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

Post » Thu Nov 18, 2010 7:29 am

Good info overall.


I always fear when he says they are "simplifying" the dialogue system. How much more simple can it get? I just dont want to end up with just continuous exposition without any interaction. I want to actually react to characters in a positive or negative way--thats roleplaying
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Emma louise Wendelk
 
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Post » Thu Nov 18, 2010 8:09 pm

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...


It's just a matter of making the world surrounding these NPC's function properly without them. Say, there's a quest to deliver an item from NPC A to NPC B, but NPC B is dead. These errors, for all we know, could be severe enough to make the game stop working, crash it, or lead you on wild goose chases for the rest of your time playing.
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Eilidh Brian
 
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Post » Thu Nov 18, 2010 3:43 pm

Ugh! Why do children have to be in the game. Other than that it was a good read.


For the same reason racism is in the game. Flavor.
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Jack Walker
 
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Post » Thu Nov 18, 2010 12:25 pm

People still going on about children, and they still can't get over how they can't kill them?
Seriously, "immersion" only goes that deep?
So lock picking is still a minigame. Wonderful. <_<

Which is better than Morrowind's Save and reload until you win minigame...
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Guy Pearce
 
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Post » Thu Nov 18, 2010 8:09 pm

People still going on about children, and they still can't get over how they can't kill them?
Seriously, "immersion" only goes that deep?

Which is better than Morrowind's Save and reload until you win minigame...


People probably just want their revenge for being forced to kiss http://www.pixelvixen707.com/wp-content/uploads/2008/12/macready1.jpg's ass...
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DAVId MArtInez
 
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Post » Thu Nov 18, 2010 7:09 am

Personally I'd like to know more about how the Creation Kit is going to work, that's what I'm most looking forward to seeing.
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OnlyDumazzapplyhere
 
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Post » Thu Nov 18, 2010 4:40 pm

Personally I'd like to know more about how the Creation Kit is going to work, that's what I'm most looking forward to seeing.

Not much different than before, just more stuff you can do now with it.

I heard Todd saying that, but don't remember where.
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Lexy Dick
 
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Post » Thu Nov 18, 2010 4:53 pm

I hope limb damage without death can be achieved, it always drives me nuts to go out of my way to incapacitate, or just wound by a shot/strike to an arm, then they die on me that irritates.
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XPidgex Jefferson
 
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Post » Thu Nov 18, 2010 5:43 pm


- How are sword fighting? Can you choose to swing your sword to the left or right?

- Yes, you choose the direction with the control stick. It is also possible to perform different combo attacks, jump back and stuff.




Found this the most interesting piece of info from the interview.
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Courtney Foren
 
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Post » Thu Nov 18, 2010 8:45 pm

I love all of this information. There wasn't really anything that made me unhappy, except for maybe Todd saying "who wants to play with athletics or acrobatics anyways?" There were a lot of people who made dedicated acrobats and would jump around in a fight and the like. They loved it.
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Johnny
 
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Post » Thu Nov 18, 2010 7:10 pm

Just smile and Nod and hope for the best Ozorn.
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OJY
 
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Post » Thu Nov 18, 2010 2:35 pm

Great questions thanks for posting this!
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Dj Matty P
 
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Post » Thu Nov 18, 2010 4:51 pm

- In previous games many were increased skills by casting the "unlock door" fifty times on a door, and the like. Is this still possible?

- We have resolved most of these issues. Some of the skills we have, for example, gotten rid of, like "Athletics" and "Acrobatics". For who creates a character and think "I'll role-play a guy who runs"? Much of the repetitive action program is usually just removed.


This is perhaps the best news I've heard for a while!

R.I.P. repetitive spell casting to raise levels! The evil witch is dead. :celebrate: :celebration:

- 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.


If this translation is halfway correct, then I think it answers some questions I had about perks.

If we get perks from skills and not from leveling up, then we will be able to use many, many more perks than, for example, 1 perk per level in FO3. Sounds like fun!

So what do we get when we level up? increase to Health, Magicka and Stamina only?



Found this the most interesting piece of info from the interview.

Yes, I agree, directional sword slashing will be sick


I belive it's a misspelling of dragons, and not meant to mean that he was chased for 3 days.

Original:
"En av designerne v?re satte faktisk inn en tilfeldig hendelse jeg kom forbi, hvor jeg endte opp med ? bli jaget av tre dager og jeg tenkte ?hvem i alle dager har gjort dette??."
I believe it should be "drager" instead of "dager". Todd talked about his incident with 3 dragons before as well. :)


Yes, thanks - fixed this in the OP.


Doesn't cripple mean damage or injure? On Gamer.no they use "fjerne", so wouldn't that sentence translate to "Can you remove the enemy's limbs?" Which would mean that removing the enemy's limbs is confirmed ... kinda?

Might be a hole in my english knowledge though.


Yes, you are absolutely right! fixed in the OP


I heard in an interveiw that key NPC cant be killed, they will become "unconcious" like in OB


I also heard this, I suppose he was referring to a few key NPCs that are relevant to the MQ?
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Harry-James Payne
 
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Post » Thu Nov 18, 2010 10:53 am

I still don't get the "there are boats, but you can't sail them"

Does this mean there will be a fast travel system involving boats or there are just boats that sit in docks like Oblivion?
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GPMG
 
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Post » Thu Nov 18, 2010 6:35 am

I still don't get the "there are boats, but you can't sail them"

Does this mean there will be a fast travel system involving boats or there are just boats that sit in docks like Oblivion?


