It’s more dense, it is also more reactive to what you do. Comparing it to Fallout 3, we have about five times the amount of content. The last game we did was Fallout 3, so we were coming off of that, finding our way in terms of how people experience a game like this that is so wide open. But there is significantly more content in Skyrim. If you look at the actual land mass, it’s about the size of Oblivion, which is quite a bit larger than Morrowind. It’s hard to say, because the scale changes. How large is the world of Skyrim as compared to 2002’s Morrowind and 2006’s Oblivion? So we start with, “How does the world feel? How does it make you feel as the player?” And ultimately that drives what you might want to do in that world. And when we design worlds, the world to us is the main character. We don’t want to define our games by a list of specific features, but more on how the game should feel. We start with what we want the player experience to be. So we do benefit from the fact that the technology and the hardware we do each game on is very different. We don’t look at the previous game and say, “What can we add or change?” This series has been going on for a very long time and we give a lot of space between each entry. The game’s director, Todd Howard, tells Fast Company about the team’s vision for the game’s world, and some of the tiny details that players can discover while exploring it.įast Company: When making the fifth game in a series, how do you keep it fresh? With the latest title, Skyrim, Bethesda Game Studios has created a more lush, natural world and a more intricate society for players to explore. The Elder Scrolls series of roleplaying games started in 1994 and with each iteration the fantasy settings got larger and more detailed.
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