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Blood & Shadows

Note: This page was added 23rd of November, 2005.

MrSmileyFaceDude:

EmilPags:



MrSmileyFaceDude, programmer

Bribes, deer and the compass

Just because you can attempt to bribe someone does not mean they'll automatically accept it. That depends on their responsibility and a number of other factors.

And no, you can't get that close to a deer in the game unless you're sneaking, and good at it. They run away pretty much as soon as they can see you. Good luck hunting them. The most common sighting of a deer is their backside as they're running away.

As far as the compass goes, in playing the game I actually rarely use it. I'm usually spending too much time looking around. But the times when I've been looking for a specific quest target, or a camp or settlement where I can rest, it has come in extremely handy.

***

E3 aftermath

The video is the same thing we showed at E3. It's pieces & sections of existing game content and a lot of stuff made specifically for the E3 demo (for example, the entire sequence inside the bookstore -- including all of the dialogue -- was made for E3 in order to demonstrate some of the things you can do with RAI.) The player character was beefed up, and the enemies seriously nerfed (to the point of one or two hits to kill) for the demo.

The forests and terrain (including the beloved soil erosion) are pre-generated in the editor and are then the same for everyone every time you play the game.

Lots of stuff has been heavily tweaked (and in some cases completely redone) since the video was made, and we continue to optimize and improve. We have a lot of people playtesting the game now (internally) and have been adjusting gameplay based on their feedback.

***

On flora - harvesting and use of plants

Basically plants work exactly the same as they did in Morrowind. Plants are organic containers. The plant stays when you harvest from it, and then you can't get any more stuff from it until it refills after enough time has passed. There's no highlight text other than the type of plant -- it just tells you when you activate the plant whether you got anything from it or not. Then when the ingredient is in your inventory, depending on your alchemy skill you can see what effects the ingredient has when mixed into potions.

***

On dialogue - voices

All dialogue is fully voiced. There are three main NPCs who have specific voices (Patrick Stewart's the Emperor, Sean Bean is his heir, and Terence Stamp is "the bad guy".) Everyone else is fully voiced by voice actors who performed entire races and genders (for example, Lynda Carter voiced all the female Nords, as she did for Morrowind.)

There are also recording and lipsynching tools built in to the editor, so mod makers can add their own voice assets.

***

On dialogue #2

What you're missing is that the topic list can include responses to questions asked of the player, not just things the player can ask the NPC. Multiple responses, even. Ones that might alter the NPC's disposition towards the player, and affect what the NPC's reaction is to what the player "says." Our dialog system is MORE than capable of handling what you're asking for, for that reason and more.

There's also the Condition system, which (among other things) allows designers to establish the conditions whereby topics (and even responses) are available -- it can be based on a huge number of variables, from disposition towards the player, to faction membership and status, quest status, whether or not the player is wearing a particular item, the time of day in-game, and pretty much anything else we give the designers access to.

Oh, and dialogue isn't JUST voiced -- everything an NPC can say has an emotion tied to it, and as NPCs talk their facial expressions change according to that as well as according to their disposition towards the player.

***

On this screenshot

The tabs shown on the magic page are all spells, target spells, touch spells, self spells, and magic currently affecting the player. And the mouse wheel works for very fast scrolling, and you can also assign spells (or anything else you can equip) to quick keys.

***

On Radiant AI - the bookseller demo

As far as the bookseller sequence. No, the entire thing was not scripted -- not in the sense that it represents a designer typing in hundreds of lines of script code. In the sense that it's a sequence of events that happen in a particular order, you might consider it scripted, but the way you set up those events, and how the actors accomplish them, is not scripted.

For example, the target practice. All she's told to start practicing (basically) is "fire a certain number of arrows at this target from this location." That's it. There's a bow in the room, so she automatically goes to get it first. There's also a quiver in the room, so she goes to get that. She then equips the items, walks over to the firing point, and shoots a few arrows. The arrows miss the target not because she has been scripted to shoot at points away from the target, but because her marksman skill is low.

That's the difference. She's given a basic goal, and figures out how to accomplish it based on what she has available to her and her stats.

The sequence is a set of examples of the kinds of things you can do with RAI -- including grouping a sequence of AI packages together to produce a tight, deterministic sequence of events.

