#would you believe this isnt even for a playable character technically
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just how much editing went into that aura???
oof uuuuh a lot actually? I had to put the tail and horns in blender, make sure they were fit to his head properly and the tail was positioned correctly, I color adjusted the horn and tail textures to make them pastel gradients, I made him several shirts and accessories, and I spent two days between photoshop, textools, and blender fitting those scales to tbse. I created a custom body scaling with customize+ to somewhat emulate the tbse-echo body type, and colorset edited several items of clothing. And I had a different set of horns I edited a bunch of earrings to fit onto that are now useless because they don't fit my new horns lol. it's been fun!
#would you believe this isnt even for a playable character technically#its not more than ive done for ambrose or avery tbh#i mean i refit tbse textures to nymph for avery and such
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RoR2 Q&A 12/2/17
Since we got a million asks, I’ll collapse all the answers periodically into one giant QA so it doesn’t ruin your tumblr feed. I tried to answer every question - if yours isnt there, someone else might’ve asked the same question. Expand below to read!
Q: Are you thinking about putting out a beta version to test or are you just waiting for the game to be fully released A: Not sure exactly how we want to do it – we HAVE to have some way of getting the game out to testers, especially for networking/matchmaking testing. It will most likely be some form of closed/limited beta, but we really haven’t though too much about it.
Q: Any ideas on what the system requirements could be? Will they be high or playable on most machines? Also will it work with integrated graphics? A: Most likely the game will be pretty light for GPU with our graphical style, but CPU intensive. What that actually translates to won’t be until the game is closer to launch, where we start optimizing.
Q: ROR1 most loved thing me and my friends liked to do is ruining the framerate with all the items that we had. we had lots of fun crashing the game for whoever hosted the game. might this still be able to happen? I'm looking forward to the release anyway and so are my friends especialy with peer to peer now we can connect better. A: Uhh hopefuly you won’t be able to crash the game, but the game will still scale infinitely like it did previously
Q: Could you make it so that when you use Unstable Watch and timestop, all colors in the game become inverted for the duration? And if you want to go all the way with a certain reference, have only Chef's cleavers stop in midair at the edge of a radius from an enemy, and when the timestop ends the cleavers hit at the same time. A: No memes
Q: Super excites for risk of rain 2. Im real glad i found it in a steam summer sale, bought then and after that bought it for my ps4. Are we going to see any new characters? (Bandit will always be fav so as long as hes good im happy) A: Yes, definitely new characters!
Q: can you make one of the new death messages be "HOST WHEN?" A: No memes!!!!
Q: While Vita's out of the question, what about the Switch, which basically seems to have slotted itself in the 'more powerful handheld device' niche? A: We’d obviously love to be on the switch, but that ultimately depends on A. can we optimize the game to run on the Switch, and B. do we have the technical know-how to actually get it running? Porting to consoles tends to be a much more dramatic change than people expect, even if the engine natively exports to it.
Q: Hi. I’ve been a fan of risk of rain for the past few years. I just want to ask: in risk of rain, some mechanics like heaven cracker can pierce a line of enemies and the huntress’ ability to hit and run. With the change from 2D to 3D environment, how will they work? There are many other abilities and mechanics that i also want to ask about, but these two were the first ones that i could remember immediately. A: We’re not going to bring back any mechanics that don’t fit just for the sake of continuity – however, the Heaven Cracker I can see being actually more fun in 3D since you have to actually align yourself with the enemies. Since everyone can shoot and run in the 3D version, Huntress’ niche is sorta gone, but we have some clever ideas to make that back
Q: In DevBlog #8 you explain some of the steam integration going into Risk of Rain 2 which will make a lot of people happy but will RoR2 also be available without steam for those who prefer? For example will I be able to buy it on GOG like I did RoR1, and play LAN games without steam? A: Right now we’re focusing on making it work via Steam P2P, but (I believe) that we haven’t done anything to explicity lock out connections via IP. You just won’t get the same Nat punchthrough benefits (I’ll have to ask Jeff, our network dude about it to make sure this is correct, but afaik I think that’s right)
Q: Would you guys happen to have an idea of when you think the game would be realeased? A: Nope! Hopefully not too long!
