The Elder Scrolls IV: Oblivion

#61
Jeg tror feelingen på Oblivion for meg i alle fall, kommer til å bli veldig god. Dette er delvis fordi TES3: Morrowind er det beste spillet jeg har prøvd, og dermed blir Oblivion det beste spillet når det kommer - uansett.

Men fra virkelighet til realitet: Jeg har ingen anelse om hvordan det blir. Men utifra det traileren viser regner jeg nok med at det blir okay.. Det er en god physics engine, og grafikken ser rå ut. Dessuten vil vel gameplayet bli sterkt forbedret.
 
#62
Fra forumet til Morrowind.com:

First off, I'd like to take the time to thank the people involved in this project. . .but I lost my list happy.gif. I know some of the names, but definitely not all. Suffice to say, if you were intimately involved in collecting, re-writing (and re-writing again, and again, and sometimes again) the questions which the fans on this forum (and a SPECIAL thanks to the people who submitted questions as well!), then you should know who you are. You folks really pulled through on this one, and the fruits of our labor are here! Pete sent me an email containing Todd's responses to the questions we submitted just a few moments ago. smile.gif

I hope everyone on these forums finds something to interest them in the answers we were given for the finalized Fan Interview. Whether you are happy about what you see, or sad, the point was to bring you [all] some new information, and I do hope we accomplished that goal. Once more, kudos to everyone who gave time to work on these questions both in the thread(s) and in the #FanInterview chatroom. And now, without further jabbering, here is the Second Oblivion Fan Interview:

(P.S. -- anyone who sent me a request to host this on their website before, would you all please re-send me those requests? My email was borked recently, and most of the saved mails I had are now gone, so I want to make sure I am getting a hold of everyone I need to concerning this):

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 armor 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 behavior 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 ifso 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 'werecreatures' 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 werecreatures 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 color, 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 colors 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 favorite looking race in the game. They lipsynch 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 apear 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 dialouge 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 prerendered 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.

------

PPS. -- A very special thanks to the Bethesda Developers also, who took the time to work on this game, and to answer these questions smile.gif

Enjoy!

Ang

Dette blir.. Bra.
 
#64
Har sittet og tenkt litt på gameplayet til Oblivion, og så begynner jeg på en måte p bli litt bekymret.
De som har testet Fable til PC skjønner fort at spillet er ganske "begrenset" sammenlignet med andre RPG spill på PC, så derfor håper jeg så inderlig at dette ikke er tilfellet med Oblivion.
Bekymringene mine kommer delvis av at spillet er jo til en sterk grad designet for Xbox 360, og konsoller har jo ikke akkurat det gameplay oppsettet som PCer har.
Morrowind var jo genialt, og da hovedsaklig pga fantastiskt gameplay og historie... og for ikke å nevne friheten!
Jeg er derfor redd, siden spillet kommer hovedsaklig til Xbox 360, at det vil bli dynket i en fantastisk grafikk, men vil samtidig ha store mangler i "gameplay-avdelingen", sammenlignet med Morrowind.

Å kjære Gud la meg ta feil!
 
#65
I følge utvikleren kan man boltre seg rundt på 40 kvadratkilometer. Dette er 50% større enn i Morrowind så du burde egentlig ikke engste deg for fritheten. Fable var gøy det, men man måtte holde seg på en sti hele tiden....slik vil det ikke bli med Oblivion...
 
#66
Friheten har jeg ikke akkurat hatt den helt store bekymringen for.
Det er det at jeg er litt usikker på om Bethesda vil ta for seg bryet og lage 2 forskjellige versjoner av spillet. En til Xbox 360 og en til PC.
For etter min mening så må de nesten lage to versjoner, siden spillet kommer til å skille seg ganske mye i forhold til hvilken platform man spiller det på.
 

SHDR

Gullmedlem
#67
Å? Hva slags belegg har du for den påstanden der? Morrowind fungerer nesten likt som Daggerfall og Arena gjorde på nittitallet, og Morrowind spiller da helt greit på Xbox. Jeg tviler på at Oblivion kommer til å bli så veldig mye mer komplekst, utover et kampsystem og litt flere mini-challenges for lock-picking og slikt som uansett lar seg overføre til alle kontrolloppsett rimelig enkelt og greit. I verste fall trenger de bare forandre på akkurat de tingene. Resten av spillet blir sannsynligvis helt likt.
 
#68
Det eneste jeg har å legge fram som bevis er Fable.
Lionhead hadde et spill med en utrolig god tanke bak, men uheldigvis klarte de ikke å lage et spill som kunne leve opptil plottet.
Fable var et spill som jeg så for meg ville være en helt utrolig RPG opplevelse på PC, men spillet ble bare for simpelt.
Jeg forventer jo ikke akkurat at Bethesda vil gjøre det samme, men en må ikke glemme at det er Microsoft som trekker i trådene her også.
Derfor er jeg litt bekymret over det endelige resultatet.
 

SHDR

Gullmedlem
#69
Bethesda er såvidt jeg vet bare underlagt Zenimax Entertainment Group, og har distribusjonsavtale med UbiSoft. De har aldri produsert noe som har vært ledet eller motivert av noe annet enn deres designteam, og de har aldri kompromittert tidligere. Jepp, de har gjort en del dårlig også (jeg vet ikke om det er andre enn meg her som husker Battlespire), men det er vel først og fremst fordi de har hatt en dårlig idé selv.

Jeg har tro på dem. Tror de har makt til å kreve å levere sitt eget produkt etter å ha levert tre bestselgere i TES-serien tidligere. Selv Redguard solgte anstendig.
 
