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New OBLIVION 360 interview. Good stuff

Gamecloud - Oblivion has gotten some of the biggest advance praises for a game that's still not scheduled to come out for a few months yet. How much pressure does that give the development team to meet the game's expectations?
Pete Hines - I guess you’d have to say it does increase the pressure because we obviously have very high expectations to meet, but at the same time we have had those expectations of ourselves and our game all along. I also think it’s a motivator as well, though. All these people getting excited about the game and talking about it…it’s very rewarding to know that people care about what you’re doing, a lot.

Gamecloud - Morrowind made big advances in open-ended gameplay. When the time came to create Oblivion, what ideas did the team come up with to improve that aspect?
Pete Hines - The things we tried to do with respect to that part of the game focused more on how we present information to the player; how we organize it, how we let them know where to go next when they want to know. It’s about getting out of the way when the player wants to walk around and explore the world and do whatever he/she wants, but when they say, “ok, I’m ready to do the next part of the main quest, where do I go?”, we have to be ready with an answer so there’s no confusion, no downtime.

Another aspect we improved is in the way that quests work. We created quests and things for the player to do that they can not only choose to do (or not do) in any order, but they can accomplish in a variety of ways. Part of that is the AI system and the way our NPCs behave and interact. This gives the player more freedom to try some creative things in solving quests that they might not normally try in a more restrictive RPG.

Gamecloud - Even though it can be played in first person, Oblivion is supposed to be a true RPG rather than an action-RPG. How hard is it to make the game a real role playing experience?

Pete Hines - Well, most good RPGs have action. Somebody is always whacking someone or something with a sword or axe or blasting them with a gun or whatever. The trick is to find a balance where the player controls the action and understands what’s going on, but the skill of the person playing the game doesn’t override the stats and abilities of the character they’re playing. The way we handle that is to have combat that feels natural and realistic.

You swing or block when you want, if the sword hits the enemy, or the shield blocks an attack, it hits or blocks. There are no “to hit” rolls or anything like that. Instead, the stats govern everything that happens after that. How much damage you do with a sword or a magic spell, how much damage your shield absorbs…all of that is determined by the stats of your character. So it feels both natural to the player (understanding everything they see happening on the screen) and at the same time, we’re able to keep it as a true role-playing experience where, ultimately, the success or failure of your character will be based on his/her stats, not yours.

Gamecloud - What can you tell us about the main storyline in Oblivion?

Pete Hines - The main storyline is about your character finding the long lost son of the emperor and getting him to take his rightful place on the throne. It’s a bit of a twist from what we’ve done in the past where you were the person who had to save the world. We’re really asking you to find the only guy who can save the world and help him do it. In a sense, it’s almost more noble and heroic than being the guy who does it all, because you’ve got to find him, protect him, and clear the path for him to do what needs to be done…things he can’t do himself.

Gamecloud - What are some of the more memorable creatures that the player will encounter in the game?
Pete Hines - I think you’ll find some of everything: undead like zombies and skeletons, classic fantasy creatures like goblins and trolls, and of course the Daedra, which are some of the more memorable creatures in the game for sure.

Gamecloud - How will the magic and combat systems in the game be handled?

Pete Hines - We’ve designed a system that allows magic and combat to work together seamlessly. You don’t have to unequip armor or weapons to be able to cast spells. So it’s great to be hitting a guy with arrows or bashing on him with a big weapon and then cast a quick heal spell or fireball and not miss a beat.

We did three whole new combat systems before settling on the one that’s in the game now. We really are striving to get the feeling of guys bashing each other with swords. So it plays better and it looks better. You’re in control of it more and you understand what’s going on in the game. There’s no hidden “to hit” rolls that cause you to miss when your sword clearly hits the guy. The stats control the damage you do when you hit, not whether or not you hit. There are special moves you can perform and the blocking is active. So the timing of it becomes a key strategy in fighting.

Gamecloud - How will the AI and conversation systems for NPCs in Oblivion work?

Pete Hines - Our new Radiant AI system allows for full 24/7 schedules for every NPC and they also think on their own. We give them general goals to accomplish and the NPC figures out how to accomplish it. Radiant AI allows us to have that kind of advanced behavior on a massive scale. And that’s the trick for us, you may see something scripted in another game, and we have to figure out a way to systemize that so we can do it on a large scale.

