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Elder Scrolls' fans interview Bethesda #2
1. What improvements have been made to the Enchantment/Enchanting system,
visually and logistically, since Morrowind? What of the Magic system as a whole?
Well, visually it�s all new of course, and with shaders we can make the items
look really nice when they are magical. But we haven�t gone over the top. We try
to keep it subtler, so you don�t get bothered by the effects while you are
wearing them. So the general effect we use is a light edge glow, like the
lighting plays off the weapon or object different.
Logistically, we�ve changed how magic items work in two main ways � one, you
don�t �cast� them like in Morrowind. They just �do� it. Anything you wear is
constant effect, and affects you while you wear it. Weapons affect whatever
target you hit with them. So you would never have a weapon that does something
to you, the user. The other big change is that these items do not recharge on
their own, you must do it. So you use soulgems to recharge items, or can get
them recharged in town. You use soulgems in the game mainly as a way of
recharging you items, as opposed to making them. You do find lots of filled
soulgems now as treasure, and can also fill your own through soultrapping.
Other things, hmmm. Enchanting is no longer a skill. We felt that was too
unbalanced in Morrowind. It is now more like Daggerfall, where it is a perk of
gaining rank in the Mages Guild. It is something you have to build up to, and
then you can make your own magic items. There is another way to make your own
magic items before that though, through Sigil Stones found in the planes of
Oblivion. These are magical stones that come with an effect on them, actually
two effects, and you can use them to place that effect on a weapon or armour
piece of your choosing.
The magic system has so much more in it, that it would take me 100 pages to
answer it all.
2. Is the combat system best suited to individual, or "group" combat? Might
NPCs work alongside each other and employ tactics which utilize each of them in
a joint strategy? To what scale can we expect to see battles taken?
First we made it one-on-one, and made it perfect for that, and then we added
layer after layer of group behavior. So it works well in both, though it plays
very differently obviously when you have so many guys attacking you. And yes,
there are several very large battles in the game, and those are the ones we�ve
been tweaking, as things get really out of control during the big ones. The
actors know how to flank, when not to use ranged attacks (they kept shooting
their friends in the back), when to back off and cast buff spells, and more.
3. Can you share more with us about the skills available in Oblivion; what
may have been added, removed, or merged; skills perks; how *many* major/minor
skills our character may choose?
I think the whole list will be announced soon, and we always change it with each
game to get better game balance. So 21 was the magic number for us for skills,
as it allows each of the 7 main attributes to govern 3 skills. Also, we try to
make each skill have meaning, so less is more when it comes to that. We never
hit perfection there, but it�s better this time. For instance �Long Blade� and
�Short Blade� are just �Blade�, so now you have one skill that allows you to use
more weapons, and you get a better balance for the player when choosing between
say, �Destruction� and �Blade�. We really trimmed back the weapon skills and
combined them, so that it played better if you chose all of the weapon or combat
ones. That was an area in Morrowind where you really lost out if you majored in
all the weapons at once. In Oblivion, you choose 7 majors, and then you have 14
minors. The 7 majors are the ones that affect your leveling up. It plays out
much better than our previous systems.
4. In magic-based duels (mage-vs-mage), will the NPCs involved employ a more
'intelligent' strategy than what we saw in Morrowind?
Absolutely. Spell duels are common and very cool.
5. We're aware that RAI gives schedules and desires to individual NPCs, but
how will RAI work on a larger, social scale? For example, how might an NPC work
in a guild environment, based on both its own goals, as well as those of the
guild it is a part of?
It doesn�t work on a grand scale like that. We give the individuals of the guild
goals that match with what we know they should be doing. But since they have
ownership rights and are friendly automatically with others in the guild, we do
get nice behaviour from guild NPCs as a group.
6. Concerning the Dynamic Quest Compass, how might it replace the previously
text-based instructions Elder Scrolls fans have become accustomed to?
Furthermore, will the compass be an option which can be turned on and/or off at
the player's leisure?
It�s a lifesaver to us and everyone who has played it. We should have done it
long ago. We use it to show you where a goal is when we want you to know about
it. A good example is the first quest in Morrowind, to find the Spymaster in
Balmora. Most people who played Morrowind never find him, because they don�t
like to read directions, they get confused and lost. Now picture him roaming
around town, going to the store, eating at the tavern, locking his house at
night. And you have a quest to talk to this guy, all you want is a little info
so you can keep playing. He�s impossible to find without this quest target. And
we want you to find him, we don�t want it to be a puzzle, or frustrating. So no,
you cannot turn it off. Trust me, you cannot play without it, it�s not
distracting at all, and it�s 100% necessary to find things we tell you to find.
