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The Shivering Isles Dated with price point |
Bruce Nesmith, Design Director
1. Could
you give us any details on the alleged weapon/armor forging system in
The Shivering Isles? Will there be more staffs/robes for the mage
players? And what sort of weapons, armor, and other items are you
planning to add?
The Shivering Isles will let players
make custom armor and weapons. In each side of the city there is a
smith that can forge armor and weapons out of raw materials that you
find in the world. The smith in Bliss (mania part of New Sheoth) can
forge Amber weapons and armor out of raw Amber. The smith in Crucible
(dementia part of New Sheoth) can forge Madness weapons and armor out
of raw Madness Ore. Amber makes light armor, and Madness Ore makes
heavy armor. Each smith has a full suit on display.
You can also
find special Matrices throughout the world. These are one use molds
that can make magical versions of whatever weapon or armor they form.
You don’t get to pick the enchantment, but what the heck. It’s free!
You can always choose to not use the matrix and enchant the items
normally at the Arcane University. There are all kinds of new
weapons to be found already made in the world too. There is Ruin’s
Edge, a bow that will afflict a player with random effects. There is
Duskfang/Dawnfang, a sword that counts it’s kills and gets more
powerful. All told there are about 200 new weapons and 80 or so pieces
of armor, many of which have different versions for different levels
they might found at.
There are also new robes and staffs for
mages. Of course there is the ultimate staff, the Staff of Sheogorath.
And no, it’s not the same one you find in Cyrodiil. It has a very cool
new power, never seen before.
2. Will level scaling be handled the same way as in vanilla Oblivion, or are any tweaks planned? It's done in the same way as Oblivion, with some tweaks.
3. What
new features do you plan to add? What of new factions, either joinable
or non-joinable? Also, since this is about the realm of Sheogorath,
what kind of quirks can we expect? The main quest has the
player advancing in the faction of the Court of Madness. You can even
attain the rank of Duke of Mania or Dementia. On the Xbox this will
unlock new achievements as well.
Many things will be different
here. Even going to jail. Criminals are thrown into the bottom of a
dungeon. All of their equipment is confiscated. If you can make it out
of the dungeon alive, without your stuff, you are free. All your crimes
are forgiven. All of your confiscated goods are in a chest right next
to the exit, so you do eventually get them back.
New Sheoth has a graveyard. Each citizen that dies gets a tombstone in the graveyard with a fun epitaph. Most
of the creatures have some special ability or interesting weakness. For
example, the Grummites heal in the rain. The Gnarl gets larger and
tougher if you hit it with fire, frost or shock spells. The Scalon can
turn invisible while stalking you.
Heretics and Zealots are
similar to the Conjurers and Necromancers of Oblivion. However, if you
wear their robes and hoods, they assume you are one of them and do not
attack. Be careful though. If you get too close, they realize you are
an imposter and attack.
4. What ‘fixes’ will be implemented in Shivering Isles to correct problems in Oblivion? There
will a new patch sometime before the release of Shivering Isles that
has various fixes and support for Shivering Isles. Most of the fixes
are for some remaining odd crash issues.
5. Will you have help from the minions of Sheogorath to try and save the Shivering Isles? Guards? Soldiers? The
Golden Saints and Dark Seducers that serve as Sheogorath’s guards and
soldiers will help the player several times. For example, you will join
them in a pitched battle against the invading Knights of Order. There
are even a few times where they are your enemies.
6. Compared
to Bloodmoon and Tribunal, the expansions for Morrowind, how would
Shivering Isles compare in content? Is it of similar size or different
in land size, game time or amount content?The Shivering Isles
is about a quarter the size of Oblivion. That’s huge. There are dozens
of new dungeons to explore. We estimate there is 30-40 hours of
gameplay here.
7. Will there be new magic effects? (Like levitation or other more creative spells?) There
are no new spell effects available for the Spellmaker, but there are
new spells. There are new summoning spells for many of the new
creatures. There are also some new spells for sale in the shops that
players haven’t seen before. The main quest gives out several new
powers as rewards, such as a powerful, area effect frenzy. There is
even one that lets you change the weather!
