The Elder Scrolls V: Skyrim

Skyrim's New DLC Is Great—If You Like Doing Chores There are four types of video game players, says Richard Bartle: the Explorer, the Socializer, the Killer, and the Achiever. The names are rather self-explanatory: the Explorer loves to wander; the Socializer loves to chat; the Killer loves to compete; and the Achiever loves to rack up points and trophies, even when they might seem arbitrary to everyone else.


You'll really enjoy Skyrim's latest piece of downloadable content, Hearthfire. But only if you're the type of player who gets a kick out of achieving things just for the sake of achieving them. Only if you're an Achiever.


Though Bartle, the man who invented MUDs (rudimentary text-based predecessors to MMORPGs), was mainly talking about online games when he devised his four archetypes, they apply even to single-player experiences like Skyrim. When I play Bethesda's open-world masterpiece, I think like an Explorer. I want to see the world, to find hidden secrets and discover everything the designers wanted me to discover, to slowly peel away at the story one layer at a time.


Throw in a few dashes of Killer and Socializer and you've got a basic rundown of the way I play video games.


That's why I had no real interest in Hearthfire, which came out Tuesday for Xbox 360. Hearthfire gives you an acre of land and asks you to build a house. You can add extra wings, decorations, and even a bedroom for children (which you can adopt, naturally). You can use your new home for storage or tea parties or corpse dissection or whatever else you feel like doing. It's yours.


Skyrim's New DLC Is Great—If You Like Doing Chores


To do all of this, you'll need to find ingredients. This is rather tedious. It usually means fast-traveling to a store, buying an iron ingot, hammering it down into a set of nails, realizing you're out of lumber, fast-traveling to a lumber mill, buying stacks of lumber 20 at a time by selecting the same dialogue options over and over, heading back to your place, realizing you're out of stone, walking to the convenient infinite stone quarry next to your house, mining for a while, encumbering yourself because you're carrying too much, and slowly treading back to build the next section of your manor. Rinse, repeat.


I've played several hours of this new DLC. I've built up a manor, adopted children, and turned my level 30 powerhouse into Domesticated Dragonborn. To me, there were few things enjoyable about this experience. It was nothing but a mundane to-do list.


See, I have no interest in showing off a gigantic mansion or collecting lots of ingredients. I don't care about how big my house is, much in the same way that I don't care about min-maxing or achievements or many of the other game mechanics that many players find fun. My brain just isn't wired to enjoy that sort of thing. I'd rather spend my time wandering and exploring and questing and killing and adventuring.


All that said, I can't speak for Achievers. I'm not one of them. If you're the type of person who can't get enough of trivia scores or Xbox Achievements, if you're constantly trying to master the leaderboards on Jetpack Joyride or collect a million coins in New Super Mario Bros. 2, this DLC may very well be perfect for you. It certainly does what it promises: it gives you the plans to a house and asks you to fill them in. It gives you the opportunity to progress through a series of sequences and feel like you've accomplished something grand. "Hey, look, I built a house!" you can scream to the world. And maybe someone will listen. It probably won't be me.


The Elder Scrolls V: Skyrim
MERP_cease


Last week, Warner Bros. sent a cease-and-desist letter to the development team of the Middle-Earth Roleplaying Project (MERP), a detailed Skyrim mega-mod portraying the Lord of the Rings experience with quests, iconic characters, locations, and visuals lifted from the books and films. Ambition, like a tenacious hobbit, won't diminish easily, as MERP's team set up a petition earlier this week asking fans and followers to convince Warner Bros. to rescind the order.

"As of 2012, the team ported the mod to the newest Elder Scrolls game from its predecessor, Oblivion," the petition reads. "Since the move, the team has built up a huge following due to its quality and drive. This rise in popularity has also drawn the eyes of Warner Bros., currently the rights-holder to The Lord of the Rings in gaming, who then issued the MERP team a cease-and-desist letter. We now need you, our fans and other gamers, to help make Warner regret sending that letter by showing them just how many people are behind this mod." A Facebook page for the petition also exists.



