Speech to the forum folk:
It's all good, folks.
I see it this way: MW was a very realistic RPG. It had tons of things that added to the player feeling like it was a fantasy simulation and not just an RPG. It makes sense that the fanatic player would wonder and postulate about what pieces of realism will be put into the next game (news flash: EVERYONE who posts on these forums are fanatics :))
Keep posting your rants, polls, ideas, and so forth. We won't answer most of them, but it's fun to see what aspects of RPG-realism you all enjoy the most (or so says me).
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Powerful NPCs - gods:
How many of you killed Vivec in MW? I know I did!
You make an excellent point. God's should appear to be normal, but have extreme sets of statistics and abilities. I think of the kinds of things that the G-man does to you in HL2 as these kinds of abilities. Things that don't make any sense in the reality of the game (i.e. able to stop time).
In MW, part of me liked the idea of challenging the god Vivec. The rest of my feelings toward the fight were split. I half wanted for him to completely turn me into dust, but the other half wanted to see how cool it'd be to defeat him...and I did just that.
In a game world, it's fun to attempt to kill an enemy when you know full well that you will be thoroughly toasted (which was fun to do in some of the Final Fantasy games). It gives you a sense of where your character lies in the great scheme of the game world.
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Cutscenes:
Think of how lame it would be if everytime any of the Lord of the Rings movies changed gears and showed you what another group of the fellowship were doing, they would say "Meanwhile...."
As to whether or not we will have cutscenes in Ob, I have no statement. As to whether or not we will introduce a cutscene with "Meanwhile...." I solomnly swear to do everything within my power to make sure that doen't happen.
*Meanwhile....Matt prepares the editor to create more content for Oblivion!*
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NPCs - dialogue and added realism:
Making audible NPC dialogue is fun and easy! At least it is while I'm using the editor.
I had to help Emil fill in a bunch of 'testing' dialogue for some of his quests when I first started working here. It was fun, if a bit embarassing! Our office is usually quiet because people listen to music and the game via headphones. I was having to make dialogue for a variety of people (a gruff old man, a snooty elf lady, an imperial, etc.).
With the success of Red vs. Blue and Strangehood (or whatever that sims 2 thing is called), it would surprise me if the TES mod community did not make a beavy of soap operas, comedies, and quests.
Our programmers are amazing. From week to week, our designers may ask "Can we make the NPC's do this? It would be great if we could make them act this way for this quest." ... and a week later one of the programmers has implemented the code to facilitate realism into our characters. :) I'm lucky to work here.
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Forests #1:
Noah's workin' his fingers to the bone to create the forests (oh! Hope also is doin' the same!).
I'm sure they're happy to read that people love the trees. The tools we have for making the environments are out of this world.
Later in the development process, I plan on taking walks through the woods at lunch with a nice bottle of skooma ;)
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Forests #2:
Don't worry, regardless of what you think you want to see, you will all go ape-poo for the forests. There are certain places in the forests where you stand and you can see row after row after row of trees, hills, rocks, etc. I honestly think that many of you hardcore fans will cry when you see the forest when you play.
Speaking of those things... I've got an art meeting to go to!
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Racial traits:
I did want to say, though, that we are currently in the midst of figuring out the statistics, abilities, and perks that each race is bestowed. I agree with many of you that it felt no different to have this elf over that elf, or this human over that human, in MW.
As Data-Entry-Monkey numero uno for the designers, I know first hand that we are doing our best at arguing with each other over what will be the best for the player.
What stinks is that we could have something really great on paper, I'll enter it in, and by time we're in crunch-testing mode we could throw the whole thing out the window if it's not fun, too easy, too hard, etc.
I like to remind people that we dev's are gamers, so have no fear! We plan on making each race different, not only visually, but also statistically.
....back to my spread sheets ;)
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Potions #1:
Well, like I've said about many items/things in Oblivion that have multiple statistics: We can change whatever we want to, to bring an answer to game design questions.
Potions too powerful in MW? We can cap their power.
Too many potions at one time? We can cap their quantity.
At the office, we are all aware of the ways we individually exploited systems in MW and will do our best to make sure that Oblivion stays an open, "Do what you want" game. We will also make sure that it has boundaries to keep you from ruining the fun for yourself.