#70
hmm.. av en eller annen grunn føler jeg meg mye tryggere på at Oblivion ikke vil skuffe meg så mye som Fable gjorde.
Takke Shadar! ^_^
 

Yetipants

Mein Gampf
Medlem av ledelsen
#71
Opprinnelig skrevet av Shadar@21.09.2005, 03.24
[...](jeg vet ikke om det er andre enn meg her som husker Battlespire)[...]
262937​
Jo, jeg. Usj.
 
#72
Opprinnelig skrevet av Frenzy@21.09.2005, 02.31
hmm.. av en eller annen grunn føler jeg meg mye tryggere på at Oblivion ikke vil skuffe meg så mye som Fable gjorde.
Takke Shadar! ^_^
262939​

Vil bare sitere Shadar for deg...husk at Morrowind til xbox var helt kurrant, det synes i hvertfall jeg og det å tro at Oblivion til xbox 360 vil bli enda en Fable er å engste seg for mye. Oblivion blir et vakkert og kanskje det største spillet noensinne..i størrelse altså. Jeg husker bare hvor stort morrowind var og tanken på at Oblivion blir 50 % større for det til å gå helt vilt for meg.


LITT OFF TOPIC: Har aldri spilt Gothic. Hvordan er disse spillene i forhold til Elder Scrolls?
 
#73
Gothic er vel det man kan kalle det motsatte av Morrowind, når det gjelder friheten. I Gothic må du følge en storyline for å komme videre, kan ikke si så mye mer om spillet. Iogmed at jeg ikke har spilt det så veldig mye.
 
#74
Litt of tåpikk:
Gothic spillene er geniale i den formen at de Skaper en helt utrolig stemning.
Det går bare ikke ann å beskrive det.
Historien er ganske klisjèfull, grafikken er så som så og gamplayet er ikke akkurat banebrytende, men alllikevel så er det bare noe med de spillene som gir en fantastisk god RPG følelse.
SomDarkstorm sa så er spillene ganske motsatt av Morrowind.
Det er en historien man må følge for å komme videre. og det er langtifra like mange side-quests som i Morrowind.
Men jeg anbefaler allikevel Gothic like mye som jeg anbefaler Morrowind!
Det er jo trossalt en grunn til at jeg har nominert Gothic 1 og 2 i spilltoppen :tommelopp:
 
#75
Gothic minner mer om Fable enn The Elder Scrolls, i og med at du ser spillet i tredjepersons synsvinkel. Det stemmer at man må gjøre story quests for å komme seg videre i spillet, men det er også veldig mange andre quests man kan gjøre helt frivillig. Jeg har nå fått testet Fable litt til PC, og jeg synes ikke det kommer i nærheten av å være like moro som Gothic-spillene. Nå har ikke jeg spilt Fable så veldig mye, men av det jeg har sett til nå virker det som om spillets verden består av veldig mange små områder. Det at verdenen i Fable blir delt opp med loading mellom hvert område synes jeg ødelegger mye for følelsen av at du går rundt i en stor, sammenhengende verden. Slik er det ikke i Gothic-spillene. Der loades hele verdenen før du starter spillet. Eller, i Gothic 2 loader spillet når man går fra det gamle området (området fra Gothic 1) til det nye området, og omvendt. Dette er imidlertid ikke så veldig farlig, da man ikke går mellom de to områdene så veldig ofte. Gothic 2 har vel ca. 50% større verden enn eneren, ettersom man også kan gå til det gamle området fra eneren. Verdenen i Gothic 2 er nok ikke så stor som Morrowind, men til gjengjeld er den fylt av vegetasjon og ganske varierte miljøer, noe som etter min mening gjlør den mer interessant enn Morrowind.

Til tross for at Gothic 2 har større verden og noe bedre grafikk, liker jeg fortsatt eneren hakket bedre. Eneren har en mer interessant historie, og stemningen i eneren er også noe bedre. Det er også en stor fordel å spille eneren først, ettersom toeren er en direkte oppfølger. Skal du skaffe deg et Gothic-spill bør du dog være klar for å leve med en del forskjellige bugs. Begge spillene lider dessverre av noen stygge programmeringsfeil, men det er vanligvis ikke så ille at det går kraftig ut over spillopplevelsen. :)
 
#76
Opprinnelig skrevet av Shigsy@21.09.2005, 15.46
Begge spillene lider dessverre av noen stygge programmeringsfeil, men det er vanligvis ikke så ille at det går kraftig ut over spillopplevelsen. :)
263024​
Vil bare nevne et eksempel fra eneren.
Du kan hoppe ned fra hvilken høyde du vil uten å ta skade, så lenge du side-steper i lufta :p
 
#77
Vel jeg elsket Fable så det høres ut som om jeg vil like gothic også...



Siste OFF Topic spørsmål: Kommer Gothic 3 til Xbox 360.. :svette:
 
#79
Ikke noe som jeg har sett tyder på at det kommer til Xbox 360, men en kan aldri vite
Uansett burde du gjøre som Shigsy sier, og spille 1 og 2 først.

EDIT: Damn you Shigsy! thou art to fast!
 
#80
Oblivion 20 min Video Preview

Sitter å ser på den nå, ser veldig bra ut hittil.

Edit: Har sittet å sett på den en liten stund nå, har seriøst ikke ord på hvor herlig det ser ut. Alt er der, Historie, Combat, Stealth, Exploring, Stemning osv.. :D og såklart grafikken. :rulleøyne: