That's the thing that
shocks most people. They think of a video game as
a few people in their garage... and we'll say,
"No, this is 50, 60 people... "for 31/2 years." "What?" A lot of people, I think,
think that video games... are for the kids
so it's like a toy. So why would you put that
much effort into something... that's a toy? I was the kid, I was
writing games when I was 12... whatever, and the other
kids on the block would say... "I'm gonna play quarterback
for the Cowboys"... and I'd be like,
"I'm gonna make video games... "and everyone's
gonna play them." They're like, "You dork.
Go back to the Chess Club." Who's laughing now? Yes, I was in
the Chess Club. So the Elder Scrolls is
our role-playing series... that we've been doing
since 1994... and with each game
we have started over... and tried to do something
very, very new. Each of them, we try to,
for that generation... of hardware and game playing
folks, create what we think... is the quintessential
role-playing game... and this time we went crazy
and looked at doing the game... for next-generation
consoles and PCs... that didn't even exist
when we started this project. All right, so this is
her new upstairs. This is her puppy named Dog. She talks to him, she says
no, she's got to practice. She's got things to do,
she's got to practice. He has to be a good dog. So she's gonna go pick
up that bow that's over... on the table there and she's
gonna take a few shots. Right now her marksman
skill is very low. So she goes and she gets
a marksmanship potion. They're actually
drinking potions? How did you do that? She drinks the potion. A lot of this is new to me,
so I'm making lists. I've got that on the list
because we need... the potion art
and drinking potion. - That.
- Yeah. It's on there. All right, so she drinks
that, which increases... her marksmanship skill. That was brilliant. So she goes and picks
up this book over here... and starts reading. Dog starts eating. His animations are
gonna be tweaked. And now he's got
all sorts of energy. He's running around
like an idiot and she's... starting to get annoyed
because she's trying to read. She's like, "No,
Mommy's reading." And he goes, "RRR?" Bam! Paralyzed.
He falls over. She goes back to reading
while the dog twitches... helplessly on the ground. All right, so now she says
she's gonna go get some sleep. The dog still wants food,
though, so he follows her... over to the bed. She says, "You're
a very bad puppy." And he goes, "Ay-yi-yi-yi!" After kicking the
bottle out of there. - Awesome.
- End scenes. I think the demo showed
a lot of promise... and we just have to go through
and polish a lot... of the small stuff. The final battle part definitely
isn't quite there yet... but the game systems work. We just need to go back and
add that extra fine tuning... extra scripting
that's required for that. - No panic yet.
- No. You guys are waiting for
this panic and I don't think... it's quite gonna come. What's at stake here? There are two big
focuses for E3. One is the demo. We'll go in there, have
a big giant plasma screen... and it'll be me and Todd in
there just talking to people... about the game and kind of
running through the same demo... every hour on the hour. And then the second thing
would be the trailer. It has to be awesome.
It can't miss. It's the most important
thing we do... because it gets seen
by everybody. For 65 years,
I have ruled this empire. Generals and kings
have knelt at my command. But a darkness comes. The blood tide rises. These are the closing days
of the Third Era. Oblivion is a sword
and sorcery epic... role-playing game. You know, the things you
see in Lord of the Rings... and stuff like that. And its heart... it is this run through
dungeons and kill things game. You have all these features
and it's all kind of... there are so many things
people get attached to... but at its heart, it's run through dungeons
and kill creatures... and take their stuff
and buy bigger weapons... and kill bigger creatures. And that's kind of
layered in on top of this... "Wow, look at these flowers.
