, 2011
1,831
0
0
I want to see colors again, man.

Brown and green and occasionally white can only be so entertaining after a while.
 

WolfThomas

Man must have a code.
Dec 21, 2007
5,292
0
0
vallorn said:
*Takes out "Morrowind GoTY"* box.*
*Places box on table*
Bethesda. This.
*Walks away*
Making this thread has caused me to buy Morrowind on Steam.

Edit: I should say "again". I played it heaps years ago. Now I'll revisit it. Breton Mage with light armour (for Cuirass of the saviours hide), two handed sword. Sign of the Astronach.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
vallorn said:
*Takes out "Morrowind GoTY"* box.*
*Places box on table*
Bethesda. This.
*Walks away*

Also, hire Michael Kirkebride again and let him just write whatever he wants for the lore, he's a mad genius and he's 90% of the reason that the TES universe has such a compelling backstory.

inu-kun said:
Pretty much "make it Morrowind":
Saelune said:
Everything great from Morrowind that was removed in Oblivion.
You two have good taste.
Pretty much everyone who played Morrowind before Oblivion or Skyrim feels the same as we do.
 

Asita

Answer Hazy, Ask Again Later
Legacy
Jun 15, 2011
3,261
1,118
118
Country
USA
Gender
Male
Dragonbums said:
I don't know what the general opinion is about the peeps over at TESlore but they speculated that the reason why they won't let the Thalmor win (assuming they are holding off for that long.) is simply because if the Thalmor win, they most certainly will reach their end goal of unmaking the world. And if they don't accomplish that, the Numidium robot thing/Akavir/ whatever will just come in and wipe the dirt of everyone in Tamriel which kind of..ends the series in a sense? Or a reboot.
I dunno, I think the Thalmor getting close but falling just short of their goal could make for an interesting tale. Offhand, given the racial lore reflected in the Bosmer's Wild Hunt[footnote]Long story short, the wild hunt is effectively a ritual that returns the participating Bosmer to the brutal chaos of the Dawn Era, when they couldn't even hold their shape for more than a moment[/footnote], the fabric of the world coming undone and the resultant chaos could work very well thematically for the eventual Valenwood installation.
 

happyninja42

Elite Member
Legacy
May 13, 2010
8,577
2,990
118
An inventory system that lists my total weight by category. I'd like to be able to see, at a glance, that the reason why I'm so close to my capacity all the time, is that I've collected 200lbs worth of plants, food, nicknacks, and other various detritus that has incredibly situation use, or is for crafting later on. I'd like to be able to see that easily so when I do get back to town I can know which inventory list I need to purge to free up the most space.
 

Callate

New member
Dec 5, 2008
5,118
0
0
There's nothing inherently wrong with the protagonist having a voice. It's possible to get a great voice actor who emotes his or her lines well. But given limited time and resources, it all but guarantees a more curtailed dialogue script, and with it, fewer and narrower choices. And given some of the hanging threads and poorly-fleshed-out plotlines of Fallout 4 (Helloooooo, Institute...), if that has to be the choice, I'd much rather have a looser and more detailed plotline than a talking hero.

A lot of this I've been over before, here and there, so please bear with me.

1. Cut it out with the repeating quests. I would really have liked to believe that "Oblivion" and the Oblivion gates had gotten it out of their system, but Fallout 4 goes you one worse, constantly having settlements under attack and then chastising you for allowing them to go undefended. (Hot tip, campers: go inside and let all those machine gun turrets I set up do their job!)

Nothing harms a player's sense of making a difference in the world like problems that can't ever be resolved, and a sense of freedom depends on feeling free not to do things, not just do them. And, yes, I suppose I could have just said "Screw it" and let both Oblivion gates and settlements fall as they will... But the game isn't going to stop making me aware of their presence every few minutes.

Whether it's setting up a garrison that can take on all comers or doing enough mayhem in Oblivion that they give up even trying to come across (at least for an extended time), don't just make players futilely plug leaks in the boat, only to have more spring up.

2. Less having things occur in a vacuum. It's one thing to have people I pass talking about a quest flag that I've tripped; it's another to have a real feeling that you affect the world beyond the narrow confines of a story line. If I kill a thousand Cliff Racers, there should be fewer Cliff Racers when I go through the mountains. If I murder a few dozen bandits and start leaving their heads on spikes along the roads, there should be fewer bandits harassing travelers, and more trade goods moving between cities. If my major source of income is making ebony and glass armor, eventually I should start to see more mercenaries or guards wearing the fruits of my work. And, possibly, in time their price should drop.

