On the eve of the exit of Shattered Space (first DLC for Starfield) chapter Bethesda Game Studios Todd Howard (TODD HOWARD) gave a small interview with the British Academy of Cinema and Television Arts (BAFTA). Within the framework of a four -minute video, the developer spoke about his principles of creating game worlds.
According to Howard, Bethesda seeks to make his worlds believable and fascinating for research. For this, the authors prefer to put players in the epicenter of events and reward them for curiosity, thereby answering “yes” to questions like “I can go there?"Or" Can I do it?"
From the game of the game Worlds Bethesda They become more scale. And this is mostly due to the fact that a significant share of the ideas of developers reaches the final of production:
IN Bethesda We cut very little from our games – that is why they turn out so irresponsibly large. And this is due to the fact that the whole team puts a lot of creativity in the game. Obviously, this is not only my “merit”, and in my opinion, this is what does [our Titles] special.
Todd Howard
When developing Starfield The company moved away from its classical formula of man -made worlds towards procedural generation. Although this decision did not like all gamers, Todd Howard continues to protect his brainchild:
In relation to Starfield We tried to develop every aspect of the game, but the most serious problem was the generation of planets. How do we generate these planets, and is this good idea in principle? Okay, at that time, maybe not, but we were still able to achieve this. There is a technological challenge to force it to work, but there is a design task – how to make it pleasure every minute, and then every hour for everyone who plays it.
Todd Howard
Starfield: Shattered Space It turns out tomorrow on the PC (Steam, Microsoft Store) and Xbox Series.
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According to Howard, Bethesda seeks to make its worlds believable and fascinating for research.
Yes, yes Todd. Hundreds of fields with Starfield stones were very exciting to explore.
Yes, therefore, the civil war in Skyrim is so rich, with dynamic captures, with 12 quests on each side (with 2), with recorded dialogs and scenes.
And here are a bunch https://ukcryptocasinos.co.uk/bitcoin-casinos/ of smaller locations, quests, scenes and characters from the link, and this is only one such mod.
It is clear that everyone has their own taste. But personally, I did not go a single game from Bethesda, I started almost everything, in some I spent even more than a hundred hours, but not one went to the end. They have exciting worlds, it is interesting to engage in research in them, but even this is bored sooner or later. Their pumping balance was not absent with Morrowind and never appeared in Fallout 4 (I won’t say it for Starfield – I have not tried it yet).
About this, in principle, there are a song for many years, in general, true
It just works, it just works.
I dare to assume that in space, things are something like this. So, Todd did not lie about believable, if we consider Starfield: D
You forgot to say that after the first scrolls, the second scrolls came out.
+ cut.
It seems that the gestures of the Hizards are just not about going through it, but about plunging into the world. Unless not?
As if Maine quest is just a needle that will weave you into the fabric of the world, and where you go in the process – your business
We followed the frankly bad idea and were able to achieve it.
St? Uncle Toddy, maybe it’s time to retire because I already see the senile diseases of the brain, although what kind of volume, until it pays off on 6 scrolls, he will not go anywhere.
Little Lies, Stunning Shows,
PEOPLE BUY, Money Flowers Flows.
It creates shitty. There is such credibility in Starfield that on the planet there is no resource according to the data, and in the randomly generated cave on the same planet, there is.
For this, the authors prefer to put players in the epicenter of events and reward them for curiosity, thereby answering “yes” to questions like “I can go there?"Or" Can I do it?"
Well, yes, only the audience is growing, their questions are growing with them. But no, in the mind of Todd Howard and others, with the permission to say “writers” in Bethezda, the same questions “can I get out to that mountain?"; “Can I bang this NPC”; “Can I find a dad who left for cigarettes when I was nine?»Well, like a kamon, I already had no such questions at the Skyrim moment. I rather had questions in the style of “I can ride a dragon?"Or" Can I turn into a dragon as Martin did in the last part?"Or" Will the plot of the Dark Brotherhood be as interesting as in Oblivion ". Alas, on most of these questions, Skyrim told me "no".
In Bethesda, we cut very little from our games – that is why they turn out so irresponsibly large. And this is due to the fact that the whole team puts a lot of creativity in the game. Obviously, this is not only my “merit”, and in my opinion, this is what does [our Titles] special.
Let us restore the models of the carved content, restore some very small, relative to the rest of the game, and unnecessary content, without which the game would be calmly lived. Another thing is that from playing the game of content it simply becomes smaller, it is replaced by the Radiant with quests and endless cleansing of the dungeons and other generations of repeated garbage, the number of fractions and their quests become neumerly short and they are reduced either to poorly reasonable running around from one corner to another, or this is another cleaning of the dungeons.
Yes, Oblivion, too, was not all glory to God, let’s remember and remember the branches of guilds of magicians and wars. But the Oblivion at least took the collision, did not like one quest, friend, here you have the next quest, you will definitely like it.
Mororovind, despite the peculiar dialogs-referrals with hyperlinks, despite the even more peculiar baton in the warranty plan, the game was much more thought out. The quests still still drove you out of different edges of the map and different dungeons, but there at least you could explain the reason for your travels and marks through the entire island.
Well, somehow the last two potions work, operating on approximately similar issues.
That is, you compare the gameplay of the game of 2011 and 2017 in all seriousness? This reproach is relevant to Starfield, but definitely not to the old woman Skyrim.
It’s just cosmos, it’s kind of real … and explore the fields of the stones of another planet IRL, step on the dust with your feet and leave the legendary imprint is much more interesting than the endless emptiness in the game, for which you gave money, b) in which the thousand mother of his planets and the content on them has at best 10%. Why do you need a planet on which there is no activity (cleaning random avantists from fly agarics is not content). This is a pure set of textures that you own, but do not dispose.
Yes, in Redempshin, at one time I did not climb everywhere because the content on such a map is too much and you are sent much more than you start to get bored, and then you landed on a flat world, looked around and you can fly away.
In No Mans Sky, in general, the gigaliard of the triliards of planets was naraudo, but at the same time all planets are divided into 2 dozen categories, there are planets with an endless ocean, volcanic adesche, abnormal planets, etc. When you meet in any system a dead planet with 0 fauna and flora, without an atmosphere, just a bare stone in space – this is an event for you. You can stand on the surface, raise your head and see a space storm with your own eyes. And you are so standing, around the void, silence, even there is no embit of music, and ash goosebumps go from the skin from how a lonely atmosphere of abandonment and doom is here. Learn Tod.
The credibility of the frank fanteze in the person of cosmorous and their magic.