And concerning RPG's that do have potion drinking turns or animations, I think that all those examples are dumb games, and therefore I am right ;)
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Potions #2:
Well, we are striving to make Oblivion (like MW) stand out and be different, but definitely not at the expense of gameplay fun. My point was that from a design standpoint, the use of potions is meant to create an instant stat change in the player character. That is where the fun is (Disclamer: fun is relative to the individual player). We try not to add things to Oblivion that make is less fun, or more frustrating to be fun.
It's like the debate over using ingredients to make potions: Should the player fail at doing this or should ingredients with magical fx ALWAYS create a potion? I don't want to derail the discussion onto my example, but it's an example of something that is a step closer to realism but also a step closer to frustration for the player.
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Potions #3:
I think that an equally fun/useful point to potions over spells is that ANYONE can use a potion, no matter how dumb your nord warrior is. Infact, I think that rule trups the idea of potions being instant stat fixes.
Instant stat changes are not realistic, but neither are potions. I think that something could be done to represent a potion being drunk, but not something as elaborate as an animation that your character runs while drinking them.
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Bloopers:
Little do you all know, we dev's have an on-going list of funny screenshots of NPC's doing stuff and saying stuff that just isn't right.
In many an art meeting, something on screen happens and everyone tells Matt Carofano "Take a screen-shot, take a screen-shot!" :)
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Bloopers #2:
One day, the NPC heads wouldn't stop rolling around on their necks. Almost as if talking to you with their head cocked to the side, then more, then more, until the head was now turned upside down.
How am I supposed to take an NPC seriously when they look at me like that? Funny stuff.
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Quality assurance:
Read the first sentence of the first 3 paragraphs.
Most of our QA guys come from previous QA positions in other companies, and have tested multiple titles. Our QA staff are responsible for testing most Bethesda published titles, not only TES games. So, believe me that we have ample staff to test the game. Asside from them, every designer and producer are testers as well. I'm reminded almost weekly that I need to be playing the game every day. We are hiring new
testers every couple of months.
Short answer: We got it covered :)
p.s. Have you read Rules of Play by Zimmerman? Really good read on the study of game and play.
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Smoke-bomb like effects:
If something like that is in the game, there are tons of gameplay questions that need answering. We may have already answered those questions and implemented it, or we have not found good answers and ditched the idea as being to difficult to keep balanced.
Just so you know, I had the same idea a few months back :) Wait 'til the game is released to find out!
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Too early/Too late for ideas to be implemented?:
It's really hard to judge how much of the "base" game is in place. All necessary functionality is in, but that doesn't mean that we don't add other stuff. Heck, we have an on-going thread (internally) about what we all would like to see in the game.
We will be adding to the game until it ships. It's an itterative design process. First you get the game barely done (but completely functional), then mostly done, then completely done, then change existing things in the game and add new things to the game. We also watch these public forums for ideas, so don't quit bringin' the wacky ideas ;)
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More info - E3:
Just wait until E3 hits. We are currently baking some deliscious, golden brown goods that will taste wonderful to everyone (provided that you have butter to spread on such things) ;) But you must wait for the dough to rise. The deliverables will taste wonderful to you all, but only after E3.
Why give you crackers when we can give you crescents? The flakey, butteriness takes time. Wait for the flakey butteriness, my friend :)
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Bethesda, slow development?
Meh, let them think what they want to think. Our dev cycles have always been between 18 months and 3 years. That's standard across the industry for major/multi-platform/international/AAA titles.
LET THE NAY SAYERS NAY ALL THEY WANT. That's actually GOOD publicity for us for when we hit our ship date on time. I'll make sure to ship a freshly cooked plate of crow for them to eat ;)
In fact, all TES forum junkies should email them after we ship on time and ask "So, how's that yummy crow you've been eating?"
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What's coming after Oblivion?
For all of you wondering, here's my explaination. All of our work goes into the current title. Lets say we have extra time for another title. Lets say that it's something that all the fans have been asking for some time now. Our intentions are to make this game with the same amount of quality as all our other games. Unless you want us to stop work on our current title? Tell you what, maybe you can read into my post and figure out what I'm talking about ;)
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Does Bethesda want more ideas from the fans?