***

Lockpicking - Skill?

The thing is, the lockpick minigame really DOES get easier to play when your security skill is higher. There are different difficulty levels of locks, basically you have more or fewer pins to set. But each pin is easier or harder to set correctly depending on your character's security skill. If you have a high security skill, even a hard lock is easier to pick because each pin is easier to set. It's hard to explain without a visual -- but the game is definitely much easier to play if your character's skill is high.

And you CAN get caught trying to pick a lock.

***

Lockpicking - Skill? #2

Drakron wrote: "And if set to auto pick?
What it does? check the character skill vs the lock dificult?"

Each time you hit the auto-attempt button, it does a die roll of your skill against the lock difficulty. If you fail, the pick breaks. If you succeed, the lock opens.

***

On character faces

kuato wrote: "how many characters are using that same fat head anyway?"

None, all of the character's faces are different. Every single one.

***

On character faces #2

You DO know that you can make the faces look pretty much like anyone you want, right? In the video, they were pressing the "random" button and showed about 6 different combinations. They have slanted eyes, higher cheekbones, longer foreheads, and pointy ears, and they tend to a yellowish skin though that can vary by individual. Dark elves' foreheads tend to be shorter, and have skin ranging from gray to blueish. And wood elves are much shorter, tend to have rounder faces and more caucasian coloration. There's a tremendous amount of variety within each race, though. But the elven races do have slanted eyes.

I'm honestly not sure what there is to complain about. There's nearly an infinite variety of faces available.

***

On controls - quick-keys

When you access quickkeys, if you just tap the key it'll equip whatever's assigned to it without the "rosette" appearing. If you hold a key (or a direction on the d-pad), the rosette will appear and you can pick a different one. It ends up working out really well, both on PC and Xbox.

***

On controls - quick-keys #2

Sarvis wrote: "I seriously hope you don't have to use the right trigger for all attacks, it sound very bad for my carpal tunnel."

You can re-assign the controls on Xbox 360 as well as PC.

***

On skill progression

The number of "skill uses" required to advance from skill level to skill level increases the higher your skill level is, and the amount of usage you get for performing any given action is constant, so it takes longer to advance your skills the higher they get.

***

On skill progression #2

LlamaGod wrote: "It doesnt help that you dont gain special abilities from skills, too."

Actually, you do gain special abilities as your skills advance. There are 5 skill levels that you can attain as you progress through each skill from 0-100: Novice, Apprentice, Journeyman, Expert, and Master (Master of a skill has 100 points in the skill). At each skill level, there are perks you earn that are appropriate to the skill. For the melee combat skills, for example, they mostly involve new power attacks that give you additional damage, and later, the chance to disarm or even temporarily paralyze your opponent. There are perks for all 5 levels of each skill.

***

On skill progression #3 - possible to alter/mod?

Pr()ZaC wrote: "MrSmileyFaceDude, is there a way, ANY WAY, to change the skill system via mods or is it totally hard coded?"

You can change the skill names, what their governing attributes are, and how much they advance with usage. You can also manipulate all of the game's formulas by modifying the constants used within them.

***

On combat - dodging

match000 wrote: "Dodging won't be done right until its like in Unreal Tournament where you double tap a direction and then the guy does a matrix style flip..."

One of the high end Acrobatics skill perks allow you to do something similar to that (although the controls are block + direction + jump).

***

On combat - dodging #2

You dodge by moving your character out of the way of strikes. How quickly you can do this depends on your character's speed. Again, the quick dagger user can move around faster and using the fast dagger for quick strikes and can get out of the way, while the slow heavily armored warrior can stand & take more punishment and use a heavier weapon with less danger to himself. There's also an Acrobatics skill perk that adds a fast dodge ability.

The player controls the actions -- attack, block, dodge, maneuver -- and stats work to determine success.

***

On combat - damage

The damage rating is the base amount of damage the weapon can do PER STRIKE, not per second. This value is modified on each strike based on the weilder's skill, fatigue level, luck, and other factors, and further modified based on the defender's armor rating and other stats.

It is true that a speedy dagger used by a fast character might be able to do as much damage in the same amount of time (through multiple strikes) as a slower weapon used by a stronger but slower character, but that's not what I meant by "damage rating."