Q: Hello! I loved Risk of Rain 1 and it is great to play with friends. I have two questions (technically three, I'm cheating). 1. I am assuming you're going to release it on steam, so that said will there be steam multiplayer integration? Like... Invite via steam, games are created with the help of steam peer-to-peer. It was a pain to get 4 people playing on one server without port forwarding. 2. Will there be a better way to keep track of items? 3. Can you add a menu to see what items you have? A: Yes, steam invites and all that are the goal. I know we talked about holding TAB to expand the item menu so you could see more at once, but we haven’t actually done that yet. I know it was a bit silly for it to be uncropped and expanding off the screen.
Q: Is this still in development? A: No we’re just pretending
Q: Are you gonna have the same soundtrack from the first game? A different soundtrack? A mix of both? (Don't get rid of the Dried Lake or Sunken Tombs songs). A: That’ll ultimately be up to Chris, but I’m sure he’s in the same boat as us and doesn’t want to cover the same ground that we did previously.
Q: I was telling a friend how excited I was for this, and he expressed a concern I’d like to ask you guys about. He said that, being 3D, the game might end up either not as hectic as the first, or too hectic, what with the hoards coming from all around you. What’s your take on this? (I’m not actually too worried about it, but I still wanna hear your take on the matter.) A: Currently, we’re using SFX as a tool to present not only how close an enemy is, but what state they’re in and how many there are. Since I’ve also been playing the game for like a million hours I’ve also developed the ability to recognize which enemy by the frequency of their screenshake… but that won’t be relevant to most players. We’re really hoping to avoid radars or anything like that for awareness.
Q: Just wanted to say, RoR2 is looking to be coming along fantastically. I really love that you are constantly taking things in unexpected directions-- I never expected to see the game translated to 3D but you have done it and I can imagine many hundreds of hours spent playing. Will Chris Christodoulou be working on the music this game as well? A: Yes, he will be back!
Q: Have you considered calling the second Risk of Rain "Risk of Twain"? A: Not until now
Q: This is kind of a question and a half. How big will the RoR2 maps be and will all the RoR1 maps return in 3D with the additions of new maps or just overall new maps? A: Overall we’re not really looking at the previous maps for the inspiration for our new ones – we’re not making RoR 3D, but a sequel, so we don’t really want to recreate too much old stuff!
Q: Since RoR2 is moving to more dynamic network model, how will people with screwy NATs be affected? NAT Punchthrough is great and all, but if implemented incorrectly can lead to multiple users on the same NAT being unable to join servers outside of the NAT (See Rainbow Six Siege). Will users still be able to host dedicated servers like the old game? What does this mean for users buying the game through GOG/Humble Bundle? Really hope everything goes swimmingly because port forwarding sucks. A: This is the exact reason that we will have to have some form of limited beta, because this is something that we can’t recreate in office. I honestly don’t know enough to respond accurately on what would happen in that particular situation, but thanks for the heads up
Q: Relative to the first one, will Risk of Rain 2 be a sequel, prequel, completely unrelated, or even have story at all? A: Sequel!
Q: How were you going to implement artifacts this time around? Is it going to be based around areas that are randomly generated and you sometimes have access, or multiple spawn locations, etc. A: Dunno, we haven’t implemented really any form of map permutations yet. The artifacts also ended up taking a much more important role in the game than we initially expected – not sure if the old way of unlocking is strange if it’s to be a core feature.
Q: (Big fan) I just had some curious questions; How many characters do you intend there to be in RoR2?, How differently do you plan on changing the previous characters?, Any hints on the final boss? pls, What is the estimated price of the game? and will their be any chance of PvP? Cannot wait, super hyped and keep up the great work :D A: We’re aiming for 10 characters on launch. No spoilers or hints! Definitely not PvP in any official capacity since the networking structure wasn’t designed for a good PvP experience.