The conflict began when modder Marfaer revealed WB's actions and announced that MERP would cease development in a forum post. Speaking to PC Gamer, Maegfaer summarized his communication with WB's lawyer: "WB first said they wanted to see if we could come to some sort of understanding, but when we offered to remove the Ringbearer mainquest (they mentioned specifically that it was a problem) they refused and immediately wanted us to cease & desist without any further negotiations. We then offered to become a private project, with us only releasing screenshots/movies of MERP to be able to recruit modders, and they still refused. The negotiations felt like a farce, because they refuse anything unless practically all LotR content is removed."

When we reached out for comment, Warner Bros. VP of Public Relations Remi Sklar said simply, "While we appreciate our fans’ enthusiasm, we also need to protect our IP rights."

Maegfaer also provided excerpts of "the most interesting parts" of the team's back-and-forth with WB, which are copied below:

Warner Bros. lawyer: As you may be aware, Warner Bros. has developed and is developing, either by itself or through a licensed third party, games based on the LOTR and Hobbit properties. From the description of MERP available publicly, we understand that it essentially amounts to a LOTR game, which contains numerous similar elements to legitimately licensed LOTR/Hobbit games. The release of MERP into the marketplace will likely result in customer confusion and cannibalization with respect to such legitimately licensed LOTR/Hobbit games and will detract from the value proposition bargained and paid for by legitimate licensees of the LOTR/Hobbit properties. Furthermore, projects and games like MERP will diminish and erode Warner Bros.’ ability to manage and protect the brand, reputation and quality of the LOTR/Hobbit properties that it has invested significant resources to cultivate over the years.

We would like to explore with you ways to modify MERP to address our concerns from the intellectual property rights-holder’s perspective while, to the extent possible, allowing you to achieve at least some of what you wanted to accomplish with MERP. If you are interested in exploring that kind of an approach, please give me your contact details so we can arrange a time to talk. Among other things, we would like to see a description of the mod, settings, characters, etc. and understand how far along in development the mod is, when you were hoping to launch the mod, and who the key team members are that we should be talking to about altering the mod to remove the Hobbit/LOTR content.

MERP: It's understandable that a Ringbearer questline is problematic to Warner Bros, since it would re-tell the story of a large part of the books. Although it hurts, the team could probably agree to scratch the Ringbearer questline and not make any of the main characters (such as Frodo, Gandalf, Aragorn, Théoden, etc.) from the book available for playing, nor let the player follow major parts of main character's stories told in the book.

That way the player would only have occasional contact with main characters, who would usually merely function as quest givers to send the player on their own path. Usage of copyrighted contents from the books would then be minimal.

Warner Bros. lawyer: Thank you for your email. Unfortunately the removal of book content from MERP as outlined in your email does not sufficiently address our concerns, as MERP would still contain many infringing elements. Based on the information that you provided and in light of the current stage of development, we ask that all development efforts in connection with MERP be terminated at this time. This includes, among other things, cessation of the use of the name “Middle-earth”, which is the subject of a trademark registration owned by The Saul Zaentz Company d/b/a Middle-earth Enterprises. Please respond at your earliest convenience to confirm that you will comply with the foregoing demand.

MERP: Development of MERP has been halted, as per your request.

We have another proposal though. We could turn our mod into a private project, meaning that we wouldn't have any public releases of the mod's game content. The mod would only be distributed among the developers of the mod, which would take away MERP from the marketplace and thus avoid any customer confusion and not harm Warner Bros' ability to manage and protect the reputation of the LOTR properties.

If Warner Bros will allow us to pick up and resume development of our mod, we will rename the project to get rid of the usage of the Middle-Earth trademark, and to the public we will merely mention that we have become a private project to prevent legal issues. Public presentation of the team's efforts (through pictures and the occasional video) will be limited, merely serving the goal of recruiting other talented modders to preserve the vitality of the mod's development team.

We think that this solution would take away any conflict of interest between Warner Bros and us modders, leaving both parties satisfied and unharmed.

Warner Bros. lawyer: Thank you for confirming that you have complied with our request to cease development. We have considered your proposal to turn the mod into a private project, and while we appreciate and commend you for your creativity and willingness to address our concerns, we cannot authorize the MERP team’s use of the LOTR/Hobbit properties in the mod, whether as a private project or otherwise. Accordingly, we cannot agree to your request to resume development.
The Elder Scrolls V: Skyrim

Ten Things You Should Know About Skyrim's New DLC Skyrim's latest downloadable content is all about houses. Big houses, small houses, brown houses, and... well, they're all kind of brown.