***

On combat - clarification on "to hit" rolls

Saint_Proverbius wrote: "What about the shield blocking thing, then? If there's a roll to see how successful a shield blocks a hit, then wouldn't that be a "to hit" roll? Really, the same thing applies to armor. If the armor skill roll is low and the armor is wicked powerful, isn't that "to hit"?"

Not really -- there's no randomness involved in attack damage. It's a straight formula based on the skills of the attacker and defender, the condition of the weapon/armor/shield, the damage rating of the weapon, luck, fatigue, etc. And of course the opponent has to be in range of the weapon or there IS no hit.

The randomness in attacks & blocks is in the AI, deciding when NPCs move, block, attack, dodge, etc., and in the player's actions in doing the same.

Hence, no "to hit" roll.

***

On combat - blocking and shields

Holding the shield up slows your character down significantly, and you cannot run in that state. You also have to be facing your opponent or you won't block the attack. Some damage from the attack will get through -- the amount absorbed by the shield depends on the shield's armor rating, and your block skill (plus luck and fatigue, which come into play with nearly every formula) and whatever the shield doesn't absorb comes through to you the blocker. Once you reach a certain skill level, the item you block with no longer takes damage.

You can also block arrows, if the amount of the arrow's damage that is blocked is high enough they'll bounce off your shield.

If you have a low Block skill, then you are fatigued whenever you block a blow.

If you have a high enough block skill, you gain a chance of doing a counter-attack maneuver with the shield when you block a melee strike. Basically a punch with the shield. If you hit your opponent with this punch, you have a chance of staggering them (which leaves them vulnerable) or even disarming them. You get these same perks if your hand-to-hand skill gets high enough and you block with your hands.

***

On combat - blocking and shields #2

There's an arc of effectiveness for blocking -- as long as the attacker is within your blocking arc, you'll block them. For multiple opponents you'll need to turn to face to block each, just as you would with a real shield. If you have multiple opponents within the arc, then yes, you'll block hits from all of them (and the size of the arc is configurable based on a game setting.) The shield and other armor you're wearing still contribute to your overall armor rating, which will attenuate the damage on its own, but not as much as actually blocking a hit.

If you just stand there and block, how much damage "gets through" depends on your blocking skill. But don't forget that your shield may be taking damage (again dependent on your blocking skill) and it may eventually break. The amount of damage that gets through won't necessarily be steady, either -- how much gets through depends on values that are changing, including the attacker's fatigue level, the defender's fatigue level, and the condition of both the sword and the shield. It also depends on the type of attack being performed.

As far as the animation goes, you just hold up your shield as long as you hold down on the block button. When you block a hit, there are a number of animations that might play (you might be staggered or even knocked down if it's a powerful blow, it might be a "normal" recoil of the shield, or you might play a block counter attack animation if your character's skilled enough.)

***

On combat - blocking and shields #3

Chefe wrote: "Problem: To-Hit Combat has your sword go through the opponent with no damage when you miss. People apparently have become enraged by this.

Solution: Don't turn it into a twitch-based game similar to an FPS, simply add dodge animations for the enemy to use when you miss your attack."

"Simply," huh? Don't forget, this is a real time game, not a turn based one. The enemy may be in the middle of doing something -- playing an attack, casting a spell, raising or lowering his shield, turning to flee, etc. You'd only be able to fit the "dodge" animation in when the opponent was idle. That means that if the attacker missed the to hit roll and the opponent was in the middle of another animation, there'd be no visible feedback that you'd missed, which was the whole point of adding in a dodge animation in the first place.

Even then, the animation would have to be pretty fast and significant enough to make it look like the defender has evaded the strike. And you'd probably want different dodges for different types of weapons and attacks -- duck under a swing from a claymore, step aside from an overhead blow, jump back from a stab with a dagger, etc. And this all is predicated on having enough time to play the animation as well as being ABLE to play the animation (i.e. not being in the middle of doing something else.)

If you did it "simply," you'd end up having it look like Han Solo dodging Greedo's shot in the latest version of Star Wars.

***

On combat AI - equipping new weapons

Tintin wrote: "Would an enemy thief NPC pick up a dagger instead of a claymore in a fight?"