Q: I've got three questions : 1) Will it be called RoR2 or will you find / have you found something else ? 2) Why the hell is there one more 'o' in the tumblr URL than in the actual 'Hopoo' name ? 3) What's the average of the team's favorite meals ? thx xoxo <3 A: I think it’ll just be RoR2. The hopoo tumblr was taken on creation of this tumblr, so we had to make it hopooo instead ☹
Q: Will RoR2 reveal why the Contact Light was carrying a teleporter linked to a planet crammed with hostile lifeforms? A: I’d like to explore what the heck is up with the humans in this game, but I sorta wish I had a better avenue that’s not just item logs and monster logs.
Q: I'm going to ask the real questions, is Sniper a man or woman? This is important because reasons. A:
Q: Theres something that confuses me alot about risk of rain 2. It's the lore. If the characters have left the planet, why would they come back? A: Canonically, the returning characters were never on the Contact Light to begin with (and presumably there could totally be like, a bunch of engineers and commando suits.)
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Oh man I NEVER EVEN KNEW about ‘overshooting’! you dont even notice it in the game but wow that explains why the skullgirls attack animations seem to hit a lot harder than most fighting games. Like seriously, just a split second of one fist going cartoonishly big at the end and then snapping back to normal. Its amazing that its the snapback that does it, not even the exaggeration! It can be such a small size increase, or even just a darkened outline or a move continuing forward further than the actual moment of impact. Like a lil slide after they come back down, but before they jump back into the default position. SO FASCINATING!!! And there was a really cool example from street fighter of a character’s sleeve poofing up when they punch, and then flowing back down, to give the same impression!
And how going off model is necessary for good animation! Silly looking smears are completely fine as long as it leads to a fluid animation. She literally calls it ‘breaking the body’, and encourages you to abandon anatomy for the biggest impact keyframe. “You don’t have to make every frame look perfect, you’re creating one piece of movement, not individual pieces of art.”
Its really interesting to hear how they like.. do animation as the last stage. Well, they do the animation but they dont.. complete drawing it? They make a playable build using their storyboard sketches, and then later their lineart animation, and etc. And they playtest it each time and send notes back on anything that looks wrong while in motion, so they can catch it early and save a lot of wasted work. Thats such a simple yet effective ay to do it! I can’t believe i never thought of it!
Also i really admire that miss cartwright says she’s very nervous giving the presentation, and generally has a very personable honest friendly attitude. I mean, you can tell she’s just a normal person and she may be good at animation but that doesnt mean she could do this presentation effortlessly. It seems like she put a LOT of work into practising for this, and it really paid off! None of this stuff would be so fascinating if it wasnt delivered so well in a really accessable sort of teaching style!
Holding frames at different intervals can make a huge difference, wow! She does say how its super important to work within your hardware and to your boss’s specifications though, some games arent lucky enough to actually be able to have variable framerates. But WOW, Skullgirls looks so much better with it! She showed an example of one of cerebella’s moves, and how it doesn’t read very well at all when every frame goes by at equal speed. It just looks like.. well, if you wave a ruler back and forth? It looks like one wiggly squiggly arch rather than emphasizing what actual movement is happening. When stuff is that fast, you need to remember that the human eye isnt gonna take in the detail of every single frame, so you need to slow down or otherwise emphasize the bits that’re important to the move. Plus also, having an equal framerate means that smear frames can be too SLOW, and be more easily visible, thus breaking immersion! So in the final version the smears run faster than the rest, and the frames at the start and end are slowed down. (when she’s raring up for the attack, and once her fist actually clenches and grabs the foe)
Again, I had NO CLUE that ‘hitstop’ was even a thing! The technical term for the sort of ‘slow motion after the impact’ thing. Its not usually as extreme as it is in the end of boss battles in Kingdom Hearts, for example, usually its more like just two miliseconds of the enemy staying in their downed pose before falling to the ground and bouncing back up. Again, its about speedup and slowdown to emphasize impact! If you just leave the game’s programming as-is and don’t bother to account for this, you have characters recovering from the hit too fast and it doesnt even look like it hurt. I think this is probably related to the concept of ‘mercy invincibility’, too? Thats kinda a way to give the PLAYER a moment to react to the attack!
