Duoae asked:
Where do you stand on levitation? Was it worth being removed because it broke the game or do you view TES games as fundamentally broken (like me) and that's why they're fun?
The problem is, there’s two kinds of broken.
The first and most obvious kind is unbalanced; open to player exploitation, outside of the developer’s projected cycle of challenge and reward. That’s the “good” kind of broken; it’s a tool for the player to experience content on their own terms rather than something categorically detrimental to the experience. It can be a problem when the exploits are too obvious, but if players have to find or research them on their own it usually increases rather than decreases enjoyment of the game–the challenge becomes figuring out how to beat encounters easily and the thrill becomes voluntarily reveling in these advantages. It increases the player’s sense of personal freedom when a developer doesn’t block off all the advantageous mechanical alleyways that make exploits possible. Bethesda’s been cracking down on the “good” kind of broken for a while now by removing or streamlining spellcrafting, enchantment, and the ability to make your character faster or bouncier; it’s not an outrageous assumption that they’ve been keeping flying out of the game because it’s just too hard to design encounters around.
However, I doubt that’s why they got rid of levitation. Levitation in modern TES games stands to be the “bad” kind of broken. The increased demands of the engine require towns to be separate instances–you can’t just pass from the wilderness into the Imperial City because the Imperial City, outside its outer walls and very crude stand-ins for its inner structures, doesn’t exist in the main gameworld. Players essentially teleport to a separate gameworld when they interact with the outer gate; it’s only through environmental cues that the illusion of continuity is preserved. Flying over said gate and into the “city” will reveal the only thing that does exist in the main gameworld: a bunch of bleary-textured and totally inert buildings meant to look good from a distant ridge. This is the main obstacle to levitation in modern TES games, although I’m sure there are issues with draw distance as well–the old Morrowind trick of thick mist everywhere doesn’t really hold up in 2016, although some kind of attractive swirling maelstrom might do the trick.
Continue reading 〉〉 “The Altered Scrolls: Q&A, Part 4 (Final Q&A)”
T w e n t y S i d e d