If the thief had no weapons, and there was a claymore and a dagger lying there, and the thief's blade skill was higher than his hand to hand skill, and the thief's AI settings indicated that it would be better for him to fight than to flee, then it would come down to the bladed weapon's damage rating, not its type. So in that scenario, the thief NPC would be more likely to pick up the claymore if, as is likely, it had a higher damage rating than the dagger.

It's unlikely the thief would be unarmed, of course. He'd probably even have poisons in his inventory to apply to his weapons, and he'd also most likely have a bow and arrows in addition to a dagger or other bladed weapon, and he'd switch between them depending on his range to his target.

Oh and perks are skill specific, not weapon specific. So if you raised your Blade skill from Novice to Apprentice, you'd get the Apprentice skill perks, which would apply to all bladed weapon types. But the other attributes I mentioned in the linked post still apply.

***

On combat AI - equipping new weapons #2

If the NPC already HAS a functional weapon, he won't try to get another one. They only try to acquire weapons if they are unarmed.

***

On fast-travel

Poison & all magic updates as you'd expect. Random encounters -- no. You have to walk for those. I think that the people who would always choose fast travel over traveling on foot or horseback are also people who would get annoyed at having their trips interrupted. I know that as I've been playing the game, I rarely fast travel. The journey, while it takes longer, is much more fun, and you don't miss out on all the things you can discover on the way.

***

On fast-travel #2

Tintin wrote: "Fast travel only works for locations you have already visited. When you are first exploring all the parts (and that will take a good deal of time) of Oblivion a horse will be very useful.

Also, I thought fast travel was only usable for getting to cities and such. I don't think you can just click anywhere and you'll get there. Am I wrong?"

You can go anywhere that you have a map marker. Map markers can get added in various ways. If you're exploring and you get to a town, settlement, shrine, etc. that you haven't been to before, the map marker will be added to your map. NPCs can also add markers to your map, though that doesn't happen often.

Also, fast travel while on horseback is faster than on foot, so if you're doing something time-sensitive (or you have a buff that might expire on the way) it can be a good choice.

***

On fast-travel #3

Screaming_life wrote: "I don't know much about this fast travel stuff... Are there random encounters? or is it just like warping there but it takes time?"

It's like taking the Silt Strider or boats in Morrowind. If you want a chance at encounters, don't use fast travel. In my playtesting I rarely use it myself; I want to see the countryside and find all the hidden stuff.

***

On horses - pricing

Different horses cost different amounts. Depends what stable you buy them at.

***

On horses #2 - the unicorn

There are "wild" horses as well as domestic ridable ones (you can't ride the "wild" ones). The unicorn (and there is only one, it's part of a quest) is a "wild" horse. No, you can't ride it. You'll have to play the quest to find it and find out what you can do with it.

It is literally a white horse with a horn.

***

On horses #3

There are stables outside every walled city where horses are boarded while their owners are in the city. There are a number of settlements that aren't walled in that you can ride your horse through if you really want to. Horses also won't go inside buildings or dungeons; you have to dismount & leave your horse outside while you go into those. But other than that, you can ride your horse anywhere you want to, on roads or off, even through the water.

***

On horses #4

Chefe wrote: "Was there any logical reasoning behind not letting you ride them in cities?"

Mostly because if they could go through load doors, they could go into spaces that were too small for them to fit (like houses). The gates to the walled cities are load doors.

We could have the cities be open like most of them were in Morrowind, and there are settlements that have no walls -- but this way we're not loading up an entire city's worth of art, NPCs and activity if you're just passing by. We just load up simplified versions of the architecture inside so that you can see the buildings if you're on a mountain overlooking a city.

***

On cities - walls, loading and landscape outside city walls

GhanBuriGhan wrote: "Sort of a valid point though, no? Couldn't you have and avoided another grumble point? And indeed, what do we see when we fly over or near a city and peek in? And what do we see when we fly inside a city and peak out? Or is it like Mournhold, "No fly zone in or near major citys, as of 9-11"? And if I can't fly, what if I build myself a pillow-staircase up the city wall?"

You can't fly, climb or jump over the city walls, Ghanburighan, so that's not an issue, but you can see landscape and such that's outside the walls if the terrain is high enough outside or if you can get up to a high enough elevation inside the city.