Another really interesting tip- the reason why games snap back to the idle animation! She says its actually very bad to animate in-betweens of a character returning to their idle pose, snapping back is way better. It doesnt interrupt the idle, and you don’t have to think about animating a return pose that fits equally well with every different attack. plus it slows down combat cos the player cant immediately attack as soon as they’re back on their feet. overly long recovery animations can lead to a character thats disproportionally weak to getting stunlocked! Plus it just gives a sense of speed and badassery to a fighter who can flow so seamlessly back into the action.
I also like that she talked about the things she wasn’t happy with in her work, and used them as teaching examples. That takes a lot of self confidence to be able to talk about! I’ve gotta agree with her, that less frames is snappier sometimes. Its not always about looking the most artistic, in a videogame stuff has to be speedy enough to match with the limits of the action. And I loved the bit where she showed how completely 100% even frame amounts can make stuff have less impact, how removing just one frame from the fist buildup made a punch attack so much better looking!
A funny anecdote: apparantly they went a bit overboard with the first attempt at jiggle physics. They had the problem of too many frames in an idle animation, ENTIRELY because of the boobs! So lol, its nice to know they put the effort into making everything look more realistic and actiony, even the silly fanservice bits.
Oh and at the end she reccommends some sites that archive fighting game animation sheets! Even professionals still love playing and researching other games for reference! zweifuss.ca and fightersgeneration.com
#lol i just loved that vid so much i had to ramble#plus i know not everyone can watch a half hour tutorial so i wanted to write up the tips i thought were most important
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My mixed feelings on Pathway
After playing the game for 4 hours I got bored and stopped playing. I talk about what I liked about the game and what I consider it’s biggest problems.
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Pathway is beautiful, and if I were to make games myself I would want them to look like this. Pixelart is not for everybody and doesnt fit every game equally well, but personally I am happy that games with this kind of aesthetic are still being made and they usually get me at least curious instantly. You control a diverse cast of adventurers in a setting that perhaps isn’t new, but which still feels refreshing as it isnt nearly as oversaturated as your everyday Fantasy / Sci-Fi / Postapocalyptic / WW2 scenario. But Matt, technically speaking this is World War 2 as well, arent you fighting nazis? And zombies arent exactly the most original opponents either... True perhaps, but it still feels more like an Indiana Jones setting than anything else and I can appreciate that as an attempt to do something different. With that being said, it is not the setting or the graphics that quickly had me lose interest, but rather a couple of specific design decisions. 1) Roguelite Progression? I love good roguelites and I can sink weeks into them once they have me hooked, dying my way from unlock to unlock while I develop my skills until Im finally ready to face the final boss for the first time, every run feeling different because of different characters, different upgrades, etc. Replayability and difficulty are king here and when I looked at all the playable characters that I could unlock I got excited and was reminded of what it felt like when I played Dungeon of the Endless for the first time. Pathway, however, chooses a somewhat untypical format for it’s actual missions (or adventures, as they are called). Each one of them has a wincondition that seems easily achieveable, and unlocks a completely different mission once it is done, which is only connected to the one before via story and nothing else. You can switch characters inbetween, you cannot build up a reserve of ammo or fuel, and if you fail adventure 3, you simply retry that one instead of the earlier ones. On top of that characters gain experience and become stronger, but after they die progress is not lost, similar to leveling up gods in Thea - The Awakening. Characters are different from each other, but also rather restricted in what they can and cannot do, with most characters only being able to wield one type of weapon and having perks that for the most part are only relevant in specific textbased events. For example you may find a sick camel and if you have a character with medical skills you can choose to try and heal it. Otherwise, keep moving, nothing to do here. 2) Interesting choices? Levelups are similarly uninspired. Yes, your heroes have a skilltree, but almost all of the possible choices are bland stat increases, so you may have the choice between slightly more movement, slightly more accuracy or a slightly higher critchance. Endurance is the worst example of this, as it only increases the time that a character can survive unconscious after they have been downed. That, combined with a levelcap of 5 per character and the fact that your heroes