Of course, merely having a huge world to explore isn't much of a feature if the world itself isn't interesting. Bethesda seems to have that angle covered as well. First, the game is graphically amazing, not only on PC, where higher resolutions should be par for the course, but the eventual console versions as well. The Oblivion team is currently developing one code base that will work on PCs and next- generation consoles at the same time. "We don't focus on any particular platform and we try to do the best we can on each one," Howard said. "So, Morrowind may have started on the PC, but by the end of the project we were not focused on one platform or the other." With Oblivion, the team has known from the beginning that they'd be doing both console and PC versions, so a great deal of energy has been spent on creating a scalable code base that can be adapted to whatever eventual configuration the next generation of consoles adopts. In fact, one of the advantages of skipping the current generation of hardware should be avoiding the technological limitations that force scalebacks in design and gameplay that have plagued recent games that were developed simultaneously for consoles and the PC.
A quick glance at any of the screen shots for the game gives only a taste of the kind of graphic splendor gamers can look forward to Oblivion. Expect to see the kinds of light and water effects that were so praised in Morrowind expanded out to cover literally every surface in the game. Dungeon walls will now glisten with moisture. Skin, stone, blood and wood will accurately absorb and reflect light in amazing ways. Specific techniques include normal maps for lighting, diffuse maps for color, specular maps for shininess, and parallax maps for geometry detail. Parallax mapping is a new graphic technique that's similar to displacement mapping, but is much friendlier to video cards and will help ensure that the graphic splendor isn't restricted to the PC version.
Still, if there's one thing that reveals the game as a next-generation product, it would be the forests. Anyone even remotely familiar with game technology understands why RPGs like dungeons more than forests. Dungeons mostly consist of straight lines; forests, on the other hand, consist of trees -- and trees, with their millions of different sized and shaped leaves, are an absolute nightmare to render with any speed. That's what makes the forests of Oblivion so remarkable: the fact that they look so unremarkable. Looking at a forest in Oblivion is pretty close to looking through a window in Bethesda's office. The technology used to create these landscapes combines procedural generation of the ground based on soil type and years of erosion, places trees based on species and random growth clustering, and make a grass base on regional patterns, all of which create randomized yet realistic woodlands. When combined with full canopy shadows from the trees, Oblivion truly takes you to another place.