***

Facts and clarifications on popular topics

Actually the auto reload thing is gone. NPCs marked as essential (a status which can and does change) now go "unconscious" for a period of time, then get back up again. Like many things in the game, it's something we've gone through several iterations of implementation, play testing & feedback, and re-implementation. We've changed lots & lots of things about the game -- some just tweaks, some complete overhauls -- based on playtesting feeback, to make sure the game is as balanced and fun as possible.

The paralysis skill perk isn't really specifically a "neck strike". If you reach Master (100) in a combat skill, you can do a particular power attack that has a CHANCE of temporarily paralyzing your opponent. Yes, it's a die roll. There are a lot of those in the game, believe it or not. Smile

Yeah, there are a lot of stats that are kept track of. Some of them, but not all of them, go into disposition. Two that do are your current bounty, of course, just like in Morrowind, and a new one called Infamy. Infamy goes up every time you commit a crime, but never goes back down again. It's used in conjunction with an NPC's Responsibility (among many other factors) to calculate disposition. A responsible shopkeeper may not be as willing to haggle with someone of high infamy. I believe I have already talked about this.

Six to eight -- we do have battle sequences with more characters than that. Most encounters you have will be with fewer, some will have more. If you actually read the entirety quoted passage there, you'll see Pete mention the word "average" twice.

I have already explained that an NPC who already HAS a weapon will not attempt to acquire a BETTER weapon. They'll only go get one if they are unarmed and there's a weapon nearby with which they'd do better than hand to hand or magic. You guys assume that when one anecdote is mentioned about RAI, that EVERYTHING is that way. Don't, because that's simply not the case. The only thing that EVERYTHING depends on is the particular situation at hand -- the NPC's equipment, skills & stats, what if anything is nearby, etc. If an NPC or creature decides to flee, that's just what they'll do. It all depends on the situation & stats.

***

On essential NPCs - lethal damage

It just shows a message "(essential NPC name) is unconscious", whether you do it or someone/something else does.

***

Missing skills?

Speechcraft and Mercantile are still in. Don't confuse fan speculation with fact. As for axes, here's an old screenshot that will give you your answer. They're covered by the Blunt skill.

***

Facts about landscape, terrain, CS and platform

Oblivion's landmass is roughly 16 square miles (Morrowind's was around 10), and that does not include interiors, dungeons, or the planes of Oblivion you'll travel to.

The land ranges from marsh to plains to deep forest, high mountains with snow. There are no ashlands or volcanoes.

The PC version will ship with the Elder Scrolls Construction Set, just as Morrowind did.

Oblivion is being developed for PC and Xbox simultaneously. It's neither a PC port nor an Xbox port.

***

On the User Interface

It's a stats-heavy interface, much more so than Morrowind's. It's easy and fast to use, and gives you a lot of information at a glance. There are also information rollouts that appear when you highlight certain kinds of items that provide more information, such as the skill associated with a weapon, or the magical effects on an enchanted item, potion or ingredient. Unless you're simply offended by the large text, or maybe the color scheme, I'm not really sure what the problem is.

***

On detection and the tutorial section

Detection stuff is definitely getting tweaked. On the other hand, the opening dungeon IS a tutorial -- you're supposed to learn how to use the game's major systems, and while you certainly are in danger, it's not meant to be the most difficult section of the game. Oh and there's an easy way to skip the tutorial -- save the game just before you reach the end (where you have the chance to change all your character choices). Then you can just load up the game save whenever you want to start a new character.

***

On balance of weapon damage and character stats

Twinfalls wrote: "This point also significantly shoots down MSFD's reasoning as to why a Dagger will be used instead of a claymore. His line was: Your dagger-using thief will be more agile and nimble, and so will dart around and receive less hits.

Your Claymore user will be big and slow, but will be stronger, so he will be able to absorb the higher number of hits being dished out.

Only it seems the small, nimble, fast dagger user will also need to be strong as an ox in order to use his dagger well, just like the freaking claymore-wielding Man-brute!"