Can I pick that?" It's almost like two things
sitting on top of each other. Here's the game and then
here's the virtual world. Yeah, so like, the trip wire's
perfect for like... you want to give the player
a chance to avoid it... to feel like they see it or to
use it against the creatures. Again, we'll be liberal
with those traps. I'd rather add too many
and have people complain... and take them out
rather than have... That's what I'm thinking
with loot and creatures. I'm trying to overwhelm it
with lots of loot... so that you get more
out of the dungeon. Everybody's been saying
the argument "you get more... "in someone's basement
than you do in a quest." Well, I'm one of
the world artists... but I specialize in
the Oblivion plane art... and the lower class... the stuff that's really
dirty and dingy... and sort of nasty
or the stuff that looks... very deadly and scary
and somewhat demonic or evil. That seems to be in my
comfort zone in a way... that I can go do that stuff
far easier... than if they ask me
to do anything... that was nice and beautiful. This is basically showing
an overview... of what you'd expect a dungeon
level to look like. They're built
on a grid system... so that they have
an exact fit and match... and you won't see any seams. You know, it's a lot like
a Lego set in a way... except far more complex
and detailed. And before you know it,
you have this world... that you created
in your own mind... that you can sort of experience
and feel the atmosphere... and sort of the dread
and the scariness of it. And this is where you find
your first area... that's inhabited by traps. So my goal is, you know,
I'm hoping the player will... walk over to the treasure chest
and walk through... all three of these zones,
therefore setting off... all three of these traps
up here. Here, here, and here. I mean, I live a
pretty normal life. I have a wife and two daughters,
so it's very normal for me... but they exist
in that world with me... like they're exposed to
the monsters and to the films... and all the stuff
that I have in the house. I love the undead. I try to use them
as much as possible. Just bring in one of
these guys, pop him down. And so like this one
only has one arm. The other one has no head. I guess I'm sort of a non-
conventional sort of person... so that I've always stayed away
from the more conservative... side of life... so I like the stuff
that is far more... I guess less mainstream. So it wouldn't just follow this
route along the path here... but maybe it would take
this route, you know... and give it a little bit
more lifelike behaviour... as far as the direction
it's gonna travel. But also give people questions
as to why it's there... and what it stands for... because that can be
more interesting... in what you read into it
rather than literal. You know, what your mind
imagines sometimes... is far cooler than what
the reality is of situations. I know the designers have
a long wish list of art... that they wanted,
but you know what? I mean, if you don't get
that unique looking sword... I think we can live
with it looking... like every other sword
in the game. I'm waiting for Craig
to do his usual, "Everybody stop coding.
I'm gonna fix this." We're doing
the Texas two-step: One step forward,
two steps back. I'm gonna make everybody
turn around... and we'll start making
some progress. I think the big thing is
the A.I. We have in the game. We've designed this system,
Radiant A.I., that allows... the people in the world to
react really intelligently... and they sort of
have their own goals... so they can look at their
environment around them... and decide how they want
to accomplish them. Our NPCs exist no matter
if you're there or not. They're doing what
they're supposed to do. You can send a guy off
to a dungeon to kill stuff... and you don't have
to go with him. You go back to that dungeon,
either he'll be dead... or the things that he was
supposed to kill will be dead. I mean,
it will have happened... whether you were there
or not. Like this guy, I can
basically go up to him... and say hi to him
and he'll greet me. He'll chat with me. His aggression is, like, a 5. I'm gonna give him
a higher aggression. So now he really
hates my guts. Tremendously hates my guts. So we're gonna move over here
and he's immediately... gonna go to combat with me. The guy behind him
is a guard... so he committed a crime
by attacking me... so the guard
will attack him. These other guys are
just trying to stay away. So eventually he figures out
the guard is a much... dangerous target than I am... because I haven't
struck him once... so he'll fight the guard. But the good guard saved me. He kept me
from getting killed. One of the initial things
we had was we turned it on... so the guys could all do
their stuff and some guy... went around town, some NPC
you couldn't even see... went around town
and bought all the armour. So when you went
to the stores... there was nothing
for you to buy. It's like a ship that's
springing all these... water leaks and we're
constantly filling them up. Did you realize the player
can easily steal a horse... ride it to this guy's place,