NPCs will engage in dynamic conversations in streets, in buildings…wherever they run into each other. You can listen in on these conversations and pick up useful pieces of info, new quests, or simply listen to them talk about a quest you completed or are currently working on. When you talk to NPCs, you have a list of topics you can ask them about. Any topics where they’ll only tell you something you’ve heard before will appear in grey so you don’t have to bother asking them again. The journal tracks everything useful for you automatically. There’s so much information in the game that we had to work really hard at making sure the player never felt overwhelmed or that there was too much to try to remember.

Gamecloud - What other important gameplay elements will the game have?

Pete Hines - More than anything, it’s just the freedom you have to do what you want. Be it good or evil. Join any guild you want, or all of them. Become the Arena champion, or just go to watch fights and place bets. Pick ingredients to make potions to use or poison your weapon with. Finish the main quest, or not.

Gamecloud - How hard is it to make a game as graphically intensive as Oblivion?

Pete Hines - Very. It’s funny how often we interview people here for jobs who, after seeing the game and what we’re doing, simply don’t understand how in the world we’re able to do the stuff they’re seeing…on this kind of scale, to this level of detail. I know I’m a bit biased, but as a guy that plays a LOT of video games it impresses the heck out of me every time I play it and I’m always finding something in the game I’ve never seen before. It takes a lot of talented programmers and artists and a lot of time and hard work to pull it off.

Gamecloud - What sort of mod support will the PC version have?


Pete Hines - We’ll be providing a new version of the TES Construction Set that PC users can use to create all kinds of plugins and mods for the game. We’ve obviously added some new functionality and changed some things to make it easier for us to make the game, and modders will enjoy the benefits of those improvements when they go to make their mods and plugins.

Gamecloud - Are there any plans for a demo of the game to be released?
Pete Hines - No, no demo. It’s really impossible for us to take a big, huge, open-ended world and try to cut it up or somehow restrict it for folks to be able to play just a little bit of it. It either is too restrictive to give a good representation of what the game is about, or it is far, far, far too big to ever release as a demo.

Gamecloud - What is the current status of the game's progress and when will it be released?

Pete Hines - Right now we’re spending all of our time on testing the game, fixing problems, and optimizing the code. Once everything is “in” the game there’s still a lot of work to do. A lot.

Gamecloud - Morrowind had a number of commercial add-ons for the PC version. Are there any add-on plans for Oblivion in the works?
Pete Hines - We definitely have plans to do downloadable content almost immediately after the game ships. With respect to add-ons/expansions, we prefer to focus on the game itself and make sure it’s great and get it done and in people’s hands. Until that happens, nobody cares about expansions.

Source: GameCloud
 
PC version for me for sure. I wan't the TES construction tools. And of course, whatever downloadable content (ie. bug fixes and patches) that will come out soon after.
 
I just want an hour or two of gameplay material before I even concider buying it. I don't care what the graphics are. Morrowind sounded hot, and it sucked like nothing else. I just want to make sure before I spend another $60 on a game like that.
 
I love that they are having 24/7 NPC schedules. Ultima games had that and it's part of what made them awsome. What other more recent games have them?
 
Oni Jazar said:
I love that they are having 24/7 NPC schedules. Ultima games had that and it's part of what made them awsome. What other more recent games have them?

Majora's Mask, Dark Cloud, Shenmue.
 
siege said:
I'm guessing we most likely won't be seeing it until 2006.

TAKE THAT BACK!

I really am hoping this makes launch! #1 Game I am looking forward to on the Xbox 360, and the reason I am picking up a console at launch. (Not that there are not other good games out at launch, but Oblivion is the one that sealed the deal.)

It'll be out at launch. It will. You hear that Steve!? :D
 
Animal crossing and fable maybe? Dunno..

Anyway this is he game Iam looking forward most to this year by far. Really enjoyed Morrowind even though it had some problems.
 
Oni Jazar said:
I love that they are having 24/7 NPC schedules. Ultima games had that and it's part of what made them awsome. What other more recent games have them?

Radiata Stories does. It's a cool game.
 
Oblivion looks good, but I very seriously doubt that it makes launch day. I think it will be out by X-Mas though, come Hell or high water.
 
Will mods made with TES Construction Set be compatible with X360 version? I assume not, so PC version seems to be the way to go, again.
 
trmas said:
Oblivion looks good, but I very seriously doubt that it makes launch day. I think it will be out by X-Mas though, come Hell or high water.

That's what I'm afraid of. Remember how buggy all the previous Elder Scroll games have been?
 
Oni Jazar said:
I love that they are having 24/7 NPC schedules. Ultima games had that and it's part of what made them awsome. What other more recent games have them?

Everything mentioned above, and I'd like to add Ephemeral Fantasia (PS2) if you're feeling particularly hardcore.
 
Good lord it'll be the first true Ultima 7 successor. I can't fucking wait, too bad it's not an Ultima game.
 
super-heated plasma said:
Gamecloud - What other important gameplay elements will the game have?

Pete Hines - More than anything, it’s just the freedom you have to do what you want. Be it good or evil. Join any guild you want, or all of them. Become the Arena champion, or just go to watch fights and place bets.

How sweet would it be if you could fix the fights? Buying one fighter better armor, giving him stat boosting potions, or sabotage the other guy by poisoning him..
 
SteveMeister said:
Who says you'll be killing gods in Oblivion?

The important question Steve. Will Oblivion make launch? Is that still the target? It's the game I look forward to playing the most on the 360...I need to know.

Thanks
 
for me, this is THE 360 game. if i buy a 360, this will be the reason. I'm amazed by the graphics level on a game with such a massive scope. it's easily in the top 3 best looking games shown for the system so far and it has the best looking natural environments i have ever seen in a game.

then you read about the gameplay, and the cool AI, and the physics and the massive city's....this game is SO next gen. When you take everything into account, it's the most next gen game we've heard about so far, including gears of war or anything on the ps3 (although we haven't heard much about any ps3 games). the most amazing thing is that it will either be a launch title, or near launch. You don't expect games this mature, with 100's of hours of gameplay for at least a year or so after launch of a new system, especially not 3rd party games.

hopefully it lives up to my expectations, because if it does, it will blow everybody away.
 
super-heated plasma [B said:
Gamecloud - Even though it can be played in first person, Oblivion is supposed to be a true RPG rather than an action-RPG. How hard is it to make the game a real role playing experience? [/B]

Pete Hines - Well, most good RPGs have action. Somebody is always whacking someone or something with a sword or axe or blasting them with a gun or whatever. The trick is to find a balance where the player controls the action and understands what’s going on, but the skill of the person playing the game doesn’t override the stats and abilities of the character they’re playing. The way we handle that is to have combat that feels natural and realistic.

You swing or block when you want, if the sword hits the enemy, or the shield blocks an attack, it hits or blocks. There are no “to hit” rolls or anything like that. Instead, the stats govern everything that happens after that. How much damage you do with a sword or a magic spell, how much damage your shield absorbs…all of that is determined by the stats of your character. So it feels both natural to the player (understanding everything they see happening on the screen) and at the same time, we’re able to keep it as a true role-playing experience where, ultimately, the success or failure of your character will be based on his/her stats, not yours.


Not to hijack this thread... but this is why I hate most RPGs. They take no skill, just dedication.
 
DrLazy said:
Not to hijack this thread... but this is why I hate most RPGs. They take no skill, just dedication.


I believe the skill is learning the system and making good choices for character development. I don't think all skill has to be in the action realm. Others may not agree.
 
Letter to Elise said:
I believe the skill is learning the system and making good choices for character development. I don't think all skill has to be in the action realm. Others may not agree.

I do agree. I would categorize it less as 'skill' and more as strategy and judgement. It does not take skill to know you should not wander into the Swamp of Eternal Death with a LVL 1 character, sandals and a short sword, just judement.

Likewise, more powerful enemies can be defeated through strategic use of resources - make sure you have the right combination of equipment to expoit weaknesses, have the right potions, etc.

Not really about skill, per se - but still very fun.

And I love a good dungeon.
 
GhaleonEB said:
I do agree. I would categorize it less as 'skill' and more as strategy and judgement. It does not take skill to know you should not wander into the Swamp of Eternal Death with a LVL 1 character, sandals and a short sword, just judement.

Likewise, more powerful enemies can be defeated through strategic use of resources - make sure you have the right combination of equipment to expoit weaknesses, have the right potions, etc.

Not really about skill, per se - but still very fun.

And I love a good dungeon.

I agree, although I'd say strategy is definately a skill
 
Letter to Elise said:
I believe the skill is learning the system and making good choices for character development. I don't think all skill has to be in the action realm. Others may not agree.


i agree for example, smt: nocturne was a very hard game (one of the hardes i've played this gen) mainly because it required very tactical character/team building, and it was unforgiving of mistakes. the character building was much deeper than most japanese rpg's.

the elder scolls games have very flexible character development as well it's not as unforgiving, but there are a million ways to build a character, and it's not that hard to gimp yourself.
 
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