That's not really true, Twinfalls. The dagger will never do as much damage as the claymore, strike per strike, regardless of the weilder's strength. The fast dagger user will want to have thiefly skills and attributes -- acrobatics, agility, speed -- to make many rapid strikes and dart in & out of the claymore's range. Assuming dagger user and claymore user are roughly equivalently leveled, the important factor is damage per second. The dagger user can't do as much damage per strike as the claymore user can -- and he's probably in for a world of hurt if he gets hit -- but he can make more strikes in the same amount of time than the claymore user can. That's the sort of thing we've been working to try to balance out.

Or do you think that a weak dagger user should be able to do the same amount of damage in a single strike as a strong dagger user?

***

Counter-dumbdown rant - what you see is not all you get

Excuse me, I wasn't aware that there were screenshots that revealed every single spell in the game. I certainly haven't seen any. Especially since there are hundreds of pre-made spells available and there'd have to be a very large number of screens indeed to show them all.

It's the same as the complaints about the quest journal and dialog. You've seen one screenshot with two journal entries of one particular miscellaneous quest -- and yet some people assume that that represents the entirety of all of the quest lines, in content, complexity and form.

You haven't really seen anything in the way of dialogue -- a couple overheard conversations, and a couple lines from the Emperor and a few characters here & there in other shots -- and some people assume that represents the entirety of dialogue in the game. You see a large font, and some people assume that NPCs don't have much to say because of it.

Yeah, I know that the previews and screenshots are all you have to go by. But this is a huge, huge game. What you've seen barely even scratches the surface. And I'm sorry, but we're just not going to outline all of the quests for you. We're not going to print out every line of dialog for you. You're just going to have to wait and either play the game and find out for yourselves, or read what others have to say about it. Maybe further previews will have more of the type of information you crave.



EmilPags, Designer

On the assassin role

Valas wrote: "Will assassinating someone have you be patient, learn his/her routines, and/or mess with his/her friends?

And will you have to be creative when you assassinate? Just plain killing someone outright in Morrowind was a little... "un assassinish""

It's definitely a lot of both, with a lot of player choice available.

Because an assassin's job is to, well, assassinate someone, it's kind of hard to fail a particular mission. As long as the target is dead, you've succeeded. So, in a lot of instances, you could very well walk up to him, bash him in the face with your warhammer, and complete the job.

But, in Oblivion's Dark Brotherhood questline, for a lot of the contracts the player will gain bonuses (in the form of gold or stealth-based magic items) if they complete it in a particular way. So a player can Conan his way through the questline and still win. But a stealthy, patient player will definitely reap better benefits. Oh yeah, and if you want to tail a target, follow his schedule, see when he's vulnerable? You can totally do that, and it's pretty awesome.

***

On detection mechanics and poisoning

Let me address the questions about the dog, arrow hitting the wall, etc. Basically, the detection formula only accounts for the player. So no, they wouldn't be alerted to the sound of an arrow hitting a wall, or a dog's barking. Sound is part of the overall detection formula which also considers things like your Sneak skill, light levels, and opponents' Sneak skills.

Question about poisoning. Can't go into any detail. But if you're asking -- "Can the player use poisoned food to kill an NPC in an emergent, non-scripted way" the answer is most definitely... yes.

***

On ESRB rating

Yeah, I obviously can't comment on the rating we're getting, or any other ESRB matter.

But I will say this. When we started designing Oblivion, we sat down and decided on the scenarios we wanted. The ones we thought would be appropriate for a next gen, realistic fantasy title. We're obviously not GTA, so there are things our game simply wasn't going to have from the get-go. You know, propositioning a hooker and taking her behind the woodshed to get hit points back isn't exactly our core gameplay.

So what is the core gameplay of Oblivion? Well, combat. Lots of combat. With bows, with swords, with spells. That in itself could be considered "objectionable." But there are plenty of other rather "non innocent" gameplay elements. Stealing. Assassination of innocent people. Gambling. Drinking mead in a run-down tavern. So it's not like there was a whole lot of artistic compromise. We knew what game we wanted to make, and we made it. The questlines have a lot of story and character variety, so you never know what you might encounter.

I really don't think you guys have anything to worry about. I mean, hell, you can join the Dark Brotherhood and be the essence of evil. Ain't no way to soften that up.