Speaking of which:

3. The economies of TES games have always been wonky. And in at least some cases, subsequently "fixed" by things like a mudcrab merchant who has more gold than any of the merchants in town. Fallout 4 had you fix the limits on merchants' available funds by investing in them yourself, which is sort of cool, but it's also spending money to deal with a money problem that the game itself created.

The player and their looting is a source of infinite resources, a problem compounded by many players' willingness to look for loopholes to hasten their financial gains. But there's got to be a better way of dealing with the problem than contrived means of forcing the player to do more grinding. At a certain point, money for basic resources (healing potions, ammunition, common building resources) should simply not be an issue the player has to continue to address.

4. Guilds/factions/societies: Please, find something more interesting to do than "Complete these three quests to reach rank a, these two quests to reach rank b, these final quests to run the whole operation, which basically means you have a handy source of item 'x' and access to another merchant."

At the very least, if I'm really head of an organization, I want the opportunity to set some policies. From now on, mercenaries of the fighters' guild will all wear purple. The Mages' Guild is taking over the alchemical trade; all non-affiliated shops are closing, by force if we have to make it so. The Dark Brotherhood is no longer accepting commissions from anyone associated with the Thalmor. And so on.

Better still, I want flunkies of my own to send on fetch quests. No one in a guild of a rank below the leadership rank should be giving such a quest to its leader. "Oh, yes, that is quite a mystery. Handle it, you jerk; what do I keep you around for?"

Speaking of which:

5. Reputation. Fallout 4 really couldn't get this one right. On one hand, you're given the reins to a centuries-old conspiracy at the drop of a hat; on the other, the leader of the Minutemen is still apparently the only person who can get anything done.

What is it about my full suit of glowing dragon-bone armor and the flaming claymore on my back that suggests to you that I need to "prove my worth" to you? Or that you should give me vague instructions how to get where I'm going, rather than showing me on my map? Or that you should haggle about how much I'll pay for the gear I'm going to use to save your ass?

All evidence suggests I'm a power to be reckoned with; don't give me ultimatums. If I've demonstrated the ability to go through your most hardened defensive fortifications like an awl through wet tissue paper, your faction shouldn't be sending out random patrols to pester me; you should be tripping over yourself apologizing and trying to make peace.

And frankly, Jarl, if your son is addressing someone of the above description as "Another wanderer, here to lick my father's boots", I shouldn't need to kick his ass- you oughta be doing it yourself. The kid is your heir, and he has neither diplomacy nor common sense nor a basic survival instinct- do something about it, you twit! Gods, man, no wonder the Empire is running roughshod over Skyrim.

As unlikely as the protagonist's meteoric rise to power might be, people should still treat him or her like the earth-shaking, world-altering celebrity that all his or her actions seem to proclaim. If the Pope walks into your restaurant, you do not make him wait at the bar.
 

Dango

New member
Feb 11, 2010
21,066
0
0
A step forward in the series rather than seeing the same game with features removed would be nice.
 

chocolate pickles

New member
Apr 14, 2011
432
0
0
1: Decent writing - Skyrim should have focused on either the civil war or dragonborn plot. By attempting to shoehorn in both, neither was particularly well executed.

2: Decent melee combat - Skyrim's combat felt floaty. There was simply no impact to the strikes and no difference between swinging at air and at flesh. Give the melee combat some weight.

3: Decent ranged combat - aiming in Bethesda games has always been atrocious. At least introduce some kind of V.A.T.S. system to bypass it, or if you're feeling adventurous, making aiming less stiff.

4: Decent voice acting - Bethesda, we know you got money. Stop being tight and pay for more than two voice actors.
 

Cheesy Goodness

New member
Aug 24, 2009
64
0
0
I've kind of had my fill of Bethesda games. I forced myself to keep playing both Skyrim and Fallout 4 to the point of no longer caring. I can't stand their generic stories, broken game engine or recycled gameplay anymore.

Bethesda's products have grown increasingly less interesting since becoming more mainstream. Plus, they've relied too much on the modding community to implement features their games should've had from the get-go. Installing mods is damn near a requirement for any game they make. Why is this acceptable?

What would it take for me to get back on board? Well, they basically need to come up with something fresh and new - game engine included. I don't believe they have the inclination or the talent to create something compelling. That's probably pretty harsh, but I'm just being completely honest. Bethesda has incrementally moved in a direction of almost total stagnation.
 

Trunkage

Nascent Orca
Legacy
Jun 21, 2012
9,370
3,163
118
Brisbane
Gender
Cyborg
TheRundownRabbit said:
Let me tell you what I DON'T want...Fallout 4's settlement and crafting nonsense, easily the worst content in Fallout 4, but for some fucking reason it's dominating Bethesda's priority list for that game.

