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Interview Pete Hines interview at eToychest

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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Tags: Bethesda Softworks; Elder Scrolls IV: Oblivion

<a href=http://etoychest.org>eToychest</a> has posted an <a href=http://etoychest.org/index.php?option=com_content&task=view&id=3650&Itemid=29>interview</a> with Pete "Y'know" Hines. Here is a couple of more interesting questions.
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<blockquote><b>We've seen in the demo movies that the citizens of Tamriel have schedules and being in the right place at the right time can open up new quests for the player. My question is, are there any mutually exclusive quests because of temporal differences, or will the player eventually be able to "see" everything given enough persistence?</b>
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We tend not to lock off content from the player like that and, given enough time, you can pretty much see and do just about everything in the game. That’s not to say it won’t take quite a bit of time and effort to do so. It’s a very, very big game. </blockquote>Which means that that "in the right place at the right time" concept is meaningless in Oblivion.
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<blockquote><b>How will Oblivion's story unfold? In Morrowind, your dialog choices usually amounted to "Yes", "No", and "Yes, but it'll cost you". Will Oblivion's interactions be more robust?</b>
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We’ve changed it quite a bit from the way it worked in Morrowind. So it’s much more of a dialog tree system and less one that centers around only picking topics out of a list. How the story unfolds is up to you and many times we give you more than one path through a conversation and it’s up to you to decide how it proceeds. </blockquote>Would be nice if true.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
 

Stella Brando

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They're probably going to wait for the RPG Codex, NMA and other sites like it to shut down, and for everyone to forget what Fallout was ever like before they start work on Fallout 3. Expect it sometime Summer, 2009.
 

Excrément

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One of the last previews confirm the dialogue trees also.

we know also that armor affect now your stealth and your spell power.

all of these info are cool for role play.
 

kris

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Excrément said:
1. One of the last previews confirm the dialogue trees also.

2. we know also that armor affect now your stealth and your spell power.

all of these info are coll for role play.

1. Nice! The thing I would like the most. The question is, how much is it used? and considering the persuasion mini-game I am not to optimistic.

2. Good. Do we also know "how?"?
 

DarkUnderlord

Professional Throne Sitter
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Vault Dweller said:
Which means that that "in the right place at the right time" concept is meaningless in Oblivion.
Well, it's pretty much meaningless in every other RPG too. I mean in Fallout, they just stand around day and night waiting for you to talk to them. If you did miss quests because of it (and not just one or two ones designed that way but a whole bunch of them) it'd kind of destroy that "200+" hours of gameplay.

Pete Hines said:
We’ve changed it quite a bit from the way it worked in Morrowind. So it’s much more of a dialog tree system and less one that centers around only picking topics out of a list. How the story unfolds is up to you and many times we give you more than one path through a conversation and it’s up to you to decide how it proceeds.
Gearing up for Fallout? It'll be interesting.
 

Excrément

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kris said:
Excrément said:
1. One of the last previews confirm the dialogue trees also.

2. we know also that armor affect now your stealth and your spell power.

all of these info are coll for role play.

1. Nice! The thing I would like the most. The question is, how much is it used? and considering the persuasion mini-game I am not to optimistic.

2. Good. Do we also know "how?"?

We will have to wait and play. I doubt in 4hours hands-on preview, journalists can make a judgment on "how much, far " it works.
 

Tintin

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Messages
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Which means that that "in the right place at the right time" concept is meaningless in Oblivion.

Yeah, like in the opening sequence - which coincidentally is also mocked and bitched about.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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You've gotta be kidding. What's the opening sequence gotta with the actual gameplay?
 

Micmu

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ALIEN BASE-3
Tintin said:
Yeah, like in the opening sequence - which coincidentally is also mocked and bitched about.
Way to rip the line out of context.
 

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