leave it in his house... and steal all his money? When the other guy goes out
and tries to ride the horse... hilarity ensues. When you have something
that's powerful... it has a greater capacity
to be really cool... or a greater capacity
to really make insanity. They're my actors,
they're my children. They have to behave
properly. When they're not acting right,
everyone comes looking to me... so yeah, I talk to them. I have them set up
and know what they do. Yeah, it's kind of odd. I'm the lead
artist for Oblivion. I'm a 3-D modeller
and texture artist... for Bethesda Softworks. I work mostly on
environmental and city art. Yeah, I mean, I get a chance
to really look... at every aspect
of the game artistically. But primarily I focus
on the environments. Well, it originally starts out
as me just thinking... about things
rather than working. But later on, after I have
some good source images... I'll do a pencil sketch like
this that's more defined... and something
that I can model from. I think it's really hard
to come up with... an interesting idea
for something that's evil. It's a lot harder
than you think. A lot of times I think
it looks really cool... but it's not necessarily
scary. Actually, this is kind
of the most fun part... of the game sometimes... because you're still
making up ideas. It might not get in the game,
but it's... I don't know... you just get to make up
crazy stuff and it's cool. We are in Cheydinhal. This is the overhead view... in the Elder Scrolls'
construction set... which we use
to build the game. This is where we put in
all the houses, the trees... you know, paint
all the landscape textures on. Everything like that. And these are our little
door markers over here. This indicates that this is
a door you can go through. There are a few things that
might not look like doors... but they are. Yeah, this well behind
the abandoned house... might be used for
nefarious practices... or it could be a secret door. It's really fun because,
you know, we go everywhere... to find source photographs. Like we took a daytrip
to D.C. One weekend... and we just took tons
of pictures of buildings... trying to get just
the right stone pattern... and making sure
that we photographed... everything we possibly can
just in case. Well, I took... the photos I
took here, I ended up using... for a lot of the Imperial City
base stonework. So it ends up looking
somewhat boring to you... but we can take the edges... of these stones here
on the ground... or all the little stains
in there... and use those and build
a whole new wall in the game. I can't get over how much... this looks like something
in the game. It looks really nice... even like just the top part
over there. Actually, the hard thing
to find generally... is just finding nice patterns,
just architectural details... just things that we can put
into a building to give it... some more decoration. A really good example is you
can see the coffered ceiling... and I tried to build something
just like that... in the temple
in the Imperial City. So I tried to re-create
something, you know... very similar to that. It's actually the top
of a dome... but I'm using it for the top
of an altar instead. So once I add all these
different layers into it... it's more like
the final texture. You know, we've been able
to make... this living, breathing city
that's, like, actually there. It's like, "Man,
I totally live here." Just type "Pick Idle." Pick Idle. What's that supposed to do? Did you actually select
the right idle animation... in the idle manager? Yes. Click on the candle. All right. We have over 100 bugs and
tasks open in the database... and that number fluctuates
anywhere from 50... and we've had over 300. Candle fact 01. So essentially,
you didn't go ask anybody... who made this up? No, no, no.
It doesn't work. I asked Ahn,
and she told me to do this. She's still bluffing. It all ties together. It's all one big bundle
of this is the universe... and you touch something here... and it moves something
over there. - Now...
- You have duration one. I have duration one.
In theory... Put duration zero. Well, I used zero before,
but we had... Well, that would get rid of the
problem you think you're having. - And he did nothing.
- Son of a... See? I mock you. What's his energy?
Oh, that's high. Set it to five. Low energy, Idle more. - No, he didn't do it anyway.
- He just finished it. That could well be a bug. If you run through the demo now
and see the lightning effect... the fireball effect
in the bookstore is messed up. But if you don't see the
lightning effect, it's fine. So basically for this next
week or two... you guys are really gonna have
to talk to each other... you're gonna have to be really,
really smart about stuff... that you put in the game,
stuff that you update. If you see anything broken,
you have to speak up. Do not assume that Q.A.
Is gonna catch it... that I'm gonna catch it, or
someone else is gonna catch it. If it says E3,
it needs to be done that day. If you look at it and it
can't be done that day... talk to somebody about it. Because we need to
sort of slot these things... and make sure it's all done
over the next week. We've seen it.
