LESS T_T
Arcane
- Joined
- Oct 5, 2012
- Messages
- 13,582
Well, let's start with Glixel's Todd Howard interview: http://www.glixel.com/interviews/sk...alks-switch-vr-and-elder-scrolls-wait-w451761
What would you fix in Skyrim?:
On punishing players:
His inspiration for RPG system:
He starts working on games with...:
Yeah...with that console interface...
On dying in RPGs:
Fake urgency in main quest:
They're trying to put all of Fallout 4 in VR:
Elder Scrolls VI is far away:
What would you fix in Skyrim?:
Is there any part of Skyrim that you would fix?
I think if you look at our worlds and our environments, they're really rewarding. I think on the character side, how the NPCs react to you is still not quite where we want it to be.
There really isn't a part of the game where we can't say, "That could be better."
But you decided not to change it. You didn't want to make the George Lucas special edition version of Skyrim?
That's well said. Very well said.
On punishing players:
Your games really flatter the player. Characters talk about how amazing and special the player is. What do you think of games like Dark Souls that punish the player? Or even The Witcher, where Geralt can get abused and insulted by the world?
I think both of those are good. When they're commenting on you, we try to reflect back on the player as much as you can. Because it always feels good. But the opposite is really good. I remember playing the original Deus Ex. I was in a level, and I get into this fight. These two guards kill me. And then one guard says to the other – I don't remember it exactly, but it was basically, "Let's go have some lunch."
I was so pissed that this combat was so meaningless to them. I've rarely been angrier. I still remember it. It had to be 10 or 12 years ago. I reloaded. "I'm going to kill these fuckers."
His inspiration for RPG system:
You've talked about learning from the role-playing aspects of sports games, with their multi-character rosters and statistical character attributes, or from the progression structure of the multiplayer in Call of Duty: Modern Warfare. Is there a surprising game that you're borrowing from, or stealing from, right now?
I'm playing a lot of Forza Horizon 3 right now. I don't want to say what I want to borrow yet. It does a lot of great things.
He starts working on games with...:
I heard you say once that you start with the interface. Is that right?
I'll start with, "Where is the game set? How does it begin? What's the tone of the world?" And then what's the interface feel like? I think, visually, "What's the image?" If I showed you a screenshot of the game, how does it feel? Interface is a part of that.
It's probably just an idiosyncrasy of mine. I wouldn't suggest that to people, you know what I mean?
Yeah...with that console interface...
On dying in RPGs:
When I first started playing your games, it took me a while to figure out how to approach them. If I'm in a dungeon and I'm dying a lot, it probably means I should go do something else. That's different from a Call of Duty game, where dying means I'm doing something wrong and I just need to put my head down and succeed through trial and error.
Honestly, we've struggled with that one. We debate it. We've still never quite solved it. It actually is rare that a gamer will go into a situation and say, "Nope, I'm going to turn around. I don't want to keep going at this." You can change the difficulty whenever you want. But most people don't want to do that, because they don't want to feel like they wussed out.
And we make sure we give them some powerful potions or whatever. But they end up hoarding them. It's kind of a joke in role-playing games. Everyone finishes the game with like, "The Potion of Ultimate Might" that they never drank, because they're always waiting for something worse to turn around the corner.
Fake urgency in main quest:
Do you care if players follow the main quest?
Only if they didn't like it. If they're having fun and doing what they want, great. But if they put it down because they were bored or, worse, confused, then we did something wrong.
Fallout 4 has a much more urgent main quest – you're a parent searching for a missing child – than Skyrim's civil war amid the mysterious return of dragons.
We've tried it both ways. Fallout 4 was obviously intentional. We wanted to put pressure on you to do this and make it really engaging. But if you don't, it ends up falling flat. Because the time pressure is kind of fake. In Skyrim, it is intentionally, "Well, this is important, but when you want to look into it." It's not personal in that way.
I can't say which way is better yet.
But you do think there is a conflict between openness and narrative. It's a problem that you're trying to solve.
Yes. We haven't quite cracked it yet.
They're trying to put all of Fallout 4 in VR:
We definitely are. That's the promise of VR, being in a big virtual world. The core experience, meaning you put on the headset and you're standing in the world of Fallout and can go where you want, just that little bit is every bit as cool as you hope it would be. Once we did that, we were like, "OK, we gotta see where this goes."
We're not so worried about how many we're going to sell or what the market is. That will all sort itself out. We have an opportunity to make something really unique. We'd rather do that than make some other tiny experience. I don't think that's what people want from us.
Elder Scrolls VI is far away:
You're making a new Elder Scrolls game, but you're not going to tell us when. We'll probably see other games first?
It's not what you would call a big, active project right now. There are some other ones that we have going. We know it's important to our fans, and we need to be careful about setting expectations.
It's certainly a game that we'll be making one day. I could sit here and explain to you exactly what we want it to be.