[Part 02] Todd Howard Interview (Norwegian Magazine Gamer.no

Post » Thu Nov 18, 2010 7:26 am

"For who creates a character and think "I'll role-play a guy who runs"?"

I have done this repeatedly.

Exactly
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sarah
 
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Post » Thu Nov 18, 2010 1:29 pm

....

That means that they put in months of development time to make sure that the game would still be fairly functional after you kill everybody. Logically if the game breaks after you kill a certain number of people, then the game isn't really meant to be played in such a way. In "working months" on it that means that they've prepared for the worst case scenario, so if the player wants to kill everybody, then it would be feasible to do so and the necessary repercussions would be made.


I heard in an interveiw that key NPC cant be killed, they will become "unconcious" like in OB
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Robyn Howlett
 
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Post » Thu Nov 18, 2010 5:03 am

- How many characters can we kill? Is it possible to go on killing expeditions and wipe out entire cities?

- Yes, you can wipe out virtually the entire city. I think that is one thing that everyone says that they will do, but nobody does. And it takes us months of development to make it possible. But yeah, we try to accommodate and incorporate this as best as we can.


Hmmm... I know I never go on killing sprees... and if I do, I always load afterwards of course.

What I'm curious though is why it would take months of development to make this possible. I mean... NPCs are killable by default right? It's just an option to tick in the world editor I think. Don't see how this would take months of development...
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MISS KEEP UR
 
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Post » Thu Nov 18, 2010 8:41 am

exactly, this was confirmed a while back...like in March...so why all of a sudden did it take "months" to make everyone killable....you already have RS to handle broken quests...so if someone is deliberately KILLING EVERYONE I don't see where the work is in doing that....



gonna chalk this one up to Pre oblivion talk about how every Tree was hand placed in Cyrodiil.
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Rude Gurl
 
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Post » Thu Nov 18, 2010 9:18 am

Isn't sleeping in someone else's bed already confirmed?
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DAVId MArtInez
 
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Post » Thu Nov 18, 2010 4:47 pm

Generally Dragonborn I think these articles are copy paste or some farce because in the video interview posted earlier this month he SAYS you can...not "we're working on it"
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Silencio
 
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Post » Thu Nov 18, 2010 4:01 pm

"How do you lockpicking?"

There are a lot of grammar mistakes in this interview. Was it translated from another language?
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Steeeph
 
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Post » Thu Nov 18, 2010 4:56 pm

Generally Dragonborn I think these articles are copy paste or some farce because in the video interview posted earlier this month he SAYS you can...not "we're working on it"

Yea, I found it odd because there was that info just the other day stating we could sleep in other peoples beds.
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celebrity
 
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Post » Thu Nov 18, 2010 4:23 am

exactly, this was confirmed a while back...like in March...so why all of a sudden did it take "months" to make everyone killable....you already have RS to handle broken quests...so if someone is deliberately KILLING EVERYONE I don't see where the work is in doing that....



gonna chalk this one up to Pre oblivion talk about how every Tree was hand placed in Cyrodiil.


You're not getting it, it doesn't take work to make everyone killable, it takes work to make a game where killing everybody, is a viable option that does not break the game.
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Laura Mclean
 
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Post » Thu Nov 18, 2010 4:58 am

sooner he said "you cannot kill children"

now he says "you can kill entire towns"

Am I the only one who is confused? :facepalm:
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Star Dunkels Macmillan
 
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Post » Thu Nov 18, 2010 3:34 am

sooner he said "you cannot kill children"

now he says "you can kill entire towns"

Am I the only one who is confused? :facepalm:


I think it's assumed he means except children. If one kills everybody though, I hope the kids disappear.
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sam smith
 
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Post » Thu Nov 18, 2010 10:04 am

I think it's assumed he means except children. If one kills everybody though, I hope the kids disappear.

I dunno, it would be extrememly weird to see children just dissapear. or entire towns populated only by children.

thats kinda dumb options. And i wonder how they will react to the lack of parents, if they... anyway, lots of thinkings. nothing makes sense
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Robert
 
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Post » Thu Nov 18, 2010 9:23 am

I dunno, it would be extrememly weird to see children just dissapear. or entire towns populated only by children.

thats kinda dumb options. And i wonder how they will react to the lack of parents, if they... anyway, lots of thinkings. nothing makes sense


I obviously don't mean disappear in front of your eyes. The point of unkillable children is just that the game will be headhunted if it's allowed by the player. The children are still supposed to be mortals, so it would be nice to not have a game full of children because you killed all the advlts. If it's like Fallout 3, the children will run away when you try to attack them. So when they are far away from you and out of sight, it would be nice if they don't show up again, so one can assume they died in the wild.
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J.P loves
 
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Post » Thu Nov 18, 2010 11:24 am

DayDark....if you kill everyone....a broken game is the least of concerns k?

in MARCH it was stated here from an article that there are still essential characters, some people were like (censored) others didnt care.


now it took months work to make everyone killable? again they Have Radiant story to handle that, if THATS what he ment by Months of work then say it, but his tone of annoyance like they made painstakingly hard efforts to bring a feature that "rarely" is ever used is just more PR talk.

if your KILLING everyone in the game, Broken quests arent a concern...
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Multi Multi
 
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Post » Thu Nov 18, 2010 5:40 pm

I obviously don't mean disappear in front of your eyes. The point of unkillable children is just that the game will be headhunted if it's allowed by the player. The children are still supposed to be mortals, so it would be nice to not have a game full of children because you killed all the advlts. If it's like Fallout 3, the children will run away when you try to attack them. So when they are far away from you and out of sight, it would be nice if they don't show up again, so one can assume they died in the wild.