It's there. We just sort of have to,
you know... get some of the mess
out of the way... and let it shine through. We've done it before.
We can do it again. So let's do it. I'm basically the chief
deficiency inspector. So if there's any problems... I'm the one in there
finding them. Primarily I'm looking for
crashes... anything at this point
specifically... that's going to make the demo
look incomplete. Like the worst thing that
could possibly happen... is for it to crash while
we're showing it to people. Oh, there it is. Did you see that? How did you do that? It's that power attack thing
where you get stuck. Can I kill every creature
in the game? Can I soul trap
every creature in the game? Can I click every button
in the game? Can I exit the game
from everywhere in the game? If I save the game this way,
does anything get messed up? If I go here and save it,
does anything get messed up? I think we should throw
a fireball here... but that's up to you because
I think it looks... - No!
- No? Now you've
ruined everything. But it looks so cool
going down there. Yeah. The beauty of my job... is I get to do everything
hundreds of times. Minimum two times an hour,
10, 12 hours a day... 30 a day all week. Hey, that's like
150 times this week. My name's
Christiane Meister. I'm the lead
character animator. I basically take care of
all of the characters... creatures,
and that sort of thing. My particular
favourite is the horse. You can study the skeleton
and you know exactly... how it should move. You go to biped and then
you just drag a box... and create one. Ok, so that doesn't look
anything like a horse. You have to then create
this structure... by scaling the bones,
rotating them. I mean, it looks really
crazy right now... but you start off
with your base skin... and try to match up
your skeleton with that. Now you can see here what
I've done is put movement... throughout the entire leg... but that doesn't react
with the rest of the body. So then what you need to do
is make sure... that the rest of the body reacts
to that movement... because it does
in real life. If you move her head... you see the hind end
actually moves. Everything's connected. You know,
there's not one joint... that you can just move
independently, really. And here's a horse that
I can get up and ride. I have to get with
the character animator... on this
riding animation. It looks uncomfortable
to me. There's always
work to be done. Yeah, I'm always, you know,
watching her move... and it also helps to... when I ride, I can feel
what's going on. So feeling is a good part
of animating as well... because you think about
your body position... and everything else
while you're riding. I don't know, people are
not my forte, really. I like thinking
about the four legs... instead of two legs. I know there are people that
are completely the opposite... but I don't know. I just, I find them
much more interesting. Yeah, it's fun. With Oblivion,
we were really fortunate... to get some voice talent
that people know... to join us for the project,
including Patrick Stewart... Lynda Carter, Sean Bean,
Terence Stamp. I'm always anxious
about getting here late. God, if I miss this. I tried to get on
an earlier flight. We got to the airport early... but they wouldn't let me on it. Superman I and II,
kind of my formative years... you know, when I
was six or seven. Terence Stamp as General Zod,
and he has a great line... in Superman II where he gets
Superman to kneel... and "Son of Jor-EI,
kneel before Zod." My brother would always do
that but change Zod to Todd. So just over the years one
of those things, you know. For 20 something years,
it just keeps going. Now I'm gonna meet him and
if I can get him to record it... send it to my brother,
that'll be great. As for the rest,
the weak shall be winnowed. The timid shall
be cast down. The mighty shall tremble at
my feet and pray for pardon. Your reward,
brothers and sisters... the time of cleansing
draws nigh. Weakness will be purged
from the world... and mortal and immortal alike
purified in the refiner's fire. That gave me goosebumps. Terence Stamp
plays kind of the... you know, he's the bad guy, somebody who comes from a
different line of kings... who wants to make this world
his own. So he's kind of a priest. You know, he's not
a cackling maniac. We like to have our bad guys
be a little greyer. We want that moment where
the player goes like... "Maybe he's right." Do you think I mock you?