Now before any of you start, I know Elder Scrolls and Fallout have different dev teams, but I'll be damned if shit doesn't spill over between the two.
pookie101 said:
id like to see settlement building.. castles, villages, towers, give me the power to build and to properly rule
Well, that's going to work out well
 

Trunkage

Nascent Orca
Legacy
Jun 21, 2012
9,370
3,163
118
Brisbane
Gender
Cyborg
Seth Carter said:
trunkage said:
In ESO, there is a museum quest. It has no quest markers or even a note in the quest log. I didn't even realise I could do anything with it until playing about 20 hrs and realising that there was some items that are listed as museum items. It was about this time I realized how stupid not having some sort of marker or a note for the quest log. This isn't Dark Souls where they make quest lines opaque. But I also here your concerns, so what about if one of the things you could do is say its in a particular dungeon and have an area quest marker. In that museum, they had a scroll that had a list of which dungeons held which items, which is another thing I would be happy with if there was a quest log note.

Also, is there ever a quest in any RPG that isn't a fetch or kill quest? Because I played Baulder's Gate and Wasteland 2 recently. All their quests are you fetching or killing something but somehow they are seen as different (yes they might have more depth but some people say that they are totally different.)
The thing with quest markers is that they're used instead of some more organic method of writing or level design or aesthetic design to draw attention to something. Playing ESO at the moment, I can guess that the museum is probably a structure that looks identical to everything else, if not a reused asset. Considering I can't even identify the shops half the time without using the map (granted, they do have symbols on signs near them, sometimes). Its also a case of where you can't use Markers 98% of the time then suddenly drop them. If the whole game was primarily not using marker, you might have more reason to go into an unusual building and look around. As it is, unless it was marked, I'd assume it was for a later quest, or maybe somewhere to steal stuff from.



"Fetch Quest" and "Kill Quest" are most related to the writing around the quest. Yes, most RPGs have you getting an item or killing a monster, but most give a storyline or basic context behind it. The Radiant stuff in Skyrim and Fallout 4 literally dumped a random item or monster in a random place with no context as to how it got there or why the monster was a problem. "This monster 100 miles from the nearest civiliation and sealed inside a 500 year old tomb is somehow menacing the populace!". Even more inexplicably when someone lost their sword down there on the other side of the world or something.

The more basic Fetch quest is of course the one where you literally walk from place to place, often without any sort of engagement of the game's mechanics. Beyond basic tutorial stages, these are tedious. There's a quest in Skyrim where you have to deliver a letter from a guy to the Dark Brotherhood, then deliver it to a fence in the thieve's guild. This is almost at the end of the Dark Brotherhood questline, so we're talking presumably a reasonable period into the game. These three locations span across about 70% of the maps total width. Does this quest pose any challenge? No. Because you just fast travel hop from spot to spot. Its busy work that basically consists of sitting through 14 loading screens and reading 10 lines of dialogue without so much as a persuade option to qualify it as a challenge.
Which brings up certain other points, like should house look like each other like they are in real life but you have quest markers or should they be gamey and have significant distinct features. Some people would call the latter good game design but I'd disagree. If you have to change something so it wouldn't make sense in real life, then maybe don't do it. finding light lanterns in the middle of nowhere doesn't make sense. Having houses that are significantly different in the same district doesn't make sense to me either. Also, can we go back to city sizes in Daggerfall. Maybe the closest was the Imperial city.

As to fetch quests, I remember the Botchling quest in the Witcher. I remember the effect it had on me. But many other quests felt like time filler - not that much different from Skyrim, IMO. ALso, I remember in Skyrim a cave where you met a person who begged for you to save a person from a cult. Later, that person says that the quest giver was the one who offered them up to the cult. You find out that the quest giver was trying to join the cult by providing a sacrifice and then got the guilts. You decide the quest givers fate. Which leads me to a conundrum. First, I'm going to point out that Botchling has more of a result and effect on the world but its only really because its an objective on the main quest. So when I look at these two quests, and I don't know if I can tell which one is better. Now when I look at the Botchling quest, which was a great quest, all I can see is a fetch quest.

I know there's no real point there but its more my frustration at people glorify certain writing when its actually not that good. Its like a Telltale game or the Mass Effect series. Your decision don't really matter. I really felt that in the Witcher 3 (or any Elder Scrolls series since the decision about the 'Warp in the West'.) Which is funny because the Witcher 2 is all about the bad guys winning despite what you but I still found that more enjoyable.
 

Arnoxthe1

Elite Member
Dec 25, 2010
3,391
2
43
Saelune said:
Everything great from Morrowind that was removed in Oblivion.

Such as: All the removed spells, no fast travel, no magic quest arrows. "We cant find this bad guy hiding in the mountains" *Bing Quest Arrow to his exact location*...., factions that require actual skill. The archmage should be well, a master mage, not just the greatest errand boy.

