Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games

Skyrim: Making Fantasy a Reality

Click here and disable ads!

Skyrim: Making Fantasy a Reality

Interview - posted by VentilatorOfDoom on Thu 16 June 2011, 11:04:00

Tags: Bethesda Softworks; The Elder Scrolls V: Skyrim

IGN put up an interview with Skyrim Lead Designer Bruce Nesmith. Sample:

Bruce Nesmith: What Radiant Story allows us to do it react to a dynamic situation. Before we had it, everything had to be much more specifically scripted.

The simple things tend to be the most exciting. If the player drops a valuable item in the world, someone might come over and ask the player if they don't want it anymore. In another case, Radiant Story might have two characters start fighting over it right in front of you. If you kill someone, a relative or friend of that person may decide to hunt you down. Radiant Story allows us to set up these story templates that respond to things the player does, but at the same type keep the reacting NPCs in character.

Ultimately players don't think in terms of Radiant Story, they just want to have fun. Radiant AI and Radiant Story are just tools that we can use as developers to achieve that. Like any tool, it can be used properly or improperly. Realizing that was a big moment for us. We've kept the focus on great stories and great gameplay. Sometimes Radiant Story can help with that, and sometimes it can't. If we do our jobs well, the players will never be able to tell the difference.

There are 63 comments on Skyrim: Making Fantasy a Reality

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.036745071411133 seconds