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The Elder Scrolls IV
Oblivion - Facts Developer: Bethesda Game Studios Publisher: Bethesda Softworks LLC Format: PC and future generation consoles Release Date: A release date has not been announced.
Overview (Press Release): Bethesda Softworks Announces The Elder Scrolls IV: Oblivion “Quintessential RPG of the Next Generation” Under Development for PC and Future Generation Consoles (Rockville, MD) October 22, 2004 -- Bethesda Softworks LLC, a ZeniMax Media company, today announced that The Elder Scrolls IV: Oblivion™ is currently in development for PC and future generation consoles. In development since 2002, Oblivion is another leap forward in role-playing with its combination of freeform gameplay and cutting-edge graphics. Oblivion is the sequel to the best-selling, award-winning role-playing game, The Elder Scrolls III: Morrowind®, named 2002 RPG and Game of the Year for both PC and Xbox. "Since starting this project two years ago, our goal has been to create the quintessential RPG of the next generation," said Todd Howard, executive producer of The Elder Scrolls® series. "We looked back at what we had done with the series, and then looked ahead to what the future of video games could be, and we think this is it." In keeping with the Elder Scrolls tradition, players will have the option to experience the main quest at their own pace, and there will be plenty of opportunities to explore the vast world and make your own way. Numerous factions can be joined, such as the thieves or mages guilds, and each contains its own complete storyline and the chance to rise to the head of the faction and reap further rewards. Howard commented, "Our games have always been about great depth and variety in creating any kind of character you want and going out and doing whatever you want." He added, "With Oblivion, we're taking the idea of a virtual fantasy world as far as it will go." Oblivion features a groundbreaking new AI system, called Radiant AI, which gives non-player characters (NPCs) the ability to make their own choices based on the world around them. They'll decide where to eat or who to talk to and what they'll say. They'll sleep, go to church, and even steal items, all based on their individual characteristics. Full facial animations and lip-synching, combined with full speech for all dialog, allows NPCs to come to life like never before. Oblivion is a single-player game that takes place in Tamriel's capital province, Cyrodiil. You are given the task of finding the hidden heir to a throne that sits empty, the previous emperor having been killed by an unknown assassin. With no true Emperor, the gates to Oblivion (the equivalent of hell in the world of Tamriel) open, and demons begin to invade Cyrodiil and attack its people and towns. It's up to you to find the lost heir to the throne and unravel the sinister plot that threatens to destroy all of Tamriel.
The Elder Scrolls IV Oblivion - Official FAQ Q. What's the release date? A. We haven't announced a release date yet and don't plan to do so for a while. Q. How long has it been in development? A. Since Mid 2002. Q. What does the name "Oblivion" mean? A. Tamriel is the world of The Elder Scrolls and Oblivion is the equivalent of Hell in Tamriel. Q. Where does Oblivion take place? A. In Cyrodiil, which is the capital province of Tamriel, as well as parts of Oblivion itself. Q. What does 'future generation consoles' mean? A. It refers to video game consoles that aren't yet available, or even announced. Q. What are the PC system requirements? A. We don't know at this time, but it will certainly look the best on the latest hardware available when the game is released. Q. Can I be a beta tester? A. When we reach the stage where we need external beta testers, we'll put out an announcement and information on how to apply. Until then, we don't keep names or lists, so you'll have to wait for the announcement. Q. Will Oblivion include multiplayer? A. No, Oblivion is a single-player game only. Rather than split our focus between two different types of gameplay, we'd rather focus on one and make it the best single-player experience possible. Q. What perspective do I play the game in, first or third-person? A. Both. The game is meant to be played first person. However, you can toggle the view with the press of a button/key. Both views are available throughout the entire game. Q. Will the TES Construction Set be included again? A. Yes, the TES Construction Set will be included with the PC version. It will not be available on a console. Q. Does the story in Oblivion pick up where Morrowind ended? A. No, each chapter of the Elder Scrolls series is a different story unto itself and isn't directly connected to any of the other storylines. All of it adds to the lore and history of The Elder Scrolls, but you don't have to play previous games to know what's going on in this one. Q. I have lots of ideas and questions, where do I send them? A. We encourage you to register on our official forums and post your ideas and questions in the Oblivion section, where our fans and developers share and discuss ideas and answer questions about the game and what they'd like to see. Q. Are those real screenshots or are they renders? A. All the screenshots are 100% authentic screenshots taken while playing the game. Q. Where can I get more information on the game? A. Continually visit our website and look for many previews that are coming across all gaming publications. Information will slowly be revealed on the game until it is released.