Not at all. In your coming,
I hear the footsteps of fate. You'll tell me if I'm
overdoing it, won't you? Um... yeah. Impossible! It's impossible
to overdo it. Yeah, it's kind of like
he said while we're there... the character just
came out of him. It's like a very serious,
serious voice. You know the guy at
the other end of that... is serious. But if a god can die,
how does his heart survive? When we wrote this role,
I called them, and I said... "Who do you want
for this role?" And they'd give me a list. And I said,
"No, I don't want them. "I got to have Terence Stamp." How wonderful. "I don't know
if he's done a game." No, I mean, I wasn't unnerved,
but when l... I got the FedEx last night
with the script. And I looked at it and I
thought, "Wow, I don't know. "I hope
there's somebody there... "to tell me where to go"... because I just had no... I didn't know, like,
the area of it. Like I didn't know the area
of performance, you know? I look forward to showing it
to them... and having them, you know. I've never seen myself
in that light... just how well
we can lip-synch... and put other characters
on the screen. - Kneel before Todd.
- We got to put that in. Smile when you ask
questions like that. - Thanks, Terence.
- Gentlemen. This is my pal Terence Stamp. He's never done
a video game before... or any type of voiceover... and he was really, really
excited to do it. He was really,
really into it. He was literally like,
when we were recording him... leaping around doing
the combat stuff so much... that they couldn't record him. He was moving away
from the microphone. With Lynda, she played
the Nord females in Morrowind... and she came back for
Oblivion... to do the Nord females again. I play the Nord women,
the Nords. And they are, I guess,
a Viking-like race... and the women
are fantastic warriors... and very self-confident. You know, her voice and
who she is fits perfectly... with that role. I'd stay inside the city
walls if I were you. There's no telling... what's going to come out
of that gate. Of course, the next guy...
that's my wife and I... with Patrick Stewart,
who is equally as good. Ken had written a bunch of
notes for Patrick Stewart... on the character,
very, very long... referencing things Stewart
had done before. I thought was embarrassingly
long, actually. But I had forwarded it all to
Patrick and Patrick came in... and said, "I got the
notes on the character." And I was sort of like... And he's like, "Never in my life
doing any role... "have I gotten
such detailed notes... "and I loved it. "I am really intrigued.
This sounds really cool. "You guys have given this
a lot of thought. "I can't wait to do it." You want to hear
something really cool? - What?
- You need to go over... to Mark Lampert's office
right now. - OK.
- Is Ken still here? I don't know.
I've been waiting. Just imagine
the best it could be. It's even better than that. - Yes.
- I think you want to come... over to Mark Lampert's office
right now. Was it good? - Where?
- It's in Mark's room, the sound. On my way. I was born 87 years ago. For 65 years, I've ruled
as Tamriel's emperor... but for all these years,
I've never been the ruler... of my own dreams. He was selling the product
like a reverend... standing in front
of his flock... which is exactly the tone
I wanted. I mean, Patrick Stewart... This is the unedited stuff. Generals and kings have
knelt at my command. That's such a cheesy line... that sounds good
when he says it. The generals and kings line? That's what I said every time... like all the stuff
that sounded so cheesy. These are the closing days
of the Third Era... and the final hours of my life. I don't know
if we could have picked... there isn't another actor
we could have picked... who I'd be happier
to write dialog for. Like seriously, I geeked out
over Star Trek for years. It was on
while I was in college. We literally, all my friends,
I would sit around... and we'd watch Star Trek
and drink beer... and act like idiots. I don't have a picture of my
wife in my wallet right now... but I've got Patrick Stewart
in my wallet. So there's no better actor
as far as I'm concerned. I get to say I wrote dialog
for Patrick Stewart. Yeah, I'm happy. You got your wallet? Yeah, I got it. This is not a lie. See, my wife
will not be happy... but I have a Patrick Stewart
picture in my wallet... right there. So you guys know our demo
machine melted last night. The motherboard's dead. We're never really sure. It could have been
a defective motherboard. We could have just been
putting too much into it. We weren't
overclocking it at all. So I checked it out. We're sending it back to
the manufacturer, ASUS, and they're gonna
send us a new one. So right now
we have the code changing... we have the data changing, and
now our hardware is changing. So the triumvirate of