8. Will
there quests that have multiple paths to take, or perhaps even multiple
endings? Also, will there be quests that have a non-combat path for
people who want to avoid combat? All the quests in the main
quest line have multiple paths. Some of those path choices have
dramatic effects on future quests. In one case you have to choose
between the supporting the cause of the Golden Saints or the Dark
Seducers. Later, you will have to save either the Saints or the
Seducers from destruction, but which depends on who you supported the
first time.
A number of quests do not involve combat, and some
have non-combat solutions. For example, in one quest you are asked
obtain an overdose of a potent drug. You can fight your way to the
source, or try and outwit the guards and get past them without a fight.
Both are valid choices.
9. Seeing as Oblivion is rated M now do you have any plans to add more mature content to Shivering Isles? When
we make content for any of the Elder Scrolls titles, we don’t concern
ourselves with the rating. We make the best game we can. Making a good
game always comes first. We let the ESRB put whatever rating on it they
want. But the type and amount of content is the same in Shivering Isles
as it was in Oblivion, as far as the rating and content descriptors go.
10. What
will be the layout of the Shivering Isles and how does this reflect
Sheogorath? Approximately how many dungeons are there in Shivering
Isles and what sorts of non-quest related dungeons will there be?
Further, how many cities will there be and what are they like?
The
Shivering Isles are a reflection of Lord Sheogorath. His madness is the
land, and the land is his madness. It is split into two halves, Mania
and Dementia. There is no barrier separating these two. You can walk
from one to the other and the plant life, weather, and creatures slowly
change over.
There is a single city, New Sheoth, and several
small villages. The city of New Sheoth is split into Bliss and
Crucible, representing Mania and Dementia. The buildings and streets of
Bliss are bright and chaotic, as are its citizens. The buildings and
streets of Crucible are dark and brooding, as are its citizens.
The
Shivering Isles is an island. The central and southern low lands are
swampy, with many small islets. These are the lands of Dementia. They
are filled with dying trees, and rotting plants. The highlands are a
wide arc to the north. These are the lands of Mania. They are filled
with vibrant life and wild colors. The creatures of both lands want to
eat your head. They just want do it for different reasons.
There
are over two dozen dungeons scattered around the Shivering Isles. There
are over a dozen or camps occupied by Zealots and Heretics. Throw in
the 20 or so obelisks that spawn Knights of Order, and there is plenty
of opportunity for adventure.
11. Will we see any new
lore, creative novellas and back story to add to plot depth and
encourage strong characterization and character depth in Shivering
isles? Is the depth and emphasis on storytelling closer to Morrowind,
Knights of the Nine, or Oblivion? How many new books will be added in
Shivering Isles? Players that are into Elder Scrolls lore
are in for a treat. We’ve extended the lore of Sheogorath and tied in
some obscure elements that you may not have realized were related to
him. By the time you finish the main quest, you will have a much deeper
understanding of the planes of Oblivion and what it means to be a
Daedric Prince, particularly Sheogorath.
To support this, there
are about two dozen new books, some of which are serious exposes on
lore, and some of which are just fun stories.
There is a lot of
emphasis on storytelling in Shivering Isles. The whole main quest tells
several stories, and weave together to make one large tale.
Todd Howard, Executive Producer
12. A
lot has been said about the quality of writing in Oblivion, many people
have voiced their displeasure at the simplicity of it, that it had
little depth and substance. What is your reaction to such claims? If
you did not do so already, do you think having a dedicated creative
writing team to create more detailed plots, stories and quests would
have been preferable, or are you happy with the writing and creative
process as it is? I would need specifics to react to
something like that. I can say I think our level of writing improved a
great deal in Oblivion, not just in quality, but the sheer amount of
it. Our quest designers are our writers, so they write the stories, the
dialogue, and implement the quests. I think they did a fantastic job.
