Project Greenheart (Elder Scrolls VI) Specification

Introduction

This is an unofficial specification of Elder Scrolls VI, which will called for now Project Greenheart. The name Project Greenheart comes from the Bethesda letter which was spread around the internet a couple of years ago. The letters legitimacy is still unconfirmed but is now believed to be real due to the “Fallout 4: Nuka‐World” prediction.

Please contribute with your ideas! Use issues to spark a discussion and pull requests to contribute to the specification.

Contents
  1. 1Philosophy
    1. 1.1Micro ideas, Macro ideas
    2. 1.2Explore new ideas
    3. 1.3Immersion
    4. 1.4Suitable ideas
  2. 2Skills
    1. 2.1Combat skills
    2. 2.2Non-combat skills
      1. 2.2.1Enchanting
      2. 2.2.2Crafting
  3. 3Attributes
  4. 4Leveling
  5. 5Combat
    1. 5.1Magic
    2. 5.2Archery
    3. 5.3Melee
  6. 6Mobs
    1. 6.1Looting
    2. 6.2Level Scaling
  7. 7Classes
  8. 8Sound
    1. 8.1Music
    2. 8.2Voice acting
    3. 8.3Silent Protagonist
  9. 9VR
    1. 9.1Immersion
    2. 9.2VR-first
  10. 10Contribute
    1. 10.1Contribute through GitHub's website (Beginners)
    2. 10.2Contributing through git (If you know some git)

1Philosophy

As everyone desires different experiences from the Elder Scrolls, some basic principles needs to be set of what the next TES game should be like. Conflicting basic principles will stagger development of the specification and will thus exists for now.

The language used in this specification does not have to be the most advanced. Rather, just try to be exceptionally clear and concise.

Skip if you want to read the ideas for TES VI
Add new basic principles, or remove some

1.1Micro ideas, Macro ideas

As this specification is only about ideas, introducing some categories makes it easier to reason about when discussing.

Micro ideas are ideas which are aimed to solve more targeted and more specific problems. It’s also ideas like how to make a small piece of the UI better, e.g. “Show stats when hover on item”.

Macro ideas are ideas which are aimed to solve a fundamental problem with the game, or lay down the basis of the game’s mechanics. E.g. “There should be attributes in TES VI because ...”

This specification encourages focus on Macro ideas and not that much on Micro ones. This is because Micro ones could most of the time be implemented with third‐party mods, which then gives Bethesda more time to work on more game changing issues. E.g. perfecting window placements in a castle will not drastically change the game the same way Skills will.

We believe also believe that TES VI needs a solid basis which the modding community can build upon. Skyrim had many flawed game designs/mechanics which even mods didn’t even solve, we want to avoid that in TES VI. A flawed basis is also hard to build on.

Micro ideas are still welcome!

1.2Explore new ideas

The Elder Scrolls series should not be obliged to follow it’s history. The series should be more flexible to explore new interesting ideas if it so wants to. Avoid new ideas for the sake of new ideas.

1.3Immersion

The Elder Scrolls series should develop with immersion in mind at all times. Thus, ideas should also revolve around immersion.

Immersion is subjective but it’s possible that many like TES because of how immersive it is; purely speculation.

1.4Suitable ideas

The ideas in this specification should be reasonable to implement. Think rationally about the idea and decide if it suitable for TES VI. The idea might be better off as a mod rather than having Bethesda implementing it.

2Skills

A skill is a scalar of how much you have done a certain set of actions. The higher you are on the scale, the more perks/advantages you get.

Decide what kind of skills should be included in TES VI. E.g. Should there be 5 different magic skills or should some of them be combined? And what about non‐combat skills, how many of them should remain and what skills should we add?

2.1Combat skills

Combat skills are skills that increases when doing a set of combat actions. E.g. using a lot of spells will increase a certain magic skill.

2.2Non-combat skills

2.2.1Enchanting

Enchanting should not done by just clicking, it’s not immersive or fun at all. Enchanting needs to be a fun grind, kind of like a mini game that’s not gimmicky.

2.2.2Crafting

Crafting should not done by just clicking, it’s not immersive or fun at all.

3Attributes

Attributes should be implemented in TES VI. It should be similar to how Diablo II’s attribute system works. You get attribute points on leveling and you assign it to the attributes. Attribute points are locked in, in other words not revertable. Attributes could be like Str., Int., Dex., Agi., etc. and applying points to each attribute has some effect on a skill. E.g. Increasing Str increases Melee damage, while increasing Agi increases Archery damage and movement speed.

It should be like this because it encourages players to be more strategic, but could also annoy the player when points are assigned wrong in hindsight.