things changing is bad. Better now than next week. Normally it'll crash
to the Windows desktop... and you just start it back up
and play it again. Well, this crashed
in such a way that they... actually had to completely
power off the machine... and restart it. This happened several times
throughout the day... and finally on that last one... it just didn't come back on. By the way, the end of the demo
is completely different. For those of you
who weren't here on Friday... we changed the ending. It's way more dramatic. Feed me, Lord! I think it looks cool. The end is the best part now
and before for me it was, you know, the worst part. Now I think it's
the best part. I don't know if that's
the newness of it. It's got good epic fantasy
demon stuff at the end, which I think the kids like. The forest stuff for us
has always been... the kind of rendering-wise
the craziest thing... that we're trying to do... and the thing
that also has the biggest... visual impact of the game. People see it, and "Wow,
I've never seen that before." Usually when building
a scene like this... I start out
by placing the rocks. I sort of look at the lay
of the land... which is generated first and
then I try and pick out spots... where a rock might
naturally occur. I got this big one here. Now we just take a big rock
like this and plop it down... sink it to an
appropriate height. And then I'll go and add
little satellite rocks... around it
to try and create a feel... that there's some natural
erosion going on. I came out looking
for source textures... for some of the surfaces
in the game. Specifically, terrain
textures of like... pictures of the ground,
things like that. It's really tough to find
images like that online... for those purposes, anyway. With a rock, a lot
of the visual impact... is gonna boil down
from the texturing... or from the coloration in it... and then using shader
techniques to try and get... the shine and sheen
and the cragginess to it... like, how the lighting
splays across it. This colouring texture
is perfect... for some of the textures... that we're trying to re-create
in the game. I mean, obviously
the moss in general... is mostly green,
but there's lots of other... little details here
that really help make... the textures more believable. You know, there's lots of
other little browns in here... lots of little highlights
in the green... just other little random
bits of nature. I've always obsessed
over natural foliage... and just greenery
in games in general. For some reason, I think
that's really cool. It's just not something
that you normally see... and I definitely think it's
a fun environment in a game... to play in. If you think about
all the leaves individually... they're probably pretty close
to the same colour... but you see them all
in a scene like this... there's so much contrast
and play of light. In the foreground here is an
example of some of our grass... that we have in the game. So we've got some ivy in
here and some tall grass. Further on, I think there's
some sort of generic... forest weed types of plants. They really add a sense
of movement and life... like really makes the ground
feel much more organic... than this flat
textured surface might. There's kind of a quiet
solitude about it. Where there may be lots of
cool and interesting things... going on within the game... you can sort of know it's in its
own little pocket so to speak. It's kind of isolated
from reality around you. It's really nice
when they're cluttered... with lots of interesting things
that, you know... fool you for a second... into thinking
that you're in a real world. Well, it's Thursday now,
Thursday morning... and E3 starts next Wednesday... however the computers
need to be shipped out... and they need to arrive there
by next Monday... so we basically have
until tomorrow afternoon... before we basically
have to stop work... the machines get packed up,
and they get shipped off. We're on schedule. It's taken all late nights,
deep into the mornings... the last two weeks,
but it looks good. OK, I'm a little
under the weather... so I'm gonna try
to get through this... but if my voice dies,
bear with me. We built Oblivion from day one
to be a next-generation game... for both the PC
and the XBox 360. We've always tried to make our
worlds come alive visually... but Oblivion
takes this to new levels. Our artists have
painstakingly modelled... over 9,000 objects. There are nine main cities
in the game... and dozens
of smaller settlements. Over 1,000 NPCs
live in Oblivion... all with their own schedules
and jobs. Good morning! Oblivion features over 50 hours
of recorded dialog... all lip-synched
in real-time. They say the streets run red
with blood... and The Daedra will soon
overtake the entire city. The voices fill half
of the game's DVD. Please come on upstairs
