Todd Howard interviewed by Ken Levine

Post » Fri Apr 08, 2011 1:03 am

I realize this isn't "strictly" elder scrolls related but thought it might be of interest to some here.

http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e01_ToddHoward.mp3

Mods, feel free to relocate this thread if you feel it necessary.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Thu Apr 07, 2011 8:09 pm

Thank you for posting. Very interesting.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Fri Apr 08, 2011 12:51 am

Just listened to that myself while doing the dishes, was going to post about it myself ;)

Good listen. I hope they do more of these, with devs interviewing devs - I found it more information dense than, for example, Todd's interview with Kotaku, because all parties assume a level of understanding.

As for TES-related-ness, it was encouraging to hear Todd's investment in the 'hardcoe' demographic rather than chasing the Wii/FB audience.

Only my opinion, but listening to it, I could almost here him wanting to relate the discussion to his current area of effort, rather than going back to FO3 and Oblivion for every example.

For speculation value: Does Todd's addiction to, and appreciation for CoD:MW's progression-perk system mean anything for TESV?
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Thu Apr 07, 2011 5:48 pm



For speculation value: Does Todd's addiction to, and appreciation for CoD:MW's progression-perk system mean anything for TESV?


I hope it just means he likes to play it, not copy it.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Thu Apr 07, 2011 7:18 pm

I hope it just means he likes to play it, not copy it.

Well, who's to say something like a perk couldn't show up as a blessing? I get my competitive online fixes with TF2 and BF:BC2, but I know CoD:MW somewhat, and I could imagine some perk-like blessings (applied to the PC directly, not through item enchantment, as with birth signs and doom/heaven stones) being earned in a TES-style game. Just putting it out there.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Fri Apr 08, 2011 12:42 am

If they're looking at something in that vein, I'd really rather them not look at MW2 and think 'ah yeah, that'll go great in our open world RPG'. But to be fair, that's one of the many reasons I suppose I'm not a game developer! Maybe they could implement it well, but I couldn't see it being done.
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Thu Apr 07, 2011 8:56 pm

Well, what I mean is, if you think about many of those perks like marathon, juggernaut, or fireproof, you could implement those as normal spell effects like fortify fatigue, fortify health, and resist fire damage. In that way a MW perk and a TES birth sign/racial trait are already pretty much the same thing, so perhaps there really isn't a take away from Todd mentioning it in the interview - TES already has them.
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Thu Apr 07, 2011 8:00 pm

Seems to me that we can take away a few things:

TES V will probably feature "skewed randomness", a la Diablo. What that means is that a repeated random chance increases on failed chances. If there's a 10% chance that a bandit is wearing a chainmail helmet, then if the first bandit you meet doesn't have a chainmail helmet, the second one has something more than 10%. 10.5% to 12%, for example.

You will have access to "a lot of tools" "very quickly" in any Bethesda game. Why? Quite a bit of it is about putting you in a position where you feel like you have an out. Example: Fatman in Fallout 3. Not hard to get one, but it turns out most people don't use it. However, knowing they have a portable nuke actually encourages them to keep trying. Reason? They COULD always fall back on the Fatman.

TES V will also probably still feature a gameplay character generation system again. Listen for an explanation, but effectively, it's about helping players "learn" the system. I read the manuals for RPGs before playing, but that's not how, for example, most of my coworkers are. They want to get in game and start playing. The resulting problem is that people are offered choices before they have a chance to understand what they are choosing.

To put it in perspective how important TH feels the introduction is, they apparently moved the pistol in Fallout 3 more than one hundred times to try to get the feel right.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Fri Apr 08, 2011 1:33 am

Good interview, but why does he have to drop the F-bomb?
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri Apr 08, 2011 8:53 am

My sound is broke, so can anyone give a brief overview of the interview? Or something with subtitles.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Fri Apr 08, 2011 5:00 am

To put it in perspective how important TH feels the introduction is, they apparently moved the pistol in Fallout 3 more than one hundred times to try to get the feel right.

:shakehead: I don't like Todd Howard. Maybe instead of wasting time doing that, they could've made the game actually feel like an RPG.
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Fri Apr 08, 2011 1:51 am

:shakehead: I don't like Todd Howard. Maybe instead of wasting time doing that, they could've made the game actually feel like an RPG.

...Since the time they'd have gained from not shifting the gun around a couple of times would have changed the nature of the game significantly? :huh:
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Fri Apr 08, 2011 3:06 am

Good interview, but why does he have to drop the F-bomb?


Because it's the internet, and it's America, and they can say anything they want... Oh, wait, can't do it on the forums though ;)
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Fri Apr 08, 2011 4:04 am

i thought the gun being moved about discussion was related to Bioshock?
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri Apr 08, 2011 8:22 am

:shakehead: I don't like Todd Howard. Maybe instead of wasting time doing that, they could've made the game actually feel like an RPG.

they did make it feel like an rpg, and I think the pistol discussion was about bioshock.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Thu Apr 07, 2011 6:41 pm

...Since the time they'd have gained from not shifting the gun around a couple of times would have changed the nature of the game significantly? :huh:

I realize a hundred was an exaggeration, but seriously, the time spent doing meaningless things like move a weapon around could be spent on much more important things.

they did make it feel like an rpg, and I think the pistol discussion was about bioshock.

