Oblivion Q&A on IGN
Oblivion Q&A on IGN
Interview - posted by Saint_Proverbius on Tue 23 November 2004, 16:30:54
Tags: The Elder Scrolls IV: OblivionIGN has an interview with one of those Bethesda guys about Elder Scrolls IV: Oblivion. It's pretty long, three pages and all, and here's one from the first page:
IGN: Morrowind was criticized by some for its extremely open-ended nature; other players considered that the game's greatest strength. Can we expect to see the same sort of freedom in Oblivion? Are you trying any new ways of orienting players towards the main story points?
Todd Vaughn: It's still a completely wide-open game, I think that's the essential ingredient to the series. What we're trying to do a better job at is the way that's presented to the player. We just need to do a better job of clarifying and showing the player what to do to progress in the game. I think the biggest risk in an entirely open game is the player getting bored, or not knowing if they are making progress, so that's something we acknowledged early and have many ways of addressing.
We do a lot more now with NPCs talking and pointing you in the right direction, and the way your quest journal and maps work together to clearly show you where something is and what you need to do. There are little things that we can do in all areas to keep reminding the player what they should be doing and if they are on the right track.
Farmer out on the middle of no where: Hey, dumbass! He said turn left at the fork in the road! LEFT!
Spotted at: HomeLAN Fed
IGN: Morrowind was criticized by some for its extremely open-ended nature; other players considered that the game's greatest strength. Can we expect to see the same sort of freedom in Oblivion? Are you trying any new ways of orienting players towards the main story points?
Todd Vaughn: It's still a completely wide-open game, I think that's the essential ingredient to the series. What we're trying to do a better job at is the way that's presented to the player. We just need to do a better job of clarifying and showing the player what to do to progress in the game. I think the biggest risk in an entirely open game is the player getting bored, or not knowing if they are making progress, so that's something we acknowledged early and have many ways of addressing.
We do a lot more now with NPCs talking and pointing you in the right direction, and the way your quest journal and maps work together to clearly show you where something is and what you need to do. There are little things that we can do in all areas to keep reminding the player what they should be doing and if they are on the right track.
Farmer out on the middle of no where: Hey, dumbass! He said turn left at the fork in the road! LEFT!
Spotted at: HomeLAN Fed