Emil dropped me a note to let me know he posted in the forums today to clarify his comments a bit further as to dialogue, and what it does (or doesn’t) influence in terms of gameplay. Here’s an excerpt from his post:
I was specifically answering the question about whether or not dialogue affects the endgame. It doesn’t — not directly. The endgame itself doesn’t change based upon things you may or may not have said in dialogue. The endgame is affected by your actions. So that’s what I meant by, “We went back and forth with the impact of dialogue on the character, and ultimately decided we didn’t want to penalize or reward the player for carrying on a conversation.” And yeah, that was a pretty bad choice of words, because it seems like the things you say in dialogue don’t matter — and nothing could be further from the truth.
Believe me or not, but here’s the reality of dialogue in Fallout 3: it does matter. It matters more than dialogue in one of our games has ever mattered. I feel really comfortable saying that, because one of my responsibilities is editing and directing all the dialogue that gets written, and one of my personal crusades is pushing the NPC interactions to be more meaningful. We approached that level in Oblivion — now I really feel like we’ve truly reached it.
Before jumping into the interview, remember you can always shoot us an e-mail if you have a mod project that you think the world should know more about.
What makes the newest iteration of your Monster Mod stand out from your earlier mods?
MMM 3.1 includes a new Wounding and Wounding Effects system. The former allows NPCs and creatures to get weaker the more wounded they become, while the latter displays this visually through blood textures, bleeding, and staggering effects that appear the more wounded an enemy becomes. It’s a lot of fun to play with as it adds a new dynamic to combat.
Late last week, I exchanged a few PMs with one of our active Elder Scrolls modders, princess_stomper, and she let me know that she was working on a video showing a “dance off” featuring our games, Morrowind and Oblivion, as well as some fancy moves from NCsoft’s MMO, Guild Wars.Well, I got to the office this AM and sure enough, Stomper had already sent me the video, and it’s definitely a winner. Featuring mods from more than dozen community members, the videos’ choreography goes great with the selected tune — Gwen Stefani’s “Wind It Up.”
Yes, I know, these screens were first publicly shown in the July 2007 GameInformer cover story, but they’re also now available for you to check out in high resolution online. Take a trip over to the official site to take a look.
1UP: The “Vault-Tec Assisted Targeting System” allows for very methodical combat. But you’ve mentioned that you don’t need to use VATS at all. How viable an option is run-n-gun? EP: You can play the entire game in first- or third-person without ever going into VATS. We never actually force you into VATS for combat. So if you just want to point your weapon and pull the trigger, go for it. That said, the game is very much an RPG and not a straight FPS, so your effectiveness with any weapon is dictated by your skills, as well as the condition of the weapon. If you find a crappy laser pistol and you’ve completely ignored the Energy Weapons skill, don’t expect to pull a Han Solo anytime soon, in or out of VATS. Personally, I use the run-n-gun method to take care of the weaker opponents, like Radroaches, and VATS for just about everything else; mostly because I’ve become addicted to the gory cinematic playback stuff.
Really hadn’t had any time to put together an update from here in Germany so I thought I’d let folks know what’s going on here at the big games convention in Leipzig.
I’ve spent the last couple days, and roughly half of today, showing the Fallout 3 demo and giving interviews over here to a lot of European press that didn’t get to go to E3 (as well as to a number of folks that came back for a second showing). There’s a video interview up over at Gamestar* I’m told, ‘though I haven’t had a chance to watch it myself. Continue reading full article ›
We have not one, but two deadlines looming on Bethblog. As I announced in the forums yesterday, after this afternoon, we won’t be taking questions for the Fan Q&A for Fallout 3. We’ve gotten plenty of entries. I appointed Blinzler from our forums as the man in charge of compiling the final 20 questions for us to answer. Given that he resides in Jamaica, where Hurricane Dean hit, I’m willing to give him and his cohorts a little extra time to deliver the questions to us, and then we’ll probably take around a week to answer them. Anyhow, send your last minute questions to us via the blog.
In other deadline news, our Oblivion Iron Man Contest will conclude when the clock strikes 12 on Sunday. I’m assuming folks have been trying to pad their game times, because we haven’t gotten that many submissions over the past few days. Just remember, the winner is determined by the single game save with the most gameplay time recorded.
Today’s Inside the Vault is with Megan Sawyer. She spends much of her time on creating the “living” spaces of the world – cities, towns, and landscapes. If our team were to have super powers, one of them would be the ability to create large, beautiful environments for exploration. Megan helps make that happen. For those who might recognize Megan, she had a feature in the documentary included with the Collector’s Edition of Oblivion. What’s your job at Bethesda?
I’m an environment artist. I work on everything from houses tolandscape textures. In Oblivion, I made the houses of Cheydinhal, sculpted the landscape around the whole city, created the bridges and cattails, and made the Dark Brotherhood entry door. I also created the landscape textures and overall feel of the Blackwood swamp region. Currently on Fallout I’ve worked on a few buildings, an area for the main quest, a lot of clutter, and am now working on landscape.
Amongst comments I’ve seen on our blog, as well as other sites, we’ve definitely let folks know about accolades and awards our games have received. You can see examples of this here, here, oh yeah, and here too. We’re not out to brag about our games, but we definitely feel honored when the gaming industry and fans show enthusiasm for our products.
So what are we going to stick our chest out for today? Well, both Todd and Pete pointed out to me a pretty funny blog post about the “Worst Game Ever” over on the blog Quad’s Corner. In his most recent post, the author bestows this title to the NES un-classic, Where’s Waldo, a game based on finding a silly man wearing stripes and a winter hat. So who released this “horrible” and “unbelievably repellent” title? That’s right, it was us!
Below is a sample of the article. You can read the rest here…
“The problem is that the art is so bland and terrible that literally any individual in the onscreen crowd can be Waldo, and you’re reduced to painstakingly poking through shoddily drawn pieces of art to find him. Each individual person in the picture has a featureless white face, tiny stick arms and legs, and the exact same matching outfit. Waldo, by contrast, has a featureless white face, tiny stick arms and legs, and the exact same matching outfit. It’d be easier (and more fun) to find a drop of fresh blood on red carpet, or a sliver of your toenail in the Pacific Ocean.”
In other Elder Scrolls modding news, thought I’d point Princess Stomper’s Silorn Manor mod, which caught my eye. Soon to be the envy of Robin Leach, this mod adds a marvelous six-bedroom estate featuring, a private lounge, a training facility, top quality wines, and even a oven to let you live out your Easy Bake dreams. Champagne wishes!
Of course, if you’re living in luxury, you’re likely deserving of a fantastic vacation. May I suggest Unique Landscapes’ latest project, Beaches of Cyrodiil. This mod, found over at the Oblivion Files, “is the first in a series of UL mods designed to be a total conversion of the beaches of beloved Cyrodiil.”