Sounds like Oblivion boats.
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claire ley
 
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Post » Thu Nov 18, 2010 5:31 am

I still don't get the "there are boats, but you can't sail them"

Does this mean there will be a fast travel system involving boats or there are just boats that sit in docks like Oblivion?

Probably boats sailing deep in the shore beyond an invisible barrier. Just for flavor.
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Ymani Hood
 
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Post » Thu Nov 18, 2010 5:33 pm

I still don't get the "there are boats, but you can't sail them"

Does this mean there will be a fast travel system involving boats or there are just boats that sit in docks like Oblivion?


In a separate interview, it was confirmed that there is a sort of fast travel system, but it only takes you to a few locations. That would seem to fit with boats taking you to locations accessible by water only.

However, it could also be just boats that sit in docks with specific quests or encounters on board.
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Jessie Butterfield
 
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Post » Thu Nov 18, 2010 10:56 am

I'm still not buying their reasoning for taking out athletic and acrobatics. Yea I actually WANT a character that "runs" it's called a thief, assassin or any other light weight character. PLEASE tell me how I increase my run speed and jump skill
Ummmm... perks!
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Wayland Neace
 
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Post » Thu Nov 18, 2010 12:16 pm

At last count we had about 120 real caves, and more than 100 common points of interest outside. The game is actually too big.

No, it is not.
Even putting aside the principle that a world can never be too big.

Morrowind had
  • 11 fortresses
  • 23 Dwemer Ruins
  • 40 Daedric ruins
  • 88 tombs
  • 12 Velothi Towers
  • 12 mines
  • 91 caves
  • 11 grottoes
  • and 32 egg-mines.

For a total of 320 dungeons (though keep in mind that egg-mines and tombs [and many caves] were quite small) and uncountable "places of interest".

Oblivion, on the other hand, had
  • 89 Caves
  • 59 Oblivion Gates
  • 50 Ayleid ruins
  • 50 Forts
  • 32 Campsites
  • 25 Mines
  • 15 Daedric Shrines
  • 9 Landmarks
  • 8 Inns

For a total of 273 dungeons, plus 64 marked "places of interest" (probably a LOT more unmarked, however).

Skyrim has 120 dungeons and a hundred places of interest.
That doesn't compare well, and there's no way you can say that's "too big". Come on, Morrowind wasn't nearly the same size and had twice as much stuff.
I only hope that they're counting differently than I am.


Oh, and also
- 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.

EVERYONE DOES THAT. LITERALLY, EVERYONE. I have never met a person who has reached a high-level in a TES game without trying to commit genocide.
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Chrissie Pillinger
 
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Post » Thu Nov 18, 2010 6:22 am

Skyrim has 120 dungeons and a hundred places of interest.
That doesn't compare well, and there's no way you can say that's "too big". Come on, Morrowind wasn't nearly the same size and had twice as much stuff.
I only hope that they're counting differently than I am.

Twice as many and most of them twice as small...

EVERYONE DOES THAT. LITERALLY, EVERYONE. I have never met a person who has reached a high-level in a TES game without trying to commit genocide.

Do they actually keep playing normally after that?
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ashleigh bryden
 
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Post » Thu Nov 18, 2010 7:50 pm

Twice as many and most of them twice as small...


We don't know the size of the dungeons in Skyrim yet.
And regardless of the size of many of Morrowind's, it still had a LOT more. Unless Skyrim's dungeons are closer to Daggerfall's than Oblivion's, there's no way it can compete.

Do they actually keep playing normally after that?

Save->Rampage->Reload
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Mike Plumley
 
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Post » Thu Nov 18, 2010 8:55 pm


Save->Rampage->Reload


Calls to mind the guy who blacked out drunk playing Oblivion and woke up to find this:
http://img410.imageshack.us/img410/3981/12pr5.jpg

http://www.facepunch.com/threads/631191-I-played-Oblivion-blacked-out-drunk-and-here-s-what-happened-(via-picture-story)
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Vivien
 
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Post » Thu Nov 18, 2010 7:37 pm

Save->Rampage->Reload

Precisely.

Why should they design how deserted cities would work, if everybody just going to reload after killing everybody...
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Emma
 
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Post » Thu Nov 18, 2010 5:21 pm

Precisely.

Why should they design how deserted cities would work, if everybody just going to reload after killing everybody...

Then don't have to design how deserted cities would work.
They just have to NOT disallow the killing of certain NPCs.
It's more work to prevent rampages than it is to allow them, by far. The latter doesn't take any work at all.
Bethesda just has a screwed up design philosophy, frankly.

And so what if people are going to reload, they still did it. It's fun to spend a few hours killing everyone, and there's no reason to prevent it from being allowed.
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Stacy Hope
 
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Post » Thu Nov 18, 2010 7:16 am

Precisely.

Why should they design how deserted cities would work, if everybody just going to reload after killing everybody...


I don't think it took them all that dev time to accommodate killing rampages.

I believe he's referring to the time it took to develop the aspect of Radiant Story that allows the game to assign new quest givers if you killed the NPC that was supposed to give the quest.

If you killed everyone in a town, 90% of the NPCs don't really matter for quests, only a few. In Oblivion quest givers could not be killed. Now they can (except for a few NPCs essential to the MQ probably)
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JUan Martinez
 
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