What's Wrong With Skyrim and How To Fix it
INTRODUCTION
The Elder Scroll V: Skyrim is an open-world RPG released by Bethesda Softworks on the Xbox 360, PS3 and PC. Skyrim has enjoyed both commercial and critical success largely because of its expansive world, quest lines, and other RPG elements. But there are a few flaws with its moment-to-moment gameplay. This gameplay pitch will try to improve upon an existing gameplay experience and is intended for an academic instructor.
THE CURRENT PROBLEM
Skyrim’s biggest problem with moment-to-moment gameplay is lack of control with melee combat. There are numerous weapons and a few different mechanics the player can use in combat such as light attacks, heavy attacks, and blocks. So on paper, melee combat in Skyrim looks like it could be fairly competent, but in practice, everything feels shallow and unsatisfying. Players do not have a lot of control with regard to how they want to swing their preferred weapon. Rapidly pressing the attack button while simultaneously walking away from an enemy to avoid being hit is the best tactic a player could use.
There is no strategy involved, which means that there is a lack of depth. Overall, combat has a low skill floor but it does not have a high skill ceiling. It would be easy for almost anyone to pick up the controller and start to button mash, but players who yearn for a deeper experience and the opportunity to show mastery and develop unique strategies will be disappointed. Moreover, because of this lack of control over combat, there is a feeling of repetition. The player’s inputs seemingly trigger the same two or three animations with button press.
SOLUTION
The main solution to this problem is to implement analog controls for melee combat. Analog controls would be better than the current digital controls because it allows the player to choose how exactly he wants to swing a weapon. The digital controls that are currently implemented only allow the player to trigger a pre-canned attack animation that deals damage to enemies if the player is close enough.
With analog controls however, the player would have a larger assortment of possibilities with regard to exactly how he wants to swing a desired weapon. The player could choose exactly how hard he wants to swing, what body parts to target in what order, and in what direction he wants to swing. Because of the enhanced feeling of control, the player would be able to strategize how he wants to approach each battle, and if that strategy were indeed successful, the player would get to feel a sense of mastery and accomplishment. Because of the expanded amount of possibilities, repetition would take much longer to set in since there is no predetermined amount of attack animations.
IMPLEMENTATION
This is how the new moment-to-moment gameplay experience will be with Skyrim’s combat system.
1. Once in a combat situation, the player will take out his weapon with the “X” button and then hold down the right trigger to get into a combat stance with that equipped weapon.
2. To lock onto a specific body part, the player (while still holding down the right trigger) presses the “A” button to cycle through the different body parts.
3. To swing the weapon, the right analog stick is used. For heavy attacks, the player can pull back in one direction and push the stick in the opposite direction. For light attacks, the player simply pushes the stick in a desired direction without pulling back first.
4. Rotating the right stick 360˚ will do a special attack.
5. Blocking is handled in the same way – holding down the left trigger.
6. To do a shield bash, the player holds down the left trigger to block, and then pushes the right stick up.
Additional note: A hit marker will appear accompanied by a “click” sound effect (e.g. Call of Duty multiplayer) that will provide the player with feedback when he lands a hit.
CONCLUSIONS
With this new moment-to-moment combat system, the player will have a lot more control over each combat encounter. The new control scheme might take a while for players to get used to, but there will finally be a high skill ceiling since players can try to figure out ways to mix and vary their attack types and areas of each attack. Will the player choose to target the head only with heavy attacks or will he wear the body down with light attacks over time? The choice is up to the player.
References
TheBestCODHitmarkers. (2011, December 4). Ultimate Hitmarker Montage. Retrieved from http://www.youtube.com/watch?v=pCmZ3tCjfcQ
The Elder Scrolls V: Skyrim. (n.d.). Retrieved April 18, 2012 from giantbomb.com: http://www.giantbomb.com/the-elder-scrolls-v-skyrim/61-33394/










