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Pratchett loved oblivion and helped with mod

lukaszek

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if i were to imagine how Roguey wet dreams look like, that would be origin story in this article: https://www.eurogamer.net/articles/...nd-the-oblivion-mod-terry-pratchett-worked-on

The story behind the Oblivion mod Terry Pratchett worked on
Lead the way, Vilja!

Imagination, not intelligence, made us human.

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Sir Terry Pratchett.

In his Foreword to The Ultimate Encyclopedia of Fantasy, the late Sir Terry Pratchett writes, "Imagination, not intelligence, made us human."

Most people know Pratchett as the author of Discworld, the famous fantasy series about a flat planet balanced on the backs of four elephants. However, what many people don't know is that the knighted author was also a massive fan of video games - so much so that he actually worked on mods for Oblivion, most of which were spearheaded by a Morrowind modder named Emma.

After making the transition from Morrowind to Oblivion, Emma sought to create a companion for herself. This resulted in the creation of Vilja, a Nord alchemist designed to keep Emma company as she traversed the world of Oblivion. While Emma originally created Vilja for personal use, even voicing the character herself, she eventually released her to the public with the help of fellow modder Charles "CD" Cooley. Vilja received a lot of admiration from avid players, but a particularly intriguing email titled "Praise for Vilja" came a few months after Vilja 1.0 launched.

"The first letter from Terry arrived in March 2010, only three months after the original release," Emma told Eurogamer. In this message, Pratchett mentioned how enamoured he had become with Vilja, specifically mentioning his appreciation for the way in which she would acknowledge small gifts such as strawberries. "He also praised the modding community as a whole, mentioning how impressed he was by the effort put into mods, and how much he enjoyed using them."

Emma didn't know if this was the real Terry Pratchett, but she responded anyway and the two struck up a regular correspondence. Pratchett gradually started to make small suggestions of his own based on his experience with Vilja. "He described how he had been exploring goblin caves with Vilja, and how he wished that he could study the goblins without having to kill them," Emma said. "The day after, I made him a 'goblin peace amulet' to make the goblins non-hostile and allow him to explore their dungeons without having to kill anyone." As it turns out, the reason Pratchett was fascinated with goblins in the first place was due to research he was conducting for his 2011 novel, Snuff.

The pair's continued correspondence inspired Emma to work on more mods linked to Vilja. After Pratchett expressed his desire to give Vilja a flower for saving his character's life, Emma started to work on the "Give a gift" function. "Terry actually named most of the 'special items' that you could give away," Emma said. "He even managed to put in a bunch of easter eggs for Snuff."

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Vilja is a Swedish word that means will, or, as Emma puts it, 'willpower, guts, determination. And that is something Vilja has got lots of!'

Eventually, Pratchett even started to write dialogue for Vilja based on his exploration of the goblin dungeons of Oblivion. This led to a regular contribution of voice lines for Vilja from Pratchett, to the extent that the majority of Vilja's Thieves Guild dialogue can be attributed to him.

"Terry always had a very humble and polite way of suggesting things for Vilja," Emma said. "I always felt that I was in charge and never that he was taking over. I always felt inspired by his ideas and loved to try to make them come true."

Together with Charles, the three worked on the "Packdonkeys" mod, which allowed players to purchase up to four packdonkeys from the Chorrol Stables. Pratchett delighted in the fact that his donkey, Chico, kept stealing carrots and getting him and Vilja into trouble with the Imperial Guard. The more involved he got, the more invested he was becoming. Vilja was no longer just a companion mod - she was a person who kept growing as he, Emma, and Charles worked on her.

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Vilja is a young Nord girl, born in Solstheim and living in Cyrodiil.

One of the most important features that was added to Vilja was the lead-the-way function, which Pratchett had specifically requested to help with his Alzheimer's. "By that point Terry was already having serious trouble with his memory," Charles told Eurogamer. "The sort of short-term memory functioning needed to navigate the game world was a particular problem for him."

