Clockwork Knight
Arcane
Bugs? In Elder Scrolls? I find that very unlikely.
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Speaking of LARPing
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Speaking of LARPing
Todd Howard: "The company went through some very hard times. We were very very close to going out of business in the late nineties."
Reporter: "Daggerfall didn't sell well?"
Todd Howard: "Daggerfall did fine, then we spread ourselves thin. We started doing a lot of games, and they just weren't good enough. And they weren't the kind of games we should've been making at the time.
We did Battlespire, I did Redguard—a game I love, but it didn't do well for the company—and we have been working on the Tenth Planet, and there were other projects no one had heard about. So there was this period... Daggerfall was '96, maybe to 2000, we went through some very rough times. And that was when Bethesda became part of Zenimax, and that gave us kind of a new lease on life, really. And we went into Morrowind.
There were six of us at the time, right? The studio had gotten that small, and I was in charge of Morrowind, but by that time, once you get to that point, there was this element of no fear. What's the worst that's gonna happen? We could go out of business. Well, let's go all in. This is the game. Let's put all our chips on the table. This is the game people want from us, this is the game we wanna do. You know, a lot of times when you make a game you're kind of... maybe you're afraid how people are gonna like this, let's only do this, maybe it'll make money, but we were... 'Alright. We're gonna do it all.'
And that was kind of the new genesis of Bethesda. You can trace back to that, the stuff we're doing now—there's still bits of code in what we do now that was in Morrowind. So that game is special from that standpoint for all of us."
If he really loved Redguard, he would re-release it for modern PCs. A GOG release would be fine.
It's strange to see how Bethesda looks positively on morrowind whilst shitting on it's legacy. They actually have an old computer that still plays daggerfall and such, and it just baffles my how the people who made Oblivion or Fallout 3 could play that whilst making those games. It's so freaking bizarre.
Requiem 1.8.0 - "Requiem for the Indifferent" is the first step in harmonizing leveling and combat rules for player and NPCs.
GET HYPE
It's simple, they want to make money so they don't design the games solely for themselves.
It's simple, they want to make money so they don't design the games solely for themselves.
I get that Skyrim and Fallout 3 use Oblivion as a basis because Oblivion was so successful, but I can't tell why they made Oblivion as simple and watered down as it was in the first place. If you asked most dev teams to make a sequel to Morrowind, Oblivion is pretty much the last thing you'd get.
I don't think the average intelligence/patience/skill/whatever of "gamers" had fallen so drastically between 2002 and 2006 that removing most of the good points of Morrowind was the only way they could get Oblivion to appeal to a mass audience.
I get that Skyrim and Fallout 3 use Oblivion as a basis because Oblivion was so successful, but I can't tell why they made Oblivion as simple and watered down as it was in the first place. If you asked most dev teams to make a sequel to Morrowind, Oblivion is pretty much the last thing you'd get.
I don't think the average intelligence/patience/skill/whatever of "gamers" had fallen so drastically between 2002 and 2006 that removing most of the good points of Morrowind was the only way they could get Oblivion to appeal to a mass audience.
Maybe this explains why there are only 3 dungeon types, fewer guilds, why they made cities the way the did (and why no more Levitate spell). Of course, this pertains to breadth of content, and not major boners like level scaling.Emil Pagliarulo: A reason you haven’t seen a lot of those games recently is because there’s the big concentration on console gaming, and the boom of the console markets… well, games like that are very hard to do on the console. A game like Oblivion or Fallout 3 on the console is difficult. It’s only because we have experience in doing it that we can conceive of doing it. When you’re making a game on the PC, your Hard-drive is however many gigs. Everyone has 80Gb at least! Those aren’t luxuries you have on the console. For Oblivion, we came close to running out of space on the disc for just the audio. So when you want to have that many people to talk to, with this giant open world with all these people there are technical limitations which present themselves which other studios have tried to handle and have had problem with – and for good reason, because it’s hard.
Todd Howard and others have actually talked pretty frankly about this shit. Morrowind sold more on Xbox than they ever dreamed it would, so they saw an opening for an even larger success that would truly bring Western RPGs to consoles in a big way. They aimed for the launch of the 360 (missed it by a few months) and made the game more accessible for a larger, more mainstream audience. It was hugely, astronomically successful, so every game since has been made in that same vein.
In short: they wanted to make lots of money.
That doesn't explain the bizarre writing/main quest plot, the decision to ignore or change most of the lore and all of the other non-gameplay criticisms people have.
Also I still think that if they wanted to dumb Morrowind's mechanics down to be more accessible for a wider audience, they went way overboard with Oblivion. Morrowind wasn't really that complex, I'm sure most of the Console Kiddies™ of 2006 would have been able to understand and appreciate a lot of the stuff they dropped from Morrowind.
I don't believe that Bethesda ever half-ass their games - Fallout 3, regardless of it's overall quality, was one of those games where you can tell the devs enjoyed making it and put a ton of effort in - so I'm mystified as to why so many things in Oblivion are as bad as they are and the explanation that it was being dumbed down for a console audience only goes so far.
Funny enough, I don't think they are even lying in this regard. It's surprising how often I heard the complaint that "Morrowind is too weird". People might say they love exotic stuff, but "exotic" often enough just means the world of our fairy tales or the latest fantasy blockbuster, not anything truly different.Well assuming the lore change you're referencing is Cyrodiil they changed it to have a generic fantasy setting, which they said themselves appeals to a broader audience.
Heh. One reason I heard is that, as they used Speedtree, which was relatively new by then, they had to use the trees that were available at that point in time, which was mostly western US-type forests.I don't think the engine could handle jungle environment (trees and flora everywhere) without crashing.
Funny enough, I don't think they are even lying in this regard. It's surprising how often I heard the complaint that "Morrowind is too weird". People might say they love exotic stuff, but "exotic" often enough just means the world of our fairy tales or the latest fantasy blockbuster, not anything truly different.
Fail of the hivemind . Then again, the hivemind already fails on mentioning Morrowind, so all is well.I've even seen many similar comments on the Codex and RPG Watch, where people turn their noses up at a game if it strays too far from standard Tolkien masturbation.