If not its removal, atleast the ability to turn quest protection off. The idea that you can completely bork the main quest because you can literally kill anyone was pretty cool. Plus I just hate when quest items get perma stuck in my inventory.

Less cornholing into certain reactions. Maybe let good and evil ways of completing the same things. I like how that Redguard Woman quest lets you help her or betray her. More stuff like that.

Companions more in depth than Skyrim. Doesn't need to be New Vegas level, but I want companions who aren't just pack mules.

Hearthfire from the start basically. I like that in Morrowind you could feasibly RP out non heroic roles. Lets continue that. Let me be a farmer or family person, why not...also non human children. Is it that hard to slap some pointy ears and blue paint on a kid to make a Dunmer child?


And just for the hell of it..co-op. Maybe will never happen, but I will always hope. I want to wander Tamriel with my brother.
1. You don't have to fast travel at all.
2. You can turn off the quest arrows.
3. In the PC version of Skyrim, you can turn this off pretty darn easily. Add at the bottom of the ini:
[GamePlay]
bEssentialTakeNoDamage=0

Or you can type this in the console: setini "bEssentialTakeNoDamage:GamePlay" 0

I'm pretty sure if you type it in the console, it will go back to how it was whenever you reboot the game.

4. You can RP in Skyrim much more than in Morrowind. Don't know what you're talking about.

-

Anyway, Skyrim isn't perfect at all. Definitely not. But I think it's really not as bad at all as a lot of people would have you believe.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
Arnoxthe1 said:
Saelune said:
Everything great from Morrowind that was removed in Oblivion.

Such as: All the removed spells, no fast travel, no magic quest arrows. "We cant find this bad guy hiding in the mountains" *Bing Quest Arrow to his exact location*...., factions that require actual skill. The archmage should be well, a master mage, not just the greatest errand boy.

If not its removal, atleast the ability to turn quest protection off. The idea that you can completely bork the main quest because you can literally kill anyone was pretty cool. Plus I just hate when quest items get perma stuck in my inventory.

Less cornholing into certain reactions. Maybe let good and evil ways of completing the same things. I like how that Redguard Woman quest lets you help her or betray her. More stuff like that.

Companions more in depth than Skyrim. Doesn't need to be New Vegas level, but I want companions who aren't just pack mules.

Hearthfire from the start basically. I like that in Morrowind you could feasibly RP out non heroic roles. Lets continue that. Let me be a farmer or family person, why not...also non human children. Is it that hard to slap some pointy ears and blue paint on a kid to make a Dunmer child?


And just for the hell of it..co-op. Maybe will never happen, but I will always hope. I want to wander Tamriel with my brother.
1. You don't have to fast travel at all.
2. You can turn off the quest arrows.
3. In the PC version of Skyrim, you can turn this off pretty darn easily. Add at the bottom of the ini:
[GamePlay]
bEssentialTakeNoDamage=0

Or you can type this in the console: setini "bEssentialTakeNoDamage:GamePlay" 0

I'm pretty sure if you type it in the console, it will go back to how it was whenever you reboot the game.

4. You can RP in Skyrim much more than in Morrowind. Don't know what you're talking about.

-

Anyway, Skyrim isn't perfect at all. Definitely not. But I think it's really not as bad at all as a lot of people would have you believe.
1. Teleportation, Boats, Silt Striders. Just because you don't have to fast travel, doesn't mean its a good excuse. Morrowind had in-world means of traveling to accommodate the lack of instant TPing.

2. Many quests rely on them. They wont tell me shit otherwise. In Morrowind you are actually given directions. Not so in Oblivion or Skyrim. Its just "Go here, do that".

3. I shouldn't have to force the game to do these things.

4. No, you don't know what I am talking about, since point 1 and point 2. Morrowind doesn't box you in like Oblivion or Skyrim, and allows for scores more RPing that Oblivion and Skyrim.


Also, Skyrim isn't bad, nor is Oblivion. Morrowind is just way better. On a scale of 1 to 10, Oblivion is an 8, Skyrim is a 10, and Morrowind is a 25. Exaggerated for effect, but comparing Oblivion to non Elder Scrolls games, its often way better. But comparing to the series as a whole, Oblivion is only better than Arena...cause Arena is complete garbage.
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
BlackJesus said:
Akavir. I want to go to Akavir, or just a different continent than Tamriel. I mean, Tamriel's cool and all, but it's getting a bit stale after 5 games.
Yes. This. A thousand times this. Monkey men beating up vampire snake people. As a mercenary conscript for the Imperial Legion. Stranger in a strange land. Maritime exploration, extinct volcano caverns, strange new locations and humanoids to meet.