How would YOU make it?

How would YOU make it?

Attached: tesviannounce.jpg (1280x720, 156K)

animal crossing type of game. play as some peasant living the life. sometimes evil wizard or dragons might rise up. but that's not your problem. that just means more tourism and more business opportunities for you

the game would just be a huge picture of a massive shit I took with uncompressed audio of shitting noises to take up as much data as possible
people will buy it anyway so who cares

I'd make Todd make it. Don't got time for that shit.

Call up Todd Howard.
If it ain't broke don't fix it.

Like Skyrim with guns, but without guns.

Comfy adventures in High Rock, none of that Imperials and Elves bullshit. Just you and your exploits in the tiny kingdoms of the bretons, some knightly tales, retellings of arthurian legends, and an overall inviting atmosphere.

Add all the stats and actual RPG shit they've stripped out through the years and then I'd focus on the only thing I give a rat's ass about in the series still which is the lore. Lore heavy game with a good story, I don't give a fuck about the shitty combat or whatever you little dweebs would focus on.

make it a porn game

Dont force player to become "the chosen one" in main story. Also dont give sone stupid abilities like shouts which dont go well with roleplaying.

How in the hell can I be silent assassin thief, if I have mystical superpowers of shouting very loud.

>Rolfe posting

PAIDMODS
A
I
D
M
O
D
S

I wish todd adds paid mods on launch, so I can feel justified pirating

Dwemer steam powered armor
Fix the dialogue by having every option be a series of non-committal voiced grunts so you can RP properly
More swords, axes/maces don't really make sense in an elder scrolls game anyway
Maybe start as the leader of the Thieves guild for once?

nive try todd

this

>Set in Summerset Isles
>Don't design the world around quest markers; take inspiration from Gothic I/II, Morrowind, Breath of the Wild
>Magic and alchemy system from Morrowind
>Creative quest premises from Oblivion
>Improve melee combat; provide better audio visual feedback for the player
>Make all NPCs killable, unless it's otherwise justified within the game world
>Consequences for your actions
>Don't let the player become everything in a single playthrough
>Focus on the more interesting and outlandish aspects of the lore
>Make Mercantile actually a meaningful skill

Attached: foxPepe.jpg (320x320, 21K)

I'd set it in an alternate earth around the year 1920 but industrial society hasn't spread as far across the globe yet and have you be a privateer tooling around in a heavy cruiser sinking merchants and avoiding battleships. It'd be based on upgrading your ship at neutral ports and exploring the world during a dynamic global war as you try to resolve an ancient mystery and hunt down a mythical superweapon for your benefactor. The twist is that the mythical superweapon is actually just a nuclear waste dump left behind by a previous advanced human civilisation that has collapsed, of no use to you or anyone, and the game ends on the note that the civilisation that you have spent the game exploring and getting to know and love is doomed to repeat the same mistakes that led to the downfall of the first. Every new civilisation that rises fails a little faster and harder as the easily-accessible fossil fuels are progressively depleted, making the reemergence of industrialisation that much harder every time.

Bit of a departure from the series' roots but I think the fans will appreciate this bold new direction.

They need to either fully commit to the action RPG route they've been aiming towards in their last games or bring back actual RPG mechanics.
Either make the combat actually fun, with perks giving new attacks, combo routes and other actual action RPG stuff.
Or commit more to the RPG with meaningful stats having an impact on gameplay. I love playing speech builds in these games. I wish I could do that again.

Add in qt khajit females you can marry

Bring back classes and negative traits.

In Unity

Two words;
Horse
Armour

Skyrim but better
I don't really expect anything else but at the same time it wouldn't be too bad if was literally just that

the game is just the Creation Kit. You have to make the game yourself.

Skyrim redesigned with rdr2 horses mechanics.
That's it, game is literally and unironically fixed.

>Make all of Tamriel playable
>no main quest
>every region has its own guilds that react to your reputation in other regions
>reputation with each province government matters in interactions with others
>multiple daedric quests at each of their shrines across the continent
>basically copy paste dungeons and cities from previous installments with appropriate changes per the lore

Basically, I'd just make it into a sandbox for modders to fuck around with. The game will sell either way and the diversity of content and the modding community wouls keep it alive in perpetuity.

Main quest is about reach Masser and as a blade agent you are helping engineers and wizards to build the skyrocket. You are also a volunteer for being part of the tripulation, of course.

Don't give a shit about half the things listed here. Just give me an interesting setting with a unique culture and a world I want to explore and learn about.

Also
>rpg mechanics fully restored
>expand crafting to make it more immersive and useful
>go ahead and throw in a settlement building system
>choose your own start with a bunch of options for job, wealth, alignment, etc that randomize your introduction to the game
>dynamic economy that has active inter-regional commerce you can exploit in every way from banditry, robbery, extortion, or simply being a trader
>add in a religion system that allows you to earn favor with different Aedra or Daedra, but only dedicated players can max out (extremely difficulty quests and routine sacrifices/offerings in exchange for powerful artifacts, spells, or buffs)