Charles and Emma worked particularly hard on implementing this function, which enabled Vilja to lead the player out of the dungeon they were in. However, this wasn't an easy task. "Since I knew there was a real need behind that request I kept thinking about it," Charles said. "Eventually, I realised that another Vilja feature moved a special marker around to track when she changed locations. Once I had that insight, combining the two features at the technical level was fairly easy." Once the function was operating properly, Pratchett could simply turn to Vilja and select the "I'm lost!" option whenever he got stuck in a dungeon, which would prompt her to lead the way out.

"Later, we expanded it so that whenever you as a player got tired of deciding, you could ask Vilja to take over and decide where to go next, and she would pick her choice randomly," Emma said. "And the lead-the-way-feature became very popular among other players, too. Finally they had a companion that they could walk side-by-side with and who knew where she was going... well, sort of." Vilja went from a normal companion to someone who would notice when you hadn't played in a few days - thanks to another mod - and someone who could take control of tricky situations and escort you to safety when times got tough. From conducting alchemy tests in the house Emma built for them in Aleswell to chasing Chico the donkey halfway across Cyrodiil, Pratchett and Vilja shared many adventures that influenced his life, both creatively and at home.

In fact, Pratchett invited Emma to the launch party for Snuff in October 2011, which was held on a steamboat on the Thames. As mentioned earlier, Snuff is the Discworld novel that Pratchett partially based on his experiences in Oblivion's goblin dungeons. He invited Emma along as she had played a huge part in his writing of Snuff thanks to the goblin peace amulet. However, it was here that Emma realised just how much of an impact her and Charles' mods had had on Pratchett. "I think Oblivion and Vilja must have been in Terry's thoughts quite a lot at this time," Emma said. "Maybe because of the goblins in Snuff, but also because it turned out that many of his friends knew a lot about both the game and Vilja."

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Both Charles and Emma remember their experience with the world-renowned author fondly. "For me, the interesting part wasn't that we were working with a world-famous author," Charles said. "But that we were working with someone who truly appreciated the virtual person we were creating and that what we were doing was making his life a little better."

It wasn't because of Terry's status that they were helping him. In fact, Emma wasn't even sure who he was when he sent that first message. They helped him because he was passionate about something they had worked hard to create, and because he wanted to help them make it better.

"Honestly, although I knew about Terry's illness I never thought of him as someone who was ill," Emma told us. "The things I added to Vilja that were originally for him, I did because I enjoyed and because it felt so natural. It would be totally unfair to say that I was helping him - he was helping and inspiring me all the time, and I think we both had a lot of fun with figuring out new things for Vilja to say and do."

Thanks to the efforts of Emma and Charles, Pratchett could enjoy his time with Vilja in Oblivion even after his memory started to fade. And all the while, he played his own part in helping with Vilja's development. Together, the three of them found happiness in helping each other to help Vilja grow, and she continued to flourish as they continued to make her less of a companion and more of a person. As I mentioned at the start of this piece, Pratchett once wrote, "Imagination, not intelligence, made us human." Imagination made Vilja more than just a mod for Pratchett, and the beauty of that can't be overstated.

not cut quotations for you, its worth to read.

its interesting once you look at some revelations other way, how todd howard might have be the reason behind 'snuff'
 
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Hoaxmetal

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He's a writer but not writing for game. To a gamer, his position is non intersect with our interests.
Obviously you didn't read the article but it seems that you even didn't read the title.

Anyway,
One of the most important features that was added to Vilja was the lead-the-way function, which Pratchett had specifically requested to help with his Alzheimer's.
:negative:
 

laclongquan

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"attributed to him" for once. It's not very believeable.

And well, Snuff is bleached of the Pratchett humor already~ Though I admit the goblin cave scenes in Snuff is very well done. Kudo to Oblivion and the modders team for helping with that.