Out this week for Xbox 360, Skyrim's Hearthfire puts you in charge of your very own dream mansion. You'll get to collect lumber, mine ore, craft nails, and build a house from the ground up, decorations and all.


I've played a bit of the new expansion. Here are ten things you should know about it.


1) To start building your new mansion in Hearthfire, you'll have to get yourself a plot of land. This is a similar process to buying a house in Skyrim: you can do it when you become Thane of a city, which happens when you help out that city's Jarl and do some quests for them and whatnot. It appears you can only buy land from three cities: Falkreath, Dawnstar, and Morthal.


2) Yes, this means you won't be able to do anything in Hearthfire without doing some city quests first. Sorry.


3) Your brand new land plot comes with a handy manual, a drafting table (for plotting out buildings), an anvil (for hammering locks and nails), and a carpenter's workbench (for constructing your new home). You'll have to build a whole lot of things: every section of your house requires a foundation, walls, a door, a roof, etc.


4) Getting ingredients for these buildings—like corundum and glass and quarried stone—is kind of a pain in the ass. Get ready to fast travel a lot.


5) Some of the things you can add to your home: an animal pen, a workbench, a fish hatchery, a garden, a grindstone, a smelter, a stable, a greenhouse, an enchanter's tower, an armory, a storage room, a trophy room, a kitchen, a laboratory, and a library.


6) When you start a game of Skyrim after installing the DLC, you'll get a letter saying you should head to the orphanage in Riften. If you've done the quest involving the first matron there, you'll find a new lady in charge named Constance. Why are all orphanage owners named Constance? I don't know. But now you can adopt kids.


7) Things you cannot do with your new kids: command them to alphabetize your book collection; murder them; put them to work in an elaborate lumber-harvesting sweatshop; feed them to dragons; turn them into vampires; throw them off your library tower; build your home out of them.


8) Things you can do with your new kids: give them things; play tag; play hide-and-seek; get creeped out by their weird wooden kid faces.


9) You can also hire stewards to manage your house and do tedious tasks for you. Some GameFAQs users have started compiling lists of stewards you can hire and children you can adopt. If you are the type of person who enjoys building homes and decorating and all that jazz, you will enjoy this DLC.


10) On the other hand, pretty much everything in this DLC you can download as a mod on your PC for free. Just throwing that out there.


The Elder Scrolls V: Skyrim
The Elder Scrolls V Skyrim Hearthfire half constructefd


There's no place like home, especially when said home contains the corpse of a giant spider you've slain, stuffed and mounted over the fireplace. Hearthfire is out today on consoles and Bethesda have taken some pictures and put them on the internet to celebrate. Some of them show the great wooden skeleton of a grand hall in progress, but just how customisable will the house layouts be? Ponder that while enjoying a still image of a Snowberry Crostata, which comes with a tasty 4% resist fire buff, just how 'ma used to make 'em.

Hearthfire will also let us adopt children to live in the houses we create and a bunch of new crafting plans will give us the license to fill our homes with adventurer tat. Find out more in the Skyrim Hearthfire trailer. There's no release date for Hearthfire on PC yet, but it'll probably pop up in a month's time, once the Xbox exclusivity period has expired. Grrr. It'll cost 400 MS points, which is about £3.50.











The Elder Scrolls V: Skyrim

Minecraft Helped Inspire Skyrim's Newest DLC When the rumors started circulating about a new DLC called Hearthfire for Skyrim, people started excitedly speculating as to what new powers you'd go on in the expansion. Dawnguard brought vampire abilities to Bethesda's hit RPG so Hearthfire would bring what? Magma-flinging? Dovahkiin sidequests involving arson?


No one was really expecting house-building and adoption.


In a new team diary on the Elder Scrolls site, lead designer Bruce Nesmith, environmental artist Robert Wisnewski and co-lead designer Kurt Kuhlmann all talk about how the add-on was created. It turns out that Mojang's hit sandbox construction game Minecraft served as a key inspiration:


Meanwhile Nesmith, a fan of the popular game Minecraft, wanted players to have more ways to create content in the game. "Being a fan of [Minecraft], I asked, ‘Why can't I build things in our game?'"