remain leveled up for all future runs as well, turns character progression into something that is not only rather boring, but also eventually completely removed from your games altogether. Personally I fail to see the appeal of this method and I would have probably enjoyed the game just as much (if not more) if levelups were completely absent from the game. The few skills that are not stat increases are usually unlocking a different weapon or armor type, so your character might be able to now wear light OR medium armor instead of only light armor. Usable abilities do not exist apart from that, they are exclusively tied to what weapons and armor you have equipped and there is one ability per weapon. A shotgun can fire at all enemies in a cone, a sniper rifle allows a person to go into coneshaped overwatch. Light armor lets you sprint, medium armor allows you to duck so you are harder to hit and heavy armor allows you to hunker down so you take only 50% of the damage you otherwise would have taken. It is all very basic and for people that have played the XCOM games, Battlebrothers, or really any game with a skilltree, there isn’t much to see here. What makes this even worse is that you can find weapons, but often you can’t use them eitherway because the vast majority of characters are shackled to only their one preferred weapon and armor type so they will always have the same weapons, therefore weaponbound abilities and because of the levelup system even stats. All of this denies meaningful choice (apart from what team of characters to send in together) and shackles replayability completely needlessly. 3)Enemy variety and combat The first adventure features nazi dogs, nazi troopers and nazi shocktroopers. I believe the final fight of the map has a first medic. Troopers and shocktroopers use rifles, the dog bites, the medic can heal and uses a pistol. Enemy numbers vary between 3 and 5 in all fights. On its own that doesnt sound so bad yet, and later adventures introduce new enemies, most notably zombies but also nazi snipers, officers, medics, I stopped playing there but there’s probably more later, right? So what am I complaining about? This is a rough guess, but I would say in order to beat the first adventure you have to go through about 7-10 battles. Each one of them uses the same three enemies. Some might not have shocktroopers, some might not have dogs, but it will always be 3-5 enemies either in a procedurally generated ruin, or a procedurally generated desert base, or maybe a desert bunker if or desert oasis. Hell, even writing this is boring. The biggest culprit here is probably not even enemy variety, but the fixed numbers. Battles happen quite regularly and they all feel pretty much the same. Sometimes it’s an ambush and you have to deploy your heroes in the center of the map, other times its not and you deploy on one side, but at the end of the day these fights all feel the same and I found myself hoping everytime I would move my people that I would find nothing again, instead of another fight. This, combined with all the other things I mentioned before basically results in a gameplay experience that is always the same. Your characters are the same (but hey, at least there are many different ones to choose from, I count that as a big Plus), your enemies are the same, the maps are the same and the abilities your characters as well as the enemies can use are always the same. A shame really. The Saving Grace However I want to note that it is not all bad. While combat itself gets repetitive rather quickly, the overworldmap and resource management in general are pretty great. One run you might run out of ammo very quickly, on another you might trigger a trap or 2 early and struggle with healing supplies and in the next you wont have enough jeep fuel. (Im kidding you never have enough jeep fuel) This, together with the fact that characters do not only use up bullets as a ressource, but also do not heal inbetween fights, gives the game a sense of lasting attrition that you need to fight against, which felt a lot deeper and had me more engaged than for example running out of fuel in FTL in comparison. One of the things that I was worried about most in combat was not the battle itself, but how I could get by without using too many bullets. How many enemies could I shank or knock out instead? At the end of the day there wasnt enough to keep me busy however. Games like The Binding of Isaac or Enter the Gungeon have me excited about what weapon I will unlock next or how different the next run will play out. What bosses will I have to fight this run? If Pathway has bosses, then I stopped playing before encountering teh first one, I was deep into adventure 2, on its 3rd map to be specific. The game seemingly doesnt want you to have too many options, doesnt give you a sufficient amount of skills to choose or other choices to make and basically falls flat when it comes to replayability. A shame, because music and graphics are beautiful and the overworld map hints at what potential there was. If I ever run into Pathway 2 I will try it, but in the first 5 minutes of the game I will look at the skilltrees and keep an eye out for abilities like “allows character to use shotguns” and hope that I dont find anything.