The Elder Scrolls IV Oblivion - Official Fan Interview Answers from Todd Howard, Executive Producer. 1. Will Oblivion retain Morrowind's linear quest concept for the main quest, or will it be possible to approach this from many different angles, changing the final outcome in the process? Overall, the main quest is more linear than it is wide-open, but it does have sections where the actual goals for you become more open. As much as possible, we try to allow you to finish each quest in as many ways as possible. The actual very end is the same no matter what you did to get there. There are little things we can do well with our kind of game, like “get this item from this character” – especially now with our new AI system – where even something that simple opens itself up for tons of different gameplay options. 2. Altering the level of difficulty in Morrowind and its expansions was very simple. You slid one generic bar up and down and it increased or decreased the difficulty of some aspect of the game. In this next installment of the Elder Scrolls series will players have more control over specific aspects of the game? Unknown right now, we do plan on having a difficulty slider that affects how easy and hard the game is. But how it does that has not been finalized. I’d be interested to hear people’s opinions on that one. Would they like separate “damage” sliders vs “skill use” sliders? Good one for the fans to chime in about. 3. The TES series has always offered the player other options besides the main quest and side quests. Will Oblivion expand on that concept and offer other activities/professions? I’d like to think we’re expanding that idea. There is tons to do other than the main quest, and we hope that we’ve got a better handle on what kinds of things the player may want to do and how to deliver that. I don’t know if I would say “expand” as much as “improve” the concept of freeform gameplay. 4. The population in Cyrodiil, the assumed main setting for Oblivion, is said to be ‘thousands upon thousands’. With such a small NPC bank, how do you plan on emulating this massive crowd? With the number of NPCs we have (around 1000), it’s dense. It’s an insane number for us to pull off, so I can’t say we’re at-all concerned with the number of characters in the game. If anything, it’s too many, but we always do that. All of our lore is obviously written as ideal, to say X province or city has so many people, but you can’t always actually pull that off on screen, or even store it, so you try to create a scale that feels good in game, that plays well and is fun. So the scale of the terrain and the number of NPCs is always geared to the gameplay more than the lore saying how big or small something is. 5. In regards to the new Radiant AI system, it has been stated that NPCs will be able to think and react independently of scripts. Does this mean that a player could order an NPC to do something (if in the position of a guild head, etc.), or perhaps find a random unscripted quest due to independent NPC actions? Yes, we can do those things. I’m not saying they are in there, and we’re toying now with watching NPCs do things and how we can really get the player to affect that or have more fun with it, or even see it. So I won’t give specific examples right now, but we’ll be trying some similar things in places. I can tell you that our goal for the Radiant AI was the “Fargoth” quest in the beginning of Morrowind, which took some heavy scripting to get Fargoth to behave well, sneak around, steal the ring, put it in the stump, and such. Our early goal for the Radiant AI was that kind of thing just “happening”, without any scripting. And it works - which is great. But if we didn’t tell you what Fargoth was up to, you would have never noticed, or it would have looked really odd. Anyway, that’s the stage we’re at, we have the behaviors, and we’re trying to maximize the player’s perception of what’s happening. 6. The armorer skill in Morrowind was limited to repairing objects; the bus 'stopped there'. Do the developers plan on expanding the abilities of this skills in Oblivion, and if so, how? One of the things we’re not ready to talk about. 7. In Morrowind beast races were restricted by their physical attributes from utilizing closed faced helms as well as boots, and were not given a boost in hand-to-hand attacks based on their claws. What, if any, special rewards are going to be awarded to beast races in Oblivion, to balance this lack? Well, Oblivion handles those races differently in many respects, so I can’t really talk yet about specific perks and such. Suffice to say, each race will have it’s own perks, and they should all balance well. 8. How do you expect the Oblivion Magic system to differ from Morrowind's? Another item, we’re not ready to go into detail on. But I can tell you that we felt Morrowind magic was too weak, in terms of being able to use it as your sole way of playing the game. That was really a reaction to Daggerfall, which was too magic heavy. Anyway, our goal is that you could play the entire game just using magic, and have that balance the same way combat or stealth does. To really be successful playing Morrowind, you had to use weapons, and we want to avoid that. 9. In Morrowind it did not matter where you struck an enemy in melee
combat; a hit was a hit, and the damage was determined independently of
where your blow landed. In Oblivion will the point of a weapon's impact, on
both armor and flesh, factor into a more or less devastating attack? 14. What changes can we expect in the CS? Specifically, can you say
anything about modeling and texturing, the dialogue editor, or the scripting
language? 18. Can you give examples of the extent the Havok engine will allow
players to interact with the environment? 20. And lastly, considering that every piece of new information is being
scrutinized heavily by the TES fan base, how much weight does the online
community have with the decision making process?
The Elder Scrolls IV Oblivion - Links Unofficial Oblivion FAQ at Destination Morrowind Oblivion Preview at TotalVideoGames The RPG for the Next Generation
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