with me. I don't' know what kind of
titanium alloy... packing stuff they've got... but whatever it is,
I just hope it can take... a push out of a plane
at 30,000 feet. You did it. Now I just need too make
sure that works all day. If they don't like it a lot,
I'll be really disappointed. It's all about
meeting expectations. We could still be
one of the best games there... but if it doesn't meet
their expectations... What time do we start? Right now it's 7:10, and we
were supposed to be starting... the Microsoft event
in five minutes... but that's not gonna happen. So we're just hanging out... waiting to meet up
with some folks... and go get something to drink... and watch them put
our trailer up... in front of thousands
of people. I'm really looking
forward to it. It's an awful lot of work
to get to this point. I mean, we haven't seen it
on a freaking movie screen... so we have no idea
how it's gonna look. But we know it looks
really good on a 61-inch TV... but on a movie screen? But if it looks as good
as we know it can... and if the response
is really awesome... I think it will probably be
maybe the greatest... professional moment
of my life. So how about this? How about a brand-new,
full-featured... next generation role-playing
game in the launch window? Morrowind was
one of the best-selling... role-playing games ever
on the XBox. The sequel to this
incredible game is called... Elder Scrolls IV: Oblivion. It promises to feature one of
the largest open-ended worlds... ever created
for a video game. It also includes
thousands of characters... that are governed by
ground breaking A.I. These characters eat, sleep,
and complete tasks... all around the clock... and they make
their own choices... based on what's going on
in the world around them. Welcome to the world
of Oblivion. I'm Todd Howard
of Bethesda Softworks... and welcome
to our presentation of... The Elder Scrolls IV: Oblivion. This game
is just unbelievable. It actually has trees,
unlike Vvardenfell. The whole first level
of the game is a prison... and through your actions,
it really determines... what kind of character
you'll be. I mean, sometimes I worry
that games are gonna get... so realistic looking that
I won't want to play in them... because they're too real... and then I might as well
just be at home. Only this was a pretty
good case for hyper-realism... because the forest
was gorgeous. Unbelievable. It's easily the most impressive
game I've ever seen so far. With the Radiant A.I. Thing... that's always one of my big
issues with RPGs... is the NPC characters
are kind of boring. They're just there
and you talk to them... and they're kind of just like
this clunky way... of getting information. But it's so much more
entertaining... to watch somebody
flame their dog. Oh, my God, have you
seen our booth? It's off the hook. Fans of the series,
they're gonna go nuts. They're gonna love it. - Morrowind changed my life.
- I don't know about that. Maybe it didn't change my
life, but it definitely... took away a lot of my hours. We looked back at what
people really liked... about role-playing
in the first place: The setting, the action,
the heroism. When that guy... I don't know
if you've seen it or not... but when the guy came out
of that Oblivion portal... that was cool.
He was so cool. They do have a very unique
sort of little setup there... doing the titles
that take a long time... that have a distinct story... and they've really resonated
with fans over the years. I totally love the story
line as it is... and, like, the way it develops
is just so good. You know if it's
an Elder Scrolls game... people are gonna go buy it
just because.
Making of Skyrim https://www.youtube.com/watch?v=gX1qAxc_OX0
Making of Fallout https://www.youtube.com/watch?v=Lr5olzm9jXg
Surprising how small the team is given the scope of the game and the familiar faces between all these games (and fallout 4).
I'll forever love the soundtrack.
What makes this making of so good is that it isn't one of the in-house documentaries with heavy control exercised the publisher or game studio.
It shows a more candid look into the game design process and focussed more on the people and the preparation for the E3 reveal.
It's probably my favourite game 'making of'.
YES WE ALL KNOW THE DARK BROTHERHOOD IS DOWN THAT WELL
Man, oblivion is my all-time favourite game. Gabe me unreal expectations for all other games haha
The more I watch videos about Bethesda, the more I love them
I love watching this documentary, I usually watch it at least once a week while working. Along with the making of skyrim, anything elder scrolls makes me feel really creative and want to either draw or sculpt.
lead character animator: "People are not my forte, really"
Yes, we noticed.
TFW you realise Oblivion is 10 years old.