What does Str., Int., Dex., Agi., etc. do when you apply points? E.g. something along the lines where Str. makes melee combat stronger?

4Leveling

You level by gaining experience (XP). You get XP by slaying mobs. The stronger the mob, the more XP.

There’s no level cap, which also implies unlimited amount of attribute points.

Talk about leveling in issues.

5Combat

Combat is about the ways to fight enemies.

5.1Magic

Magic in Skyrim is boring and uncreative. The Destruction spells are all based around damage and do not involve a lot of strategic play. Stronger spells only do more damage.

The spells in TES VI should be creative, fun and have a learning curve. Overwatch is a great example for these type of spells. Junkrat, which is heavily inspired by Team Fortress 2’s Demoman is very fun to play and has a learning curve. His ability Frag Launcher is a very good example. Another example is Anivia’s Crystallize (from League of Legends) and Mei’s Ice Wall (from Overwatch) which is kind of the same spell.

The Skyrim mod community have created many interesting spells while some are more buggy than others. But nonetheless they are more interesting and above all, more fun to play with.

5.2Archery

Archery in Skyrim felt too monotonous. It was basically point and release and the animation was slow and irritating. Hanzo from Overwatch has some great abilities and is a great source for inspiration. It’s also what archery can become in TES VI. Check out Hanzo’s Scatter Arrow.

5.3Melee

Melee in Skyrim was basically just hack and slash in a very monotonous way. There’s not much strategic play. Here the TES series could get some inspiration from Dark Souls.

Explain the inspiration from Dark Souls, in this case the combat mechanics which made the game fun

6Mobs

6.1Looting

Looting in Skyrim was very boring and stale. You get the strongest weapons by crafting them, not by grinding mobs and dungeons. The loot you got was only used to level up non‐combat skills which makes it not as exciting.

6.2Level Scaling

No solution yet

7Classes

Classes should have a bigger impact on the gameplay.

Decide what kind of impact, e.g. choosing a class has only an impact on the early game or should it be throughout the whole game?

8Sound

Sound adds an important atmosphere to the game. Good voice acting is also good for immersion.

8.1Music

8.2Voice acting

8.3Silent Protagonist

9VR

Virtual Reality (VR) has become more widely adopted in the recent years. The amount of developers and consumer has increased but it’s still only available as a luxury item. A good solution for movement in‐game has yet to created. So the big question is: Should TES VI adopt VR? If yes, how much?

9.1Immersion

VR’s immersion is the best type of immersion you can get today. TES VI must have VR on launch for a couple of reasons. VR shines the most with the immersive games, which makes TES VI one of the perfect games for it.

9.2VR-first

TES VI should not be VR‐first. It’s probably not a profitable move for Bethesda and not everyone can afford VR yet. Bethesda’s profit do matter to us and them.

10Contribute

We want this project to be as transparent as possible and everyone is welcome with their ideas and contributions!

We write in Spec Markdown, which is Markdown with some additions.

10.1Contribute through GitHub's website (Beginners)

  1. Create a GitHub account
  2. Fork the repository
  3. Select a file
  4. Click on “Edit this file” pencil icon
  5. Commit with a short message describing the change(s)
  6. Go to “Pull requests”
  7. Click on “New pull request” and create the pull request
  8. Wait for someone to handle the pull request

10.2Contributing through git (If you know some git)

  1. Create GitHub account
  2. Fork the repository
  3. Run npm install -g spec-md to install spec-md which is the package used to generate the html site from the markdown. Make sure you have Node.js installed.
  4. Run spec-md specification.md > index.html in forked folder to output html to index.html
  5. Create pull request
  1. 1Philosophy
    1. 1.1Micro ideas, Macro ideas
    2. 1.2Explore new ideas
    3. 1.3Immersion
    4. 1.4Suitable ideas
  2. 2Skills
    1. 2.1Combat skills
    2. 2.2Non-combat skills
      1. 2.2.1Enchanting
      2. 2.2.2Crafting
  3. 3Attributes
  4. 4Leveling
  5. 5Combat
    1. 5.1Magic
    2. 5.2Archery
    3. 5.3Melee
  6. 6Mobs
    1. 6.1Looting
    2. 6.2Level Scaling
  7. 7Classes
  8. 8Sound
    1. 8.1Music
    2. 8.2Voice acting
    3. 8.3Silent Protagonist
  9. 9VR
    1. 9.1Immersion
    2. 9.2VR-first
  10. 10Contribute
    1. 10.1Contribute through GitHub's website (Beginners)
    2. 10.2Contributing through git (If you know some git)