Elder Scrolls V: Skyrim designers reveal details
In a fan interview, three senior members of the Skyrim design team shared some details about the finer parts in the upcoming RPG.
In a fan interview for the official Bethesda forums, Skyrim game director Todd Howard, lead designer Bruce Nesmith, and lead artist Matt Carofano shared some new details about some of the finer points of the upcoming RPG. Having seen the game a few times now, I sifted through their answers and found the following highlights:
Armor in Skyrim will be handled similarly to how it was in Oblivion. There are two types--heavy and light. This design choice ensures the player gets a strong sense of the difference between the two. "Having a 3rd one in the middle just muddles it up in how it plays, as well as visually. And even now we have to tweak those two armor types so they feel different, while remaining fun," Howard explained.
Armor also combines the upper and lower pieces into one piece. Carofano wrote that doing this worked best to achieve the desired look for Skyrim. "In most of the Nordic designs we created, the upper armor would completely cover the lower armor, making it unnecessary. We get much better visual results combining those pieces, and it renders a lot faster too, so we can put more people on screen, so that was an easy tradeoff for us." They also plan to have more armor with greater variation than ever before.
Quest structure also resembles that in Oblivion more than their more recent RPG, Fallout 3 according to Nesmith. That equates to more quests, but with fewer branches within them. "We’ve focused on telling one story well. There are decision points in all the quest lines that can change things, but overall it’s a single story," he writes.
PC players can expect benefits that reflect the strength of the platform, beginning with the Creation Kit allowing modders to customize the game. Other PC-specific upgrades include a richer keyboard-and-mouse control scheme, higher res textures, larger render models, and effects that scale based on the power of the machine being played on. But don't look for a 64-bit version of the game. That's not in the plans at this time.
And though it sounds like bludgeoning enemies in a non-lethal way isn't part of the normal combat system, Howard did add, "Oh, and we now have tavern brawls that are non-lethal! I love those." So if you happen to wind up at the Skyrim wrap party be sure you know where the door is. You never know when a bar fight might break out.
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Garnett Lee posted a new article, Elder Scrolls V: Skyrim designers reveal details.
In a fan interview, three senior members of the Skyrim design team shared some details about the finer parts in the upcoming RPG.-
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You can break the 2GB limit by adding a flag to the .exe using programs like CFF Explorer. I did that for Sims 3 because that game (with mods) rolls over frequently.
If the game is coded well it can float around about a gig and a half. I think Resident Evil 5 used only 500 MB on systems with over 4gigs. Borderlands is pretty raw and eats ram (+3GB). Fallout3/NV fresh used a solid gig, even with lots of mods used only 1.5GB
The only game I played that had a separate executable for 64-bit was Crysis, and even then it had no real performance difference because it wasn't open world. I'll have to read up what a 64-bit executable really does.-
Having it simply be an integrated option for the game makes it much more approachable to most PC gamers. While there are definitely software hacks, like CFF Explorer, to utilize more RAM, it makes far more sense to design the game so that it works without people having to install and use 3rd-party software that may be buggy/broken/virus-infected.
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Putting this flag in doesn't automatically mean it uses that extra ram it supposedly has though. Games are often programmed to make sure to be under that limit, even if it has access to more.
Take SoaSE and STALKER for two. I know adding that tag to their executables did nothing for ram usage, even though SoaSE is notorious (or was) for using lots of ram and I hit ~1.7 easy in STALKER with mods. Once they hit those limits though, they would not go above them. Ever. And there was plenty (2+) gigs free in the system they could use if they wanted.
Games have to be coded intelligently to recognize they have access to more, or at least not auto-limit to some arbitrary hard-coded amount.
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Awesome! That really excites me because when I got frustrated in Oblivion I would start killing random people then reloading a save, this'll make it so much easier! Seriously they should put this as a bullet point on the back of the box "Non-lethal bar fights!", no wait they should make it a subtitle for the game! No better yet change the title to "Non-lethal bar fights + cats" I mean "Non-lethal bar fights + Awesome opern world RPG!"
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Anybody knows about world leveling? This killed the replayability in Oblivion for me (1st play was too exctatic to be bothered).
I mean, having the big boss fighting with iron weapons (low level player), or a glass/daedric bandit asking for 100 toll fee or your life (high level player).
Immersion is better if you know you can't touch certain areas because you won't have time to swing you sword once. -