***

On detection and lockpicking

Valas wrote: Stealth related question: When you shoot an enemy with an arrow, and you are completely hidden in the dark, does the enemy know exactly where you are? Basically, if someone is chasing you, can you hide from them, without them knowing EXACTLY where you are? Will changing clothes aid in this at all?

One last question, and this one I'm sure you are allowed to answer. When you go into the lock picking minigame, does time stop?

Alright, I thought of another last question. Do you guys(stealth team) pick real life locks to get a feel for difficulty, or, just for the hell of it? If you do pick locks, what is the most complex lock you've picked?(make and model number)

If you're successfully hidden and shoot a guard, no you're not auto-detected. And yeah, if you can manage to get away from someone who's chasing you, yeah, you can hide. Clothing does not play a role in the stealth dynamic as far as disguise goes.

Rather not answer any questions about the nature of game mechanics like the lockpick minigame, sorry.

I was one of two people who designed the Thief 3 lockpicking minigame, and designed the Oblivion lockpicking mingame, and no, I've never picked a lock in real life. Since in the two instances with the mingames we were going for "fun and believable" and not "hyper realistic" it didn't seem that relevant. I have played just about every lockpicking mingame in every game that had one, if that's any consolation. If not, where do you live? I could try to break in. :-)

***

On making games professionally

Okay, here's the reality. Or at least, my reality. Being a professional game developer can be very demanding, yes. The pace of work is brisk, and you've got to be willing to put in a lot of hours in order to make your stuff good. So yeah, I guess it does bug me when somebody in "real life" learns what I do and makes a crack like, "Ha! You get to play videogames all die." Bite me.

Now, that being said... I have the best job in the world. It is, as Kaleem said, a "jobby." I would not trade game design for any other profession on the planet. It's like, I ended up exactly where I'm supposed to be. THIS is what I'm supposed to be doing with my life. So, as long as the hours may get, as tired as I may get, at the end of the day I still get to decide how many heads the monter has. Can there be anything better?

I remember once at Ion Storm Austin I overheard someone griping, "Oh, man, I've working really hard on that warehouse. Trying to get it right. It really sucks." And the only thing I could think is, "Dude, you could be working IN a warehouse! Get some perspective!"

As for the "play games as a teen and you'll be a game designer thing" -- there may be more truth to that than you know. I mean, to work in development you obviously need other skills -- technical, art, writing. But if you're not a hardcore gaming, if you can't draw upon those experiences playing games, you're not cut from the right cloth. So playing games in high school alone won't get you a job -- but if you don't play games in high school, if you're not a gamer, you'll have a much harder time getting a job in this industry.

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On variety and richness of quests

So you guys are generally wondering about variety in quests, and secret passages.

Well, as for variety -- imagine every questline -- not just Dark Brotherhood -- as a unique story, with its own plot twists and turns. So there will certainly be surprises -- whether that means unique architecture, quests that change direction in mid-stream, secret passages. It really all depends on the quest.

For the Dark Brotherhood, I really tried to utilize the existing game systems and the strength of the Radiant AI. For example, in one of the quests you have to kill all the members of a family, and they're spread across Cyrodiil. So you can really approach that any way you want, using any tools or techniques you want -- follow their schedules and ambush them, talk to them and try to get a certain response, jump them while they sleep, whatever.

So I would say the questlines as a whole are a LOT richer than they were in Morrowind.

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On the setting, and stealth/guild/crime topics

Hellwalker wrote: "Cyrodiil is so medieval like, And can we expect to see "Strange" and unique this like in Morrowind. For exm. Silt Strider, Kagouti, Blight storm."

It's true that in Oblivion the world is much more of a classic fantasy setting. But, that being said, the world is being invaded by Daedric forces, and the Daedric stuff, as you've already seen in several screenshots and movies, is anything but normal. So yeah, you'll get to see plenty of strange stuff.

Someone asked if you could use Speechcraft as an assassin. In some cases more than others, but yes, definitely. Certain quests utilize this element more than others.

If you get kicked out of a guild, are you kicked out forever? -- no specifics, but getting kicked out of a guild is handled differently by each one.

On jail sentences -- kind of what Valas said. Wouldn't be much fun to spend six years of game time in jail, and it would be hard to justify the world standing still while that happened.