-No spears
-One handed/Two Handed/Archery skills
-Each one of those skills gets its own feat/perk tree depending on the type of weapon you use(swords/axes maces)
-Werewolves still being considered
-Won't put horses in if they still feel like "battlefield jeeps" as in oblivion
-No horse armor dlc
-Some crafting will be skill based: smithing, enchanting, alchemy
-Cooking and "things like that" will not be skill based
-More emphasis on crafting this time around
-spellcrafting still being considered, has to fit into the overhauled magic system so it doesn't turn spells into a spreadsheet.
-Destruction skill also gets its own perk trees, for instance fire perk tree
-Mysticism spells go into other skills
-Adding more skills instead of the current system would have been easier for the designers, but less interesting for the player
-Skill number value less interesting than the perks you get
-Character Creation jut pick race/aspect, races have different skill increases and spells and racial abilities
-No class
-Less control upon face creation, called oblivion's random button the ugly button
-Fewer slides for different parts of the face, it's more about picking pre-crafted parts
- Dragons meant to be boss fights, like between big daddies and helis in hl2
-Dragons can divebomb, breathe fire streaks, get on the ground, march around, go anywhere, they can be random encounters, can have multiple dragons in a scene.
-Multiple types of dragons
-Don't expect to ride dragons
-The companions are more "dynamic", more people to choose from, sacrifice depth for the number of companions
-Radiant story could have allowed you to make anyone a companion(but won't)
-Radiant story is the tool they use to make quests, they can make it all handcrafted or they can take the roles in a quest and "conditionalize" them
-They can take parts of a quest and "conditionalize" it without having to handscript it
- Regular handcrafted quest "You walk into town and someone comes up to you saying his child was kidnapped and is in a specific dungeon" Radiant story quest "You walk into town and a random npc you've already met with a good disposition towards you says his child was kidnapped and is in a randomly selected dungeon nearby you haven't visited yet, dificulty and reward is scaled to level or to what they think you might "need"/want to face or to "things you've done before""
- Some quests have no "dynamic" elements, others have more, being balanced
-They want to avoid it feeling like it's a random thing over and over
-Factions are in, they'll be done differently from revious games
-Some are returning factions from previous games
-Very confident about skyrim release date, they delivered fo3 on time
-Reasons for why you started in a prison in previous game: 1-tradition, 2- not knowing why you're in prison makes you start telling the story to yourself of why you're in prison(encourages larping?)
-If you really didn't like oblivion(nor perhaps morrowind) but liked FO3, skyrim might still not switch you over
-oblivion looked like very classic/traditional fantasy, looked like everything in a given town was built the same day, not a lot of uniquess, skyrim has it, more flavor
-passes on question about game endings and c&c affecting endings, too soon
-landmass the size of oblivion, is very mountainous, can't walk across mountains, world feels bigger, has 5-6 different regions with unique looks
-pineforest, fallforest, tundra, volcanic tundra, snowy mountain, glacier areas and stuff like that
-they never aim for a specific esrb rating, assume it will be M
-combat is more violent than oblivion but not over the top like fallout
-there is a hud, article that said game was hud-less was mistaken, comes and goes as need
-small compass bar at top for direction that right now is always there
-magicka/health/stamina/other come up when they need to
-walking around the world at full health your health bar won't be visible
-wanted to keep it hudless as much as possible
-as soon as your health drops, the health bar shows up, once it's full for a period of time it goes away
-beth background is pc games, they play the game on the pc
- they want all platforms to have a high level of fidelity
-todd plays a lot on the xbox, it tends to be his preferred platform
-a lot of the graphics development is first done on the xbox as it's "smoother"
-they want to support as much pc hardware stuff as possible but that stuff is done late into the process
-pc version can run high res
-pc version should have higher res textures by default
-says most people wouldn't notice a difference between pc and console texture res because you sit much further from the screen when playing on a console
-there are uniquenesses to how they handle the interface in the pc
-they love achievements
-thinks the mix between specific quests, leveling up collection achievements and in fallout 3 was pretty good
-mix will be done differently in skyrim because there are a lot more quests
-doesn't think a kinect/move version is gonna happen, the chance is there, but he'd be surprised
-you don't know you're dragonborn when you start
-you discover it in an event that involves a dragon, at this point it doesn't matter much because they assume the player knows they'll be playing a dragonborn
-the greybeards call/shout for you to come
-he will make sure there are 7k steps to the mountain
-no maximum level coded in, only limited by your skills
-you level faster
- ob/fo3 was balanced 1 to 25-30
-this one is balanced 1 to 50
-theoretical maximum level might be 75
-says levelling faster and getting perks more often is more fun
-says gameplay footage is not too far off
Finished