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Today I had plans to release a small backstory for my character on Skyrim. However, to follow the lore involved in universe of the Elder Scrolls, I had to quickly back peddle on that idea. Instead I thought it would I could talk about the possibilities of what the Dragonborn could have done after Skyrim.
In the Elder Scrolls games; the playable character seems to always have an incredible amount of unique skill, that isn’t available for some of the NPC’s in the games. Leaving a character of that stature to roam the streets of Tamriel, after the game has finished could potentially lead to some large changes in Elder Scrolls lore, because of how much influence they possess.
The Dragonborn would be too damaging to potential canon, if he was to stay in Skyrim after the events of Alduin’s return and his battle with Miraak. Because of his sheer power and immense recognition, he could really complicate things. But where would he go? How could Bethesda possibly describe what happened to the Dragonborn?
Before predictions can be made about his/her whereabouts in Skyrim, Tamriel or even further a field. The quests need to be looked at in great detail, as to decide which quests are actually canon in the Elder Scrolls. Which actions did the Dragonborn make that will actually be placed in the history. The main quest is a guarantee and in fact, it is probably the only guarantee that can be made.
Every player has a different style, which occasionally leads the character down a very different path. One person may decide that their character will be a mighty Companion, another may decide they want to go down a darker path and become the listener in the Dark Brotherhood. However I don’t believe that the side quests or guild quests are canon.
Civil War
College of Winterhold
Thieves Guild
Companions
Dark Brotherhood
There is only one questline that could possibly be affected by the Dragonborn. Although it is unlikely that he could have joined the Dark Brotherhood and became the listener, and it is even more unrealistic that he would have joined the College Of Winterhold and became the Arch-Mage. There is a small possibility that he did in fact take part in the civil war, we know that in the main quest he made peace between the two sides, at least until the dragons were no longer an issue, but it is a guarantee that the truce did not last a very long time. If it is to be believed that the Dragonborn was involved in the future of the civil war, which side would he have chosen? my money is on the Stormcloaks, especially after the few run ins with the Thalmor, ended up in their immediate death.
In past games in the series, the playable character fate wasn’t revealed until the following game. We didn’t know what happened to the Nerevarine after the events of Morrowind until Oblivion. Where we hear that the playable character travelled to Akavir, to never be heard from again. He may still be around during the events of Skyrim, although Alduins return happened centuries later, the Nereverine is practically immortal, as he is lucky enough to be immune to poison and disease, and he also doesn’t age. Yet when you play as him, death is a regular occurrence
We then have the Hero of Kvatch from Oblivion, has their destiny revealed to us in Skyrim, but none other than himself. The Dragonborn comes into contact with the playable character from Oblivion, when he enters the Shivering Isles to meet the Daedric Prince of Madness Sheogorath, who was once known as the Hero of Kvatch. During the Shivering Isles DLC, you help Sheogorath defeat his true form, Jyggalag (The Daedric prince of Order). Once defeated, Sheogorath is technically no more, as he and Jyggalag truly separate, but just before The Daedric Prince of Order disappears, he places the mantle of Sheogorath onto you. Making the Hero of Kvatch, Sheogorath.
This shows that Bethesda think long and hard about ways to avoid the playable character getting involved in future events. The Hero of Kvatch was removed from Tamriel by placing him in Oblivion, ruling over the Shivering Isles. Although he can still get involved with mortal affairs (as he does with the Dragonborn), they have made him a daedric prince, removing his persona of the man/women who stopped the oblivion crisis. Whilst the Nerevarine is in Akavir, away from Tamriel, it could be possible that one day he would return, it does seem unlikely.
As Oblivion made the DCL of The Shivering Isles canon to Elder Scrolls Lore, it would be very likely that the Dragonborn DLC may too be considered canon in the future games. Especially as it’s a questlines that revolves heavily around the character himself, he only fights Miraak because he is the Dragonborn, no mere mortal would be able to take on such a questline.
