Keldryn
Arcane
Wow, this is reaching new lows of closed-minded, one-sided tirades even for this board.
Let's totally ignore other relevant quotes from the interview, such as these thoughts that I doubt many people here would disagree with:
He's pretty clearly lamenting the direction that the modern gaming industry has been heading in, with the emphasis on slick graphics and selling millions of copies vs. selling thousands of copies. I don't think the guy deserves the personal attacks that he has been getting over various aspects of Oblivion's designs that you happen to disagree with
I don't see how anyone can come to the conclusion that "he didn't seem to fight against fully voiced dialogue very hard" from this quote. There simply isn't enough information there. No reasonable person would just up and quit in a role as lead designer simply because the powers-that-be of the company you work for dictate that your project must have fully-voiced dialogue. That isn't the same thing as just caving in to whatever other people have to say about the design. No matter what project you are working on, a lead designer has to make some compromises. It isn't his project; it's a collaberative effort, and whether they are the right people to make such calls or not, the people who are picking up the $15 million development bill (or whatever it is) are part of the process. How much he tried to fight that decision isn't really relevant to the interview question. He said he doesn't really like the fully-voiced dialogue and gave his reasons why, and that's really all that he needs to say. To get into the internal politics involved would be unprofessional.
I happen to agree that it is a serious weakness in Morrowind's design, and one shared by a great number of open-ended RPGs.
I don't think that levelling up to the point where you can easily kick the crap out of everything that moves is a vital part of the RPG experience. From a gameplay point of view, I think that it does make for a better game when the challenge is maintained throughout the gameplay experience. Most games outside of the RPG genre don't get easier as you progress and actually become more challenging. I enjoy a good challenge, but I don't know that I ever found much joy in getting the crap kicked out of me. And he admits that there are flaws in the auto-levelling paradigm, but expresses optimism that those can be overcome. What's the huge beef with that? He's not saying it's perfect and inarguably the best way to do it.
And he clearly admits a preference for freeform gameplay, which I don't think anybody here will disagree with. I don't see why there is a problem with his last sentence there. A storyline is, almost by definition, a linear narrative -- it's hard to maintain any sense of continuity if it isn't. The player has the opportunity to pursue other tasks thoughout the entire game, including the choice to never even bother with the main storyline. How is this is problem exactly?
I think it's pretty disgusting and unfair how dissatisfaction with Oblivion (of which many criticisms are in fact just as prevalent in other games that are highly praised here) turns into personal attacks. It feels like the average age of the more vocally critical posters is about fourteen.
Let's totally ignore other relevant quotes from the interview, such as these thoughts that I doubt many people here would disagree with:
Rolston: I had once dreamed that roleplaying games would transform culture. I expected roleplaying games to take their place alongside literature, drama, and cinema. It didn't happen that way, perhaps just because it is so much more work for users to produce a narrative than to consume one -- or perhaps because crafting narratives as a hobbyist is of interest only to a limited number of people. I'm only a little disappointed, though. For a small number of people, roleplaying games have become a uniquely satisfying pastime, perhaps even occasionally a vehicle for exploring the human condition.
As teams have grown larger, schedules longer, and production budgets titanic, computer games have become almost as slick and polished as television and cinema -- and often as dull and formulaic. I preferred working in small teams with short schedules and smaller budgets, and I don't prefer the slick, polished products of today to the rougher, simpler products of a decade ago. Clearly the mass market prefers the slicker games, but I prefer, for example, the original Pirates and Civilization to the various later editions.
He's pretty clearly lamenting the direction that the modern gaming industry has been heading in, with the emphasis on slick graphics and selling millions of copies vs. selling thousands of copies. I don't think the guy deserves the personal attacks that he has been getting over various aspects of Oblivion's designs that you happen to disagree with
Rolston: I prefer Morrowind's partially recorded dialogue, for many reasons. But I'm told that fully-voiced dialogue is what the kids want. Fully-voiced dialogue is less flexible, less apt for user projection of his own tone, more constrained for branching, and more trouble for production and disk real estate. Voice performances can be very powerful expressive tools, however, and certain aspects of the fully-voiced dialogue -- the conversations system, for example -- contribute significantly to the charm and ambience of Oblivion.
I don't see how anyone can come to the conclusion that "he didn't seem to fight against fully voiced dialogue very hard" from this quote. There simply isn't enough information there. No reasonable person would just up and quit in a role as lead designer simply because the powers-that-be of the company you work for dictate that your project must have fully-voiced dialogue. That isn't the same thing as just caving in to whatever other people have to say about the design. No matter what project you are working on, a lead designer has to make some compromises. It isn't his project; it's a collaberative effort, and whether they are the right people to make such calls or not, the people who are picking up the $15 million development bill (or whatever it is) are part of the process. How much he tried to fight that decision isn't really relevant to the interview question. He said he doesn't really like the fully-voiced dialogue and gave his reasons why, and that's really all that he needs to say. To get into the internal politics involved would be unprofessional.
Rolston: (...)I only wish we'd presented Morrowind's main narrative with the same obtrusive urgency. The overwhelming number of quest choices and the lack of narrative focus was justly identified by many as a serious weakness in Morrowind.
I happen to agree that it is a serious weakness in Morrowind's design, and one shared by a great number of open-ended RPGs.
Rolston: Morrowind stops being much of a gameplay challenge long before you've exhausted the narrative and setting content. Encounters indexed to the user level addresses that problem directly. I think leveling was, at first, perceived as a cure for the obvious balance flaws of Morrowind. But as we refined leveling gameplay during development, we appreciated how it made the game more fun in every way. It does feel a little artificial, and, to some extent, it robs the player of the joy of getting the crap kicked out him. But I think minor refinements in leveling practice for the next Elder Scrolls projects can reduce those blemishes to a large extent.
I don't think that levelling up to the point where you can easily kick the crap out of everything that moves is a vital part of the RPG experience. From a gameplay point of view, I think that it does make for a better game when the challenge is maintained throughout the gameplay experience. Most games outside of the RPG genre don't get easier as you progress and actually become more challenging. I enjoy a good challenge, but I don't know that I ever found much joy in getting the crap kicked out of me. And he admits that there are flaws in the auto-levelling paradigm, but expresses optimism that those can be overcome. What's the huge beef with that? He's not saying it's perfect and inarguably the best way to do it.
Rolston: I've always preferred the sandbox or freeform model of RPG gameplay. I implemented greased-rail linear narratives in PARANOIA because I knew the players would ignore the storyline in the first place; I encouraged them to do so at every opportunity. It's the same with Oblivion. I was perfectly happy with a linear main quest narrative, because I knew the 'enlightened' (i.e., irredeemably perverse) user would march off at right angles to the story line the moment he had the chance.
And he clearly admits a preference for freeform gameplay, which I don't think anybody here will disagree with. I don't see why there is a problem with his last sentence there. A storyline is, almost by definition, a linear narrative -- it's hard to maintain any sense of continuity if it isn't. The player has the opportunity to pursue other tasks thoughout the entire game, including the choice to never even bother with the main storyline. How is this is problem exactly?
I think it's pretty disgusting and unfair how dissatisfaction with Oblivion (of which many criticisms are in fact just as prevalent in other games that are highly praised here) turns into personal attacks. It feels like the average age of the more vocally critical posters is about fourteen.