Now, we don�t always give you a quest target. There are many quests where the
person you�re talking to does not know where something is, and you will not get
one, and you have to bribe people to find out where something is, or we just
want you to find it on your own.
7. Will Radiant AI be applied to creatures, and if so, in what ways? Will
creatures be placed on a schedule similar to humanoid NPCs; might some work
together while hunting, to form 'packs'? And to what extent can they be used by
the PC to carry packages. And as compared to NPC's?
Yes, they use it in the same way, but most creatures in the game have the
general goal of �killing people�.
8. Have there been any changes to the list of joinable factions?
Specifically, any info in the Nine Divines and/or Imperial Legion? Are there
'minor factions' outside of those listed in prior interviews, and if so what can
you tell us about them?
There are 5 joinable factions: Fighters, Mages, Thieves, Dark Brotherhood, and
the Arena. You also can join the Blades, but that�s ummm�secret. No to the Nine
Divines and the Legion, as they have a much different role when the game takes
place in Cyrodiil, then say, Morrowind. So just like you couldn�t become an
Ordinator in Morrowind, you can�t become a Legion Soldier in Cyrodiil.
9. In Morrowind, guild involvement was minimal. Other than people calling you
master, there was little that changed as you gained rank. Can we expect that to
change in Oblivion? How so?
Yes, it�s very different. First the guilds all have great storylines to play,
but also access to powers and stuff as you rise up. That�s one of the reasons
you can�t make magic items right away and have to raise in the Mages Guild.
Membership has its privileges. Each faction also has a �recurring� thing you can
do as head of the guild.
10. We know that vampires will be found in Oblivion; what details about them
can you share with us? Also, will there be any types of 'were-creatures' in the
game?
Yes there are vampires, no, we�re not talking about them. They�re one of the
great things to discover and �see what happens�. It�s great. There are not any
were-creatures in the game.
11. Besides being a faster means of travelling the world, what features can
we expect to see with and from horses? How diverse might they be? Will your
encumbrance or stats affect them in any way? And what will happen when a mounted
character is attacked? And, aside from Horses, what other beasts may be in store
for players as pets (such as the dog at E3)?
Horses are used to get around faster. I�ll be honest, we were so excited to do
horses in the game, but have actually found that they are useful, but not to the
level we expected. Yes, you can ride around faster, and get away from mobs in
the wilderness, and such. So they don�t provide this overwhelming advantage to
you, but they�re just cool. It�s something you just want to do in the game. On a
pure game design level, they aren�t some killer feature, but they are fun. You
see them for sale, and you just have to have one. Or you sneak into the horse
pen at night and steal one. That�s fun regardless of the need to move faster.
When people get attacked on them, they either ride away, or get off and fight.
Dogs are the only other �pet� creatures we have � but you can�t ride those.
12. In what ways will the player be able to physically customize their
Oblivion counterpart at character creation?
It�s amazing, and mostly done through code that procedurally generates your
face. You have sliders to change different parts of your character�s face, and
it works for every race. So you can age them, change their eyes, nose, mouth,
cheekbones, chin, etc. And it�s not just do you want this nose or this one, it�s
a whole range of possibilities as the face dynamically changes based on your
input. Or, you can let the game randomly generate faces for you until you find
one you like. We do set limits on what you can do to keep you, or the game, from
creating anything grotesque that would keep your face from looking right when
you�re wearing, say, a helmet. You can also chose a hairstyle, its colour, and
how long your hair is.
13. How are beast races being altered, based upon past appearances, traits,
and possible perks--along the lines of claws giving the beast races a boost
during hand-to-hand combat--for Oblivion?
They�re very cool, and also work through the same face system, aging Argonians
makes their colours change for example. As far as body styles, they�re more like
they were in �Redguard�, where they walk like regular humans, even though they
have tails and such. We did this to keep the same animation and clothing system
for all characters, as it�s one of the most insanely complicated parts of the
game. The argonians are my favourite looking race in the game. They lip-synch
when you talk to them in cool ways and their eyes blink like lizards. It�s
great. Persuasion minigame is fun with khajiits, as you have to watch their ears
to see what they like as opposed to their mouths.
14. how will NPC's travel between cells, will they appear or open outside
(loading) doors and step in the void?
That�s something we struggled with, and we ended up fading them out as they open
the door. You do not see the door open. This worked best in all our situations.