We use your ideas. Sometimes we don't use your ideas. Sometimes your ideas are ideas we had 6 months ago and have put into the game. Sometimes your ideas are ideas that we had 6 months ago that we left out of the game. Having a petition for a single idea doesn't really sway us. We see an idea, it affects how we feel we should develop the game, so we either add that thing or we agree that it should not be done.
So petitions are moot, and (as Pete said) just cause trouble.
So for the love of Talos, keep your ideas coming. There was one that was brought up about havok and falling into voids a few weeks ago. I actually brought that point up in the QA meeting :) There. That's a perfect example of a good suggestion that I got from these forums.
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The 3DS Max version used in the development of Oblivion:
The version of 3ds Max that we use (both character artists and world artists) is 5.1
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Can NPCs ride horses? How smart are they, exactly?
You folks are just scratching the gameplay surface of what we're doing with Oblivion. Because we're making the NPC's able to do EVERYTHING that you can do, there are all sorts of problems with adding additional types of weapons, or types of spells, or types of horses. Any cool thing that you think would be neat to do can (in turn) be done to you by NPC's. Fighting, eating, sleeping, riding, casting spells, etc.
The NPC's can do it all. Freedom in gameplay is good, but is difficult to balance.
So for all of you thinking that it would be neat to steal something, and then take off on your horse....guess what? An NPC can do the same dirty trick to you as well. :)
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No leveled creatures?
There'll be a variety of creatures whose difficulty is controlled in a multitude of ways. We're developing a few
different schemes for controlling difficulty. Some schemes make it so that the creatures will be challenging yet
beatable. Some schemes make it so that regardless of your character's levels, the creature is damn near impossible
to kill. Some creatures can have a wide scale of difficulty, while others are considered "only easy" or "only
difficult" to kill.
As I remind everyone always on these forums. We are gamers. We have given tons of time toward the balance of gameplay.
Asside from the designers, artists, programmers, and producers.... our staff of QA testers are extremely good at
exploiting our game systems and looking for loopholes in gameplay, or shortfalls in fun vs. realism.
In conclusion, to completely cut out any adjustment to difficulty in enemies would not be fun, just as making all creatures
off-set to your level would not be fun.
In response to Luhh's point about better enemy combat as opposed to better statistics: absolutely. The enemies are being given RAI that will give them better ideas as to how to use their skills against your skills. That all goes without saying. The difficulty of the enemy can be adjusted from many angles, all of which work in harmony to create variety in combat. In the end (after all AI combat strategies have
been added), the best way to tweak the experience of the combat is to adjust the numbers on the enemy.
In response to Lorkhan, only people that play the game can best judge the game-play. Thus, the designers create designs for the quests and for statistics in the game. The QA team plays the game. As requests from the QA guys are made, the requests are weighed by the design team and a decision is made by the design team. That's the most simple way to put it. It all happens at one time, for the entire time of deve
lopment. Things are constantly added/removed/changed and things are constantly being tested.
Some decisions are no brainers and thus require no decision from design staff (i.e. "This is broke. Please change it"). Some decisions are difficult to weigh and require meetings and email threads between designers (i.e. "This only happens once in the game, will the player understand what needs to happen?"). In the end, everyone on the team that play tests the game and give feedback are designers on some small le
vel :)
P.S. If everything was leveled then you'd have no fear of anything in the game ("I can beat everything!") We plan on scaring the heck out of the player by higher level creatures. So, as Han Solo once said, "That's great, kid! ....don't get cocky."
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Quality assurance #2:
You need to have previous game testing exp. (in most cases) to be a Bethesda tester. These guys put me to shame. Their job is to come up with every permiation of gameplay for a game that allows free-form play. They find bugs that I'd never think of. Honestly, the work that they do is fast, efficient, and thorough.
You need to at least qualify as a 7th level ninja monkey to work as a tester for us :)
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MW - on keeping high level characters "interested":
I always saw MW as a kind of Massively Single Player Role Playing Game (MSPRPG), and it was really the only one of it's kind. There've been other FPS perspective RPG's around, but none that dropped you into a world where you walked in every/all directions to do whatever good/bad/neither that you wanted. Because of this, it must have been challenging for the dungeon artists and designers to keep a constant level o
f challenge on the player (I assume it was, I was not working here durring any of the TES3 game dev.).
I'm not saying anything about Ob, but I can understand how keeping the player interested and challenged was a problem after lvl 40.
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