Granted, Fallout 3 had way more RPG elements than Oblivion, it's nowhere near the RPG of earlier Fallout or Elder Scrolls games. And if it is about Bioshock, than my mistake, I was just replying to the guy I quoted.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Thu Apr 07, 2011 11:58 pm

I realize a hundred was an exaggeration, but seriously, the time spent doing meaningless things like move a weapon around could be spent on much more important things.


Granted, Fallout 3 had way more RPG elements than Oblivion, it's nowhere near the RPG of earlier Fallout or Elder Scrolls games. And if it is about Bioshock, than my mistake, I was just replying to the guy I quoted.


Hasn't Todd been on the team since daggerfall, then I don't really understand why you don't like him, I kind of thought F3 had more Rpg elements than most of the elder scrolls games, I mean it had way more dialog choice and stats that affected dialog choices.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Fri Apr 08, 2011 2:53 am

Hasn't Todd been on the team since daggerfall, then I don't really understand why you don't like him, I kind of thought F3 had more Rpg elements than most of the elder scrolls games, I mean it had way more dialog choice and stats that affected dialog choices.

He was on the team since Daggerfall, but I don't think he had as much impact on DF and MW as he did on Oblivion. And there was like five dialog choices based on stats, and they didn't even really mean anything anytime you came across them. And yes it did have some decent dialog choices, but not enough I would consider to be ideal. In my eyes it's a step up from Oblivion but not quite to Morrowind yet, and is still quite a few steps from Daggerfall and Fallout 1&2.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Fri Apr 08, 2011 7:04 am

Actually Todd Howard was the project lead of Morrowind, too.
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Fri Apr 08, 2011 7:50 am

It sounds like Todd Howard wants to basically do the same introduction as Oblivion, meaning you'll start out with a couple of spells before you even decide to have any magic schools for your class. Well, there goes my class-centric philosophy of not being able to cast spells if you don't select any magic skills for your class. Sigh.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Fri Apr 08, 2011 8:49 am

Actually Todd Howard was the project lead of Morrowind, too.

He was the Executive Producer of Oblivion and Bloodmoon, and only Project Lead for Morrowind and Tribunal. As you can see, Bloodmoon is where the series started to turn actiony, as Todd got the promotion, and Ken Rolston had less impact. He was still a lead in OB, but surely didn't have as much influence as in Morrowind.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Fri Apr 08, 2011 5:21 am

Actually Todd Howard was the project lead of Morrowind, too.

It's stated in the very begining of the interview :P
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri Apr 08, 2011 1:04 am

He was on the team since Daggerfall, but I don't think he had as much impact on DF and MW as he did on Oblivion. And there was like five dialog choices based on stats, and they didn't even really mean anything anytime you came across them. And yes it did have some decent dialog choices, but not enough I would consider to be ideal. In my eyes it's a step up from Oblivion but not quite to Morrowind yet, and is still quite a few steps from Daggerfall and Fallout 1&2.


I'm pretty sure I talked a enclave base into self destructing, I'm pretty sure I've not seen anything similar in any TES game. It was a skill check, but same principal.

He was the Executive Producer of Oblivion and Bloodmoon, and only Project Lead for Morrowind and Tribunal. As you can see, Bloodmoon is where the series started to turn actiony, as Todd got the promotion, and Ken Rolston had less impact. He was still a lead in OB, but surely didn't have as much influence as in Morrowind.


So the leader of the project don't have much influence on the project? In any case Correlation =/= causation.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri Apr 08, 2011 7:57 am

I'm pretty sure I talked a enclave base into self destructing, I'm pretty sure I've not seen anything similar in any TES game. It was a skill check, but same principal.

Okay, forget the Elder Scrolls then. Have you played Fallout 1 and 2. One dialog choice is child's play compared to those two.

So the leader of the project don't have much influence on the project? In any case Correlation =/= causation.

Don't talk down to me. The executive producer has more influence than the project lead. You can't argue with that. And you just ignored my point about Ken Rolston.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Thu Apr 07, 2011 8:18 pm

Okay, forget the Elder Scrolls then. Have you played Fallout 1 and 2. One dialog choice is child's play compared to those two.


It wasn't really one occasion, there are several places where your character skills affect the outcome, so in that aspect it plays like an rpg, regardless of F1 or F2.

Don't talk down to me. The executive producer has more influence than the project lead. You can't argue with that. And you just ignored my point about Ken Rolston.


yeah but you act like project leads do nothing. And in the other thread didn't you just insinuate if oblivion players have a problem with morrowind, it's because they don't use their brain?
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Next

Return to The Elder Scrolls Series Discussion