Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Bethesda Softworks; Elder Scrolls IV: Oblivion
<a href=http://www.gameproducer.net>GameProducer</a> has scored a rare Oblivion post-release <a href=http://www.gameproducer.net/2006/05/25/interview-oblivion-game-producer-gavin-carter/>interview</a> with Gavin Carter:
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<blockquote><b>On other interviews you have mentioned Oblivion’s Radiant AI. Now as the game is out, have players noticed the system? What kind of feedback have you got? Did the system turn out as you and your team wanted it to be?</b>
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Players have commented quite a bit about how big of a difference the system makes over Morrowind’s static NPCs. The stories that you can read all over the internet on various forums have been great. I’ve read everything from people’s reaction to hearing cool unscripted conversations, to crazy stories of massive brawls breaking out in the middle of town, wiping out homes and stores alike. I think the system accomplished the goal of providing a varied and unique user experience, and we’ll certainly look into refining it in the future.
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<b>What kind of skills do you need as a game producer?</b>
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Doublespeak, mostly. </blockquote>And Gavin has mastered that skill long time ago.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://www.gameproducer.net>GameProducer</a> has scored a rare Oblivion post-release <a href=http://www.gameproducer.net/2006/05/25/interview-oblivion-game-producer-gavin-carter/>interview</a> with Gavin Carter:
<br>
<br>
<blockquote><b>On other interviews you have mentioned Oblivion’s Radiant AI. Now as the game is out, have players noticed the system? What kind of feedback have you got? Did the system turn out as you and your team wanted it to be?</b>
<br>
<br>
Players have commented quite a bit about how big of a difference the system makes over Morrowind’s static NPCs. The stories that you can read all over the internet on various forums have been great. I’ve read everything from people’s reaction to hearing cool unscripted conversations, to crazy stories of massive brawls breaking out in the middle of town, wiping out homes and stores alike. I think the system accomplished the goal of providing a varied and unique user experience, and we’ll certainly look into refining it in the future.
<br>
<br>
<b>What kind of skills do you need as a game producer?</b>
<br>
<br>
Doublespeak, mostly. </blockquote>And Gavin has mastered that skill long time ago.
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>