Hearthfire started out as a project during the Skyrim Game Jam mentioned by Todd Howard talked about earlier this year. It grew from humble origins of being just a cabin to a multi-room home that can hold a greenhouse with plants for alchemical recipes. As for the adoption of little Dovah-kinder, level designer Steve Cornett says:


"The idea of adoption came to me after the Dark Brotherhood questline was presented. After first seeing the [Innocence Lost] questline, I asked, ‘what happens to the kids? What happens to the orphanage after the quest is completed?'"


Hearthfire provided an opportunity to answer these questions, as the concept of adoption seemed a natural fit with the idea of creating a household.


"Build your own house lets you make a house and adoption lets you make it a home."


Players will get the chance to build their own Dragonborn estates when Hearthfire comes out next week.


Skyrim Team Diary #6: Hearthfire [The Elder Scrolls]


The Elder Scrolls V: Skyrim
PCG Podcast


Chris and Tom bid farewell to Owen and discuss his time with the Oculus Rift as well as Hawken, Battlefield and Call of Duty co-op, Diablo 3, Guild Wars 2 and, for the first and final time, musical theatre.

Download the MP3, subscribe, or find our older podcasts here.

Show notes

Our video interview with Oculus Rift creator Palmer Luckey and hands-on with the headset.
Chris' Guild Wars 2 review in progress.

 
The Elder Scrolls V: Skyrim

This Skyrim Armor Is the Stuff of LegendsOnce of the most memorable things about The Elder Scrolls V: Skyrim is the in-game gear. So when cosplayers Sheila and Sylar feel in love with the game, they decided to replica Skyrim's Nightingale Armor for the above photo shoot. Because, you know, they being cosplayers and all.


This is the result. The truly impressive result.


Pulling something off like this ain't easy! The suit looks even more impressive when you read the nitty-gritty about how it was put together:


The entirety of this armor is made from craft foam, that was sealed, detailed (with hot glue and carving into the foam) and then painted to resemble leather texture. It is all heated into shape and then attached directly onto a base black catsuit.


The bracers are attached to gloves, and the armor below the waist is actually attached to a detachable belt. All of the silver adornments, buckles and rivets were sculpted from sculpy and sprayed silver. The face mask is also craft foam, simply glued onto a ski mask. The head and cape were sewn from scratch and attach via some metal snaps on the suit.


There's even a walk through so you can make the suit yourself. How nice!


Click the lower corner of each image to expand to full size.


Skyrim [Aicosu's DeviantArt page]
Karliah (Nightingale Armor) [Aicosu]


This Skyrim Armor Is the Stuff of Legends This Skyrim Armor Is the Stuff of Legends


This Skyrim Armor Is the Stuff of Legends This Skyrim Armor Is the Stuff of Legends


The Elder Scrolls V: Skyrim

Created by Kotaku reader Geo "Tyrannicon" Paradissis, he who made that crazy re-creation of 300's final battle in Skyrim, this is an excellent way to start off your morning. Pour yourself some coffee and dive in.


The Elder Scrolls V: Skyrim
Skyrim Hearthfire


Skyrim's next slice of DLC will be Hearthfire, an add-on that will let you buy a plot of land, build a house, design its interiors and then adopt children to turn that house into an eternal prison home. It'll be out on September 4 on Xbox, so probably about a month after that on PC. It'll cost 400 MS points on the consoles, which equates to about £3.43 / 4.80 Euro / $5.

It looks as though there will be a bit of crafting involved in building your new abode, but once the roof's on you'll be able to start converting it into a monument to your mighty exploits. You'll get to show off the creatures you've slain by stuffing them or nailing them to your walls. Once you've created the most terrifying taxidermy diorama possible, you can adopt children and raise them among the corpses of your enemies. That's parenting, Dragonborn-style.

Here's the announcement trailer. I'm already mentally picking a spot for my plot. Hmmm, a bit of land among the silver birch forests near Riften would do rather nicely. What do you think?

The Elder Scrolls V: Skyrim - contact@rockpapershotgun.com (Alec Meer)

Here’s official news on the second Skyrim expansion, Hearthfire. The hook here is that you get to build yourself a home from the ground up, which involves finding yourself a patch of land then building and expanding a building appropriate to your tastes/budget upon it. It’s the Sims in dragon-addled Scandinavia, essentially. Apparently you can also adopt children, but hopefully not by abducting them from happy NPC families.Take a look below. (more…)

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