Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Bethesda Softworks; Elder Scrolls IV: Oblivion
<a href=http://www.gamebanshee.com>GameBanshee</a> has posted a very informative <a href=http://www.gamebanshee.com/interviews/oblivion1.php>interview</a> with <b>Gavin Carter</b>, known in these parts as Kathode</a>, about <a href=http://www.elderscrolls.com/home/home.htm>Oblivion: Less is More</a>
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<blockquote><b>On Combat</b>:
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We’ve gone through three complete and fully realized combat systems prior to this one, and we really feel that we’ve achieved a very nice balance between the action-oriented combat that the Elder Scrolls have always featured, and the statistic-driven gameplay of a pen-and-paper RPG. (I guess some exaggeration's never hurt nobody - VD)
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<b>On Transportation</b>:
<br>
Transportation around the world is another area people were very critical of in Morrowind. This time around we’ve taken a long look at how players get from one location to another, and gone to great lengths to implement improvements. We have reinstated a “fast-travel†system similar to what was featured in Daggerfall and Arena. Now, if you’ve visited a location, it will show up as an icon on your map. Simply click there and the game will take you there
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<br>
<b>On Char Creation</b>:
<br>
Our character generation sequence takes place as a flight from the emperor’s assassins, and as you play through the opening, you get to experience different aspects of the game before you commit to a character type. Naturally, all the old options for creating your own custom class will be making a return as well, all wrapped up into this fluid experience. </blockquote>
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I love the new/old transportation thingy. I'm glad to see that many Daggerfall's features that were originally discarded for <i>innovashun</i> are back.
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPGDot</A>
<a href=http://www.gamebanshee.com>GameBanshee</a> has posted a very informative <a href=http://www.gamebanshee.com/interviews/oblivion1.php>interview</a> with <b>Gavin Carter</b>, known in these parts as Kathode</a>, about <a href=http://www.elderscrolls.com/home/home.htm>Oblivion: Less is More</a>
<br>
<br>
<blockquote><b>On Combat</b>:
<br>
We’ve gone through three complete and fully realized combat systems prior to this one, and we really feel that we’ve achieved a very nice balance between the action-oriented combat that the Elder Scrolls have always featured, and the statistic-driven gameplay of a pen-and-paper RPG. (I guess some exaggeration's never hurt nobody - VD)
<br>
<br>
<b>On Transportation</b>:
<br>
Transportation around the world is another area people were very critical of in Morrowind. This time around we’ve taken a long look at how players get from one location to another, and gone to great lengths to implement improvements. We have reinstated a “fast-travel†system similar to what was featured in Daggerfall and Arena. Now, if you’ve visited a location, it will show up as an icon on your map. Simply click there and the game will take you there
<br>
<br>
<b>On Char Creation</b>:
<br>
Our character generation sequence takes place as a flight from the emperor’s assassins, and as you play through the opening, you get to experience different aspects of the game before you commit to a character type. Naturally, all the old options for creating your own custom class will be making a return as well, all wrapped up into this fluid experience. </blockquote>
<br>
I love the new/old transportation thingy. I'm glad to see that many Daggerfall's features that were originally discarded for <i>innovashun</i> are back.
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPGDot</A>