15. Do NPCs have specific animations for actions such as shopping, praying
etc?
Yes, they have different animations when they kneel to pray or are buying
something from a merchant or sitting to eat. The work in the fields and animate
using rakes and such too.
16. What direction are you going in terms of NPC voices? As we already know
there is over 50 hours of recoded dialogue in the game, but its been estimated
that that only amounts to 3 minutes of dialogue per npc. Are NPC voices going to
be as they were in Morrowind, as in every race male/female will have a different
voice, or will there be more of a variety in NPC voices?
We do them by race/sex. I assure you it�s more voice then you�ve ever heard in a
game. Some characters get lots of specific dialogue, some only get a line or two
that is specific. But each NPC can pull from the dialogue for their whole race,
so they can react or talk about many situations and quests.
17. How will subtitles be used with the all spoken dialogue system? And if
the game has pre-rendered cut scenes, will they have optional subtitles? (MW
didn't) What about subtitles for sound effects? What about overhearing
conversations?
Every spoken word in the game is accompanied by subtitles. This includes
conversations that you may overhear. You can toggle it on or off.
18. We know that there will be additional autonomous regions besides Cyrodil,
including the plane of Oblivion. Can you give us a rough number about how many
such places there are and how many square miles it will add? And will this be
limited after the main quest? or will we be able to go there even after the MQ?
The outside game space of Cryodiil is about 16 square miles. Regarding Oblivion,
and the other locals. Hmmm. It�s huge. We honestly haven�t added it all up. Plus
many of the Oblivion areas are random, so I guess the answer is �infinite.� Once
you solve the main quest, no, you cannot go into Oblivion any more, as the gates
have been shut.
19. What can you tell us about how water will 'work' in Oblivion? Will it use
fluid physics, or be a static object set at level 0, as in Morrowind, or will
there be mountain lakes and streams this time?
There are mountain lakes and we do some streams and waterfalls in areas that
look amazing. We�ll have screens or movies of those later on. They look insane.
20. How diverse will the music of Oblivion be? Will it change according to
the environment around the Player character? Will x-box 360 users be able to use
their own music?
The music in Oblivion is, in a word, fantastic. Yes, it will change based on
different conditions in the game, including your location, whether you�re in
danger, etc. You can add music you want played in different settings and the
game will include those tracks along with the music from the game.
Before too long we�ll have an announcement on who�s doing the music as well as a
little sample for you to listen too.
21. How exactly will the weather system work in terms of detail, immersion
and interactivity. Will seasons and storms be included? To what extent will
inanimate objects be affected by weather (i.e. combustible objects)? Will it
affect Creatures/NPCs/PC?
There are a variety of different types of weather based on the regions in the
game. The type of weather you see as you travel around will vary based on these
parameters. So, some parts of the world you�ll be more likely to see rain or a
thunderstorm, while in northern parts you�re more likely to see snow. There are
transition effects so that if it�s a cloudy day that turns to rain it�ll feel
very natural. All of the trees and grass react dynamically to the weather
effects. NPCs in some areas will even take cover and go inside during storms.
22. How will cells be handled this time... will you be able to create
multiple exterior cells (like an improved "behave like exterior" command) and
actually landscape in them?
Yes, you can do anything you want there in the editor. From saying � I want my
own sky, my own landscape, or share this landscape from another world, and more.
We use that for our cities, as they are walled-off game-loads, and the city
exists on the same landscape as the rest of Tamriel, but is in its own �world
space.� So the game has as many �worlds� as we want. So the need for the fake
interior/exterior thing from Morrowind is not as necessary, though we still use
it in some areas to just show the actual sky poking through the top of something
like a ruined interior.
23. In a recent interview with gamespy you said modders could drop a block
into the world and apply whatever material. Will this material alter the
duration and volume of footsteps and will the natural environment - such as
other nearby materials - contribute to that aspect as well? Will footprints be
visible on some surfaces?
You can paint the landscape and set its texture, but that�s the only one you can
mod. The other objects you place already have the correct material properties
(like rocks or sidewalks). And yes, depending on how you make the landscape, the
correct foot sounds will play for grass, dirt, rock, etc. Those sounds are
already tied to the textures we have. No footprints, sorry.
24. Are you now going to include comprehensive documentation (including the
scripting language, game settings etc) rather than the totally inadequate
documentation that was provided for Morrowind? Are there any other ways that
Bethesda is going to help Oblivion modders in their work?
We have all new ways of being inadequate there - J. The modders will always
expand upon and do a better job then what we provide in that area, but we will
provide some.
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