In final note: tasteful hip line
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Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
He also liked Lemmings:
his novel Interesting Times, an army of golems is controlled in a fashion reminiscent of the Lemmings user interface. When readers asked if this was deliberate, Pratchett responded: "Merely because the red army can fight, dig, march and climb and is controlled by little icons? Can't imagine how anyone thought that... Not only did I wipe Lemmings from my hard disk, I overwrote it so I couldn't get it back."
 

taxalot

I'm a spicy fellow.
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Codex 2013 PC RPG Website of the Year, 2015
He also liked Lemmings:
his novel Interesting Times, an army of golems is controlled in a fashion reminiscent of the Lemmings user interface. When readers asked if this was deliberate, Pratchett responded: "Merely because the red army can fight, dig, march and climb and is controlled by little icons? Can't imagine how anyone thought that... Not only did I wipe Lemmings from my hard disk, I overwrote it so I couldn't get it back."

Ironic, considering how he was at the end of his life and how he chose to end it.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
He also liked Lemmings:
his novel Interesting Times, an army of golems is controlled in a fashion reminiscent of the Lemmings user interface. When readers asked if this was deliberate, Pratchett responded: "Merely because the red army can fight, dig, march and climb and is controlled by little icons? Can't imagine how anyone thought that... Not only did I wipe Lemmings from my hard disk, I overwrote it so I couldn't get it back."

Ironic, considering how he was at the end of his life and how he chose to end it.

They left that out from official press releases.
 

HarveyBirdman

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Of course he loved Oblivion. It's a great game, despite all the Codex peeves about it.

7af7630b-f082-449e-8143-c35701404259.png
Oblivion is a flawed masterpiece. It's the best story-driven, open world, dungeon crawling RPG ever made. People can not like that kind of an experience, but that doesn't detract from the top tier execution on its strengths.

The only real problems are C&C, level scaling, and the quest marker debacle. (All three of which are readily fixable with mods)

You know the codex is full of shit when -- after mentioning those three legitimate flaws -- it shakes the sand out of its collective vagina by complaining about a fantasy game having a fantasy setting, and pretends like a middling persuasion minigame is a herald of the antichrist.

Seriously though, Morrowind was better than Oblivion.
No it's not. Morrowind is very good, and Oblivion severely declined in some areas, but severely inclined in others. Oblivion is more complete, and is actually worth playing after the mid-game.

I must (re)play Oblivion now! Or should I wait for Skyoblivion?
Depends on how chomping at the bit you are. Skyblivion probably won't release this year.
 

Okagron

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The only real problems are C&C, level scaling, and the quest marker debacle. (All three of which are readily fixable with mods)
And becoming the leader of a faction two days after joining it. Being able to join all factions because it makes sense for the Thieves Guild to accept someone from the Fighters Guild or Mages guild. Absolutely no reactivity from the world, where you can become the leader of four factions, become the Divine Crusader, stop the Oblivion invasion but some random guard can treat you like shit for no reason. Copy and pasted caves that look like each other, Aleyid dungeons that look like each other and other dungeons that all look like each other. Small amount of enemy variety. Radiant AI. Cities populated by 10 NPCs, with the capital having like 50 npcs. Laughable voice acting. Cyrodill is supposed to be a jungle but it comes Generic Medieval Fantasy realm #235006. Shitty minigames that become player skill based instead of character skill based and the minigames themselves being absolutely terrible.

If you have to use mods to fix major cores of the whole experience, that should tell you about the quality of the game as a whole.
 
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Butter

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I thought Oblivion was good when I hadn't played any other TES games or any CRPGs in general. We all have to start somewhere.
 

HarveyBirdman

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The only real problems are C&C, level scaling, and the quest marker debacle. (All three of which are readily fixable with mods)
And becoming the leader of a faction two days after joining it.
Patently false. Morrowind has more faction quests available, but it takes roughly the same number of quests to become the leader.