The depth of our quests easily exceeded what we’ve done before, but it
also took a lot more man-power. We put about four times the time into
each quest in this game as opposed to Morrowind, so that’s a lot of
writing. We also wrote specific lines for almost every character in the
game, as opposed to the generic info paragraphs from before. So yes,
happy with our process, but we’re trying to get better at writing
spoken dialogue, our stuff still tends to be long and people seem to
just click their way through it.
That being said, I know the
heart of this comment is that some people preferred the writing and
storytelling in Morrowind to Oblivion’s. I’m perfectly ok with that.
They are very different stories and games. They intentionally have
different flavors, and different types of writing. The thrust of
Morrowind was to put the player in the “stranger in a strange land”
feel, so most of the writing and story is focused on the land and its
history. With Oblivion, coming off Morrowind, we felt a lack of
immediate story from Morrowind, that we told a good story of something
that happened a thousand years ago, but there wasn’t a good story that
was happening to you, the player. It was very “a long time ago this
awesome thing happened, read all about it, and walk in its wake.” With
Oblivion our motto was “don’t tell me, show me”, so we wanted the epic
story to happen in front of you, and that’s where we focused things. So
in contrast, you don’t get to read lots of new ancient histories or
culture things.
13. Ever since the events of
Oblivion and Martin's sacrifice, the barriers between Tamriel and
Oblivion are said to have been sealed once more. Is there an
explanation for how Sheogorath can -apparently- so easily open a gate
between his realm and Tamriel?
Sheogorath’s gate is
really an invitation to come to his realm, not a gateway he can send
armies or himself through. That’s the barrier that has been shut, you
won’t see a daedra lord himself step into the moral plane ever again.
So you can still have isolated mortals be summoned to a realm and you
can still summon a daedra yourself through conjuration and other means.
Of course, like everything over time, I can see us changing it in a
future game.
14. Indubitably, Oblivion has seen a
major shift in priorities where aspects specifically pertinent to cRPGs
are concerned. Most apparent in that regard is the transition from a
complex -sometimes complicated- game with faction politics, rich lore
background and a large quantity of dialog to a game that emphasizes
accessibility and above all else pure entertainment. Additionally, in
contrast to its predecessors, Oblivion's game world is to be filled
with meaning not by the game itself but rather by the player's own
imagination. What are your thoughts on this? Do you believe you managed
to achieve a proper balance between depth and complexity on one and
accessibility and easy entertainment on the other side? What are your
goals in this respect for future productions?
This is
more of a statement then a question, but I’ll do what I can with it.
First, Oblivion has more dialogue and books then our previous games, so
I don’t see a shift there. It also has the most complex NPC behavior
we’ve ever done by miles. As far as the game world being filled by the
player’s imagination, that’s a common criticism we get on every game,
and a valid one. I think we did a better job this time, I mean you play
the previous stuff and the world is very static. It’s either nameless
NPCs or ones that just stand in place all day. So that was something we
tried very hard to address, to make the world feel alive. I think it’s
getting better, but it’s still easy to think of 100 things to have the
world do to make it feel more alive.
In regards to the
politics comment, that’s a valid statement, in that Daggerfall and
Morrowind both have main stories dealing with a lot of politics, and
that wasn’t the story we wanted to do this time. There was a time that
the Oblivion main quest featured a ton of that, dealing with the Elder
Council, but we did end up cutting it while it was still on paper, in
all our story reads, it really defocused the main quest from dealing
with the daedra, which we wanted the focus to be. Anyway, I think the
lack of actually seeing and dealing with the Elder Council is certainly
one of my “I wish it had this” things, as we wrote some great stuff for
it that just didn’t make it in. It was the “nobility” faction line,
where you made your way up and became “The Duke of Colovia” and sat on
the Elder Council. The only remnant of that questline in the dead Duke
in Castle Kvatch, which was to be the beginning of that line.