I know I might sound abit annoying,
but what if you are stuck to the corner with a bunch of children? and you guys have no where to run. it will be weird watching them running in circles, taking fire and everything...
I mean, stuff can happen. and what if the town is being sieged? I heard somewhere it could happen. kids shouldnt be too stupid and run to the hands of the enemy
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Brooks Hardison
 
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Post » Thu Nov 18, 2010 4:46 am

Can't you slay everyone in NV?
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Vera Maslar
 
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Post » Thu Nov 18, 2010 7:44 am

"One of our designers actually put into a random event I came by, where I ended up being chased by three days and I thought "who the hell did this?". I felt like Frodo in Lord of the Rings: The Two Towers and was really frightened. So I asked him to remove it. But no, dragons are generated automatically (in addition to that there are a number of specific encounters, of course)."


Wow that sounds epic. I would love to be hunted for 3 days by Dragons. Must have felt terrifying :blink:

I hope they keep that random event in, as a rare, one-off, random experience.


sound like cliff racers
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Chad Holloway
 
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Post » Thu Nov 18, 2010 2:59 am

Ugh! Why do children have to be in the game. Other than that it was a good read.
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Harry-James Payne
 
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Post » Thu Nov 18, 2010 8:44 am

DayDark....if you kill everyone....a broken game is the least of concerns k?

in MARCH it was stated here from an article that there are still essential characters, some people were like (censored) others didnt care.


now it took months work to make everyone killable? again they Have Radiant story to handle that, if THATS what he ment by Months of work then say it, but his tone of annoyance like they made painstakingly hard efforts to bring a feature that "rarely" is ever used is just more PR talk.

if your KILLING everyone in the game, Broken quests arent a concern...


I don't think it is just the quests. The new economic system, criminal system, and just shopping in general may be affected. They have mentioned in the past how chopping wood can increase the arrow production of a certain area, which will lower prices. Imagine how the economic system will be changed if the entire town is eliminated. No new items showing up, being able to take anything you want, turning it into a lawless "bandit town" where people are aggresive within the city limits. It takes a lot of time to think of all of the things that such an act could cause, and then code them into the game so that they work, and have no unintended outcomes, and aren't just scripted events.

I have never thought of doing it in the past, but with all the work they put into it, I want to give it a shot. Too bad I can't just poison the water to take them all out.
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Chris BEvan
 
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Post » Thu Nov 18, 2010 6:13 pm

Hmm....

If do you get perks by increasing the skills or by going up in level?

- It's by increasing skills. You invest points in them, and given the opportunity to select various special attacks and such things. It is basically like a regular perk tree, just that there are certain requirements before you can unlock various perks. What they typically do, so you can see if there is a special attack you like, before deciding whether to use the sword more often to unlock it.


So perks are not gained every level but instead you can choose them when your skills get hight enough? :mellow: This is new isn′t it?
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Francesca
 
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Post » Thu Nov 18, 2010 4:22 pm

So lock picking is still a minigame. Wonderful. <_<
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Janette Segura
 
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Post » Thu Nov 18, 2010 1:03 pm

So lock picking is still a minigame. Wonderful. <_<

But persuasion isn't. :celebration:
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Kelly Osbourne Kelly
 
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Post » Thu Nov 18, 2010 9:41 am

But persuasion isn't. :celebration:


I actually enjoyed the speechcraft mini game.
I mostly just bribed people though.(Hey, I RP'd a rich character :tongue:)
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nath
 
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Post » Thu Nov 18, 2010 4:19 pm

DayDark....if you kill everyone....a broken game is the least of concerns k?

in MARCH it was stated here from an article that there are still essential characters, some people were like (censored) others didnt care.


now it took months work to make everyone killable? again they Have Radiant story to handle that, if THATS what he ment by Months of work then say it, but his tone of annoyance like they made painstakingly hard efforts to bring a feature that "rarely" is ever used is just more PR talk.

if your KILLING everyone in the game, Broken quests arent a concern...


I actually think the radiant story is some of the months of work, but come on, you can't see how it can take months of work, when you have a economy system, an lords and earls, with political infighting, wiping out an entire city is supposed to have major consequences, sending ripples across the entire game as every person in touch with that city is gonna have to be adjust in order for the game world to keep turning. Quests must be turned off, or adjusted, so you don't get a quest to go to a person who is dead, or save a city which is desolate. The worst thing they could do is just make everyone killable, and then just do nothing else. He didn't specifically say you could kill everyone in the game, but that you could wipe out a city. Besides, Skyrim is supposed to be an entire country, there's no possible way that you could realistically kill everyone, my guess is that there will always be some npc's around.

Anyways, if I wipe out a city, I want the other cities to react to that, I want a freaking army to hunt me down, or a similar reaction. Think of GTA, you can go on a killing spree, the game recognizes your actions, and gives the appropriate responds, tanks, helicopters, military, swat. If I start killing everyone in Skyrim, I want skyrim to defend itself.
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Laura Simmonds
 
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Post » Thu Nov 18, 2010 5:51 pm

So lock picking is still a minigame. Wonderful. <_<

As he mentioned, fighting is also a "mini-game." It doesn't just look at your health, weapon, etc. and then decide who wins. I'm glad that there is still some player influence in the lockpicking.

I hope it is some combination of only being able to pick some locks (lick FO) but not a specific cut-off. Give each lock a skill value. If your skill is more than 15 above the lock, it opens automatically. If it is within 15 of you, you have to lock pick it. If the lock is more than 15, but less than 30, a failure jams the lock. Anything more than 30, and you can't even try, because it is way beyond your knowledge. Something like this will make the skill more useful than in Oblivion, without making certain levels useful (25,50,75,100) like in FO. As for the actual minigame, I don't really care. I am hoping for something more engaging than Oblivion, with it being in real time.
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Eric Hayes
 
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