Oblivion
Arena:
- 23 quests before becoming the Grand Champion
- 8 ranks
- 1 fun side quest that affects the the final quest
- Infinite arena matches following completion

Dark Brotherhood:
- 20 novel quests before becoming Listener
- 8 ranks
- 5 side quests, all of which are novel

Thieve's Guild:
- 12 novel quests before becoming the Gray Fox
- 8 ranks
- 2 lame side "quests"

Fighter's Guild
- 19 novel quests before becoming Master
- 10 ranks
- 1 lame side "quest"

Mage's Guild
- 18 novel quests
- 10 ranks
- 2 lame side "quests"

And this doesn't take into account miscellaneous quests given by guild members, like Tears of the Savior.

Morrowind:
- Lots of generic faction fetch quests with either a nonexistent or tenuous overarching story.
- 10 ranks per faction.
- Different quests give different amounts of reputation. Reaching reputation of 125 makes you the leader. Adds up to about the same number of quests to become the faction leader.

Morrowind did a much better job with C&C for faction quests, and tying advancement to skills is awesome, but the writing was virtually nonexistent.

Copy and pasted caves that look like each other, Aleyid dungeons that look like each other and other dungeons that all look like each other.
And thus we get to the sandy vagina complaints.

Oblivion has around 200 different dungeons, not including Oblivion gates, Kvatch, castles, or other populated areas. How many assets do you expect them to use? What's your opinion on dungeons in Fallout and Fallout 2? New Vegas? Baldur's gate? Every Wizardry game? Every Ultima game? Copying and pasting identical assets is a fact of life in RPGs.

But that's only the assets. Oblivion's dungeon design is great. Twisty, turny, dead ends, small hallways, big rooms, various wings, non-linear, and just confusing enough without being obnoxious like in Daggerfall. Easily the best dungeons in the whole franchise, and some of the best ever made.

Small amount of enemy variety. Radiant AI. Cities populated by 10 NPCs, with the capital having like 50 npcs. Laughable voice acting. Cyrodill is supposed to be a jungle but it comes Generic Medieval Fantasy realm #235006. Shitty minigames that become player skill based instead of character skill based and the minigames themselves being absolutely terrible.
More sandy vagina bullshit that you overlook for every game in the vaulted Top 70 load of bile.

Enemy variety
- 48 different hostile creatures, not including things like horses, deer, various humans, or various vampires.

Radiant AI
- What's even your criticism? It was a watershed moment for the industry when every NPC had a schedule and interactions with one another.

Cities with 10 people
- Let's take the smallest city -- Bruma
- Drumroll please...
- It literally has 50 unique NPCs you fucking moron. And all those NPCs have their own schedules and dialogue. Would you prefer 500 faceless drone NPCs you can't even talk to, a la Assassin's Creed? Boring.

Imperial City with 50 people
- Nah, that's how many people are in the smallest city

Voice acting
- Oh no, my RPG with like 700 fully voiced NPCs and Sean Bean in the cast doesn't have the Witcher 3's voice acting

Jungle
- Yeah, we all wanted it to be the jungle. Same here.
- Instead we got 8 distinct biomes.
- And still nobody can tell me what makes a fantasy setting bad for a fantasy game. What's Wizardy's setting? What's Grimoire's?

Minigames based on skill and sucking
- What? They don't require any skill unless you're a quadriplegic
- Best lockpicking minigame ever made, unless of course you are a brainlet who doesn't understand how locks are actually constructed
- persuasion minigame at least simulates a conversation, as opposed to spamming ADMIRE

If you have to use mods to fix major cores of the whole experience, that should tell you about the quality of the game as a whole.
Absolutely retarded. Bloodlines is unplayable without mods -- vanilla is completely broken. Codex says its the 6th best RPG ever made.

Let's go way far down the list too. Divine Divinity's entire skill system -- you know, the thing that makes the game an RPG -- is nonfunctional. Half the skills do literally nothing without mods; and that isn't hyperbole. The skills do nothing. Nothing. The game isn't even a functional RPG without mods.
 
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