The
next part of the question, which is ease of play versus complexity,
that’s a harder one. We’ve certainly gotten praised on Oblivion for how
well it walks the line, but I wouldn’t say that all the solutions we
had are the right ones going forward. Some are; some aren’t. It’s
certainly our desire to push on both ends, to make the game as smooth
and easy to play as possible, but have great depth. In the grand scheme
of games, we’re still on the “insanely complex” end of the scale, so I
do spend a good bit of time watching how first time people play the
game, what hangs them up and so forth. So that always bothers me, you
don’t want basic actions in the game to be difficult or confusing.
15. Has
your stance on a multiplayer TES game changed at all since the topic
was last brought up? In other words, have you given the idea of an
online TES game, or at the least a battle arena for pvp battles, any
additional thought or is it still something you do not have any plans
for? My personal stance hasn’t changed, that it defocuses us
from pushing the single player experience, but it’s certainly the #1
asked for feature by a landslide, so you never know.
16. What mods, if any, do you personally use? And why? The
BT interface mod of the PC. That’s really the only one I use. I dabble
in the others, but when I play Oblivion, I’m usually testing a new DLC
or Shivering Isles, so running other stuff can really screw with them.
Why BT mod? I can see more stuff on my giant PC monitor of course!
That’s something we messed with internally, but never had a nice
solution for having the game switch between different menu
configurations, so we went with the larger font for safety.
17. Oblivion
had a long development time, but as George Lucas said in regards to
movies, “Movies are never finished, they are just abandoned”. What are
some things you wish you could have put in Oblivion? What are some
things that you are very glad to be able to put in? On the
PC, a small font option would top my list. And the Elder Council stuff
I mentioned before. I think the differences in Colovia West vs the
Nibenay East are far too subtle. A thousand other things as well, but
at some point you have to step back and say “ok, the game does enough
stuff” and finish it.
18. Do you have any thoughts on
some of the negative reactions to Oblivion (specifically the clunky
interface for PC, level scaling, and lack of background)? Did you
expect this due to the large amount of attention given to Oblivion, or
was it a bit of a shock? We always expect criticism;
that comes with doing any piece of entertainment and putting it out
there. I expect it and welcome it, it’s the main thing that makes us
want to make things better the next time. We also know it’s coming,
because we change so much between games that you’ll certainly upset
some people, it happens every time.
I mean the changes from
Daggerfall to Morrowind were just enormous, and we really heard it
then. If people don’t like something in the game, and they spent their
money on it, they deserve to bitch, and that’s one of the reasons our
forums exist, honestly. I think it’s our responsibility to take it. You
probably don’t know this, but I do have a “don’t defend us” rule to the
team regarding the forums. If someone doesn’t like something in our
games, they are right, always. It is their money, their opinion, and
they don’t need or want you to change it. Plus, I do believe the world
is 0 for 1 zillion in internet forum opinion change.
At the
same time, Oblivion is our highest rated game by a large margin (see
gamerankings, metacritic, etc), so it does put the criticism in
perspective. I would also like to end the Morrowind versus Oblivion
debate – as long as you pick one, you’re cool, I love both my children
equally. Just don’t choose someone else’s game.
19. What is your personal favorite Daedra/creature/weapon/TES moment/tidbit of anything in the Elder Scrolls universe and series? Moments:
stepping off the boat in Morrowind is a big one, I think we nailed
that. I also really like the ending scene in Oblivion’s main quest with
Martin and Dagon. That’s one of those rare epic moments for me. Those
are hard to pull off in a game, and I think it builds to that scene
pretty well. I love the quote in the first screen of Arena “The best
techniques are passed on by the survivors” and was glad to get that in
Oblivion. Nice little bookend to things. Enemies: Dremora by a
landslide. We could do a whole Dremora game if we wanted.
20. There
is no denying that Oblivion depends on a large game modding community.
Are you planning on giving this community more advanced tools such as
an up-to-date Construction Set or an exporter for 3dsMax in the near
future? Right now, modders often have to revert to needlessly
complicated methods to achieve the same quality as the original game.