The Dragonborn questline is different to other quests, as any character could have taken part in them, they don’t need to be this special and unique person to do them. An example of this is the Dawnguard questline, you are asked to join the Dawnguard by a high-ranking member, who just so happens to be asking multiple people to join their ranks. This questline as well as the Dark Brotherhood and the Civil War questlines also have multiple endings, the Dragonborn basically decides who wins the war, if he should help the vampires reign supreme and even if the Dark Brotherhood get to live on in Skyrim. Yes he is a character that is strong enough to decide these fates, however their are many other characters in the world of the Elder Scrolls that have the potential to make these changes. Whereas in the main quest and in the Dragonborn DLC, only the playable character actually has the power and technically has the birth right to do these, it was his destiny to take part in these events.
But if Miraaks battle was canon, does that mean that the Dragonborn could possibly be stuck in Apocrypha, left to replace Miraak in Hermaeus Mora’s plane of Oblivion. This could have been one way that Bethesda could actually avoid the Dragonborn ever affecting future events in the Elder Scrolls. What a shit life that would be.
Another possibility, is that he eventually took up a life of solitude and wisdom, by joining Paarthurnax and the Grey beards in High Hrothgar. There he would be unable to take part in future events, as the Greybeards do not partake in things that go on in Tamriel. It would be a logical step for the Dragonborn to take, with their help, the playable character would be truly able to master the way of the voice, and venture deeper into understanding every Thu’um that is available to him. In my own opinion, this is the most likely scenario that could have happened after Miraaks defeat, as he could both become the most powerful Dragonborn in history, as well as keep to Bethesda’s usual ideology of not getting involved in future events.
Bethesda may even decide that some mods could be used for canon, which although is rather unlikely, however some of the mods that have been created by gamers are so immense in size and in gameplay, that it could be a smart move by the company. There are some mods that could show a possible destiny and/or fate for the character himself.
The ‘Helgen Reborn’ mod shows a future, where the Dragonborn helps rebuild the castle town to back to its once great state. Building it back to former glory and making some vast improvements at the same time. This could be an alternate ending for the character, being one of the few survivors in the destruction of Helgen, it would make sense that the Dragonborn could oversee its construction, along with training the soldiers and getting his own private tower to make his home.
Another mod that is entirely possible, is The High King of Skyrim mod. This mod allows the playable character, to gain followers to back the Dragonborn’s claim to the throne of Skyrim. Although it is a little far-fetched,the character is that influential and that wise, that it would make sense. Especially as you can get Elisif and Ulfric on your side, as they themselves will even back your claim. If they don’t, then it is quite easy to kill them. For this to become canon though, I truly believe that the Stormcloaks would have had to win the civil war, and then a possible war with the empire would follow these events. But with the dragonborn on your side, Skyrim stands a chance.
My final theory is an odd one, but it could be seen as an ever so slightly possible choice for Bethesda to make on what actually happened to the Dragonborn, after the events of Skyrim. This theory is that when he was challenged by the Ebony Warrior, he actually won the battle and in doing so, he took up the mantle, becoming the Ebony Warrior. We don’t know an awful lot about the characters backstory, only knowing that he is a Redguard and is formidable in combat. Because of our lack of knowledge about the character, as he is so shrouded in mystery, this could be a way forward for the Dragonborn. Although this theory isnt talked about as much as many others, I can see some merit to this idea, we all know that the Dragonborn in lethal in battle, and would most likely have been the most likely character in Tamriel strong enough to eventually defeat the Ebony Warrior.
Unfortunately we will not know the destiny of the playable character until Elder Scrolls 6 is released, and until then we can ony speculate. As much as I would love the Dragonborn to have become the Ebony Warrior, we will not find out the truth for a few more years, so the wait continues.
Thank you so much for reading.
What happened to the Dragonborn ? Today I had plans to release a small backstory for my character on Skyrim. However, to follow the lore involved in universe of the Elder Scrolls, I had to quickly back peddle on that idea.
#Bethesda#Daedra#Dark Brotherhood#Dragonborn#Ebony#Morrowind#Nord#Oblivion#reaction#Skyrim#Tamriel#The Elder Scrolls
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