If not, is it due to contractual obligations with the third party
software creators? Well, I could deny it, since the
console versions don’t depend on it at all and the majority of people
playing Oblivion play the console versions, but that’s me just being a
smart-ass. Anyway, we really, really push hard on making our stuff
really mod friendly and putting out our tools, and I’m glad we got the
wiki site running so well. We’re very proud of what the tools allow and
what users have made, I think we have the best mod-community in the
world, and it really is one of the reasons the game is so popular.
Ok,
now to the actual question, which is our art exporter. We have an
internal Max version 5 nif exporter we use. It only works on that
version and it is NOT a slick program. The other ones people are
already using for Oblivion that we didn’t make get the job done just as
well. Why didn’t we release ours? It’s a very long answer that is
mostly legal stuff, from all the middleware we use to…other things that
complicate it more.
Anyway, we feel strongly that if we can’t
really support the exporter the way we want, there’s no reason to have
one when similar ones are already being used. Search the CS wiki, and
you’ll find excellent alternatives to creating art for Oblivion, and
trust me when I say our ways are just as complicated. You aren’t
missing a thing.
21. In regards to music in TES, how
much is being added by Shivering Isles? Are you planning on sticking
with Jeremy Soule, or will it be a new composer? Can we have a sample?
Any new voice actors? No new music in the expansion, but it does have a few new voice actors. Jeff Baker is great as Haskill.
22. What
are the main things you'd like to do differently from what you did in
Oblivion? Will future TES games be more RPG oriented or will they be
more mainstreamed and easier for newcomers to the series? I
don’t look at future games based on specifics from the last, I like to
start fresh. We have lots of ideas, but anything I say here will be
premature. Like the previous games – the next game will be different
from what we just did, and many people will scream again.
23. Is
it still your intention (as mentioned by Pete at the E3) to release the
next Elder Scrolls game also for this set of consoles? We know
Conceptual Work for TES V began after Oblivion went gold, and we know
that your team is bigger than it was during Morrowind and Oblivion’s
development. Do you expect TES V to take longer or shorter to develop? I wouldn’t expect TESV any time soon, I can tell you that. We’re very focused on Fallout 3 right now.
24. How
much more content are you planning to add to Oblivion? Are there plans
for more expansions extending into the rest of Tamriel or more of the
plane of Oblivion? What about plans to change Cyrodiil more? Perhaps another download or so, but other then that, we don’t have any plans to do another expansion after Shivering Isles.
25. I
know it's hard to refer to a game that hasn't come out yet, but given
what you've seen of the dialogue system in Mass Effect, do you think a
similar system will be integrated into future TES games? That is to
say, will different emotional responses become part of future games or
will they keep the system of simply naming topics you want to ask/talk
about? I have no idea what our future dialogue system would
be. Like everything else, you should expect it to change. Regarding
Mass Effect, that game looks fantastic.
26. Can you
reveal anything about the upcoming PSP version of Oblivion? How much of
the original game's design will be carried over to it? Will it have the
same plot? Will it have similar controls? Not really, it’s not something we’re talking about right now. Perhaps in the near future.
27. In
Oblivion, once you reached the top rank in a guild, there really wasn’t
that much to do, although the situation was mildly improved over most
of Morrowind’s guilds. In the future, do you think we will see more
factions that have things for their top ranking member to do, such as
the Morag Tong from Morrowind? What about more responsibilities for the
high ranking members? I agree it’s a problem, so we tried to
add as much as we could to the end of a faction in Oblivion, “recurring
faction gameplay” was our phrase. But, you still don’t feel like you’re
really in charge. How we solve it? Don’t know yet.
28. What
can you tell us about the release of Shivering Isle? When? How much?
Will International (non-English speaking) fans have to wait? Will it
have a paper map or other gimmicks? Release date is March 27th, everywhere, PC and Xbox Live. The price is $30, or 2400 Microsoft points. Source |