Elder Scrolls 6 revealed so early due to "pitchforks and torches"
Yours truly, angry mob.
Bethesda and Todd Howard announced Elder Scrolls 6 when they did because of fan demand, or in the words of Skyrim's lead designer Bruce Nesmith, because "the pitchforks and torches were out".
Nesmith, who has been part of Bethesda Softworks on and briefly off since the 90s and has worked on Skyrim, the Fallout series and Starfield, said the studio took "years of hits for not talking about Elder Scrolls 6" publicly.
"I mean, years of hits," Nesmith said in an interview with MinnMax. "Because Todd's opinion - one which I share, by the way - is that the video game industry has short memories. Those companies that start touting their games years ahead of time, actually, you know, they screw themselves. The best time to start talking about it is six months before release." This was the strategy the studio implemented for Fallout 4.
Nesmith went on to state it was "only the fact that everybody was, you know, the pitchforks and torches were out" that got the studio to officially announce The Elder Scrolls 6 in 2018. You can see its announcement tease in the video above.
"But I'm betting you won't hear much in the way of details until a good six months before release," Nesmith said, adding he believes this is the "best approach" and "the way it should be".
Nesmith added that Howard knows what he wants for Elder Scrolls 6, and it is likely that things devised for the likes of Oblivion and Skyrim "will be further developed" for Bethesda's upcoming release.
"I don't know what they will be, but you will find my fingerprints on many of those things," Nesmith said. He did, however, say there will probably be "traces" of the Magic System he created for Skyrim in Elder Scrolls 6. Meanwhile, the levelling system will "absolutely continue".
"There will be a bunch of new ideas thrown in, but I am betting some of the stuff I worked on will survive to the new one," Nesmith said.
Earlier this year, Howard admitted he wishes he had announced The Elder Scrolls 6 differently.
"I probably would've announced it more casually" today, Howard said in August, admitting he had "asked [himself] a lot" if he regrets revealing the game when he did.
Awwwwww the poor babby's
Also we know you guys have short memories, todd keeps saying that x, y and z will be in the game and then all of it is usually missing from release.
Weird how you guys keep taking hits, huh?
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Wasn't this the same conference where they announced a bunch of crap? It felt like the VI announcement was to soften the blow they'd receive if they had only announced that crap
I think that was a rather shitty take tbh. "The engine is the issue, just look at Rockstar!" He knows nothing if he thinks R* creates an entirely new engine for every GTA or RDR, they don't, they also expand upon the previous engine, and they've been doing that for very long too. UBIsoft has their own engine too for e.g AssCreed... CDPR has their engine, it's not an entirely new one for CP2077...
The engine is good for what they're trying to do, and especially so in regards to modding, we have tools for it we've worked on for the last 20+ years. Their games would not automatically be amazing with a new engine that these devs would have to learn + likely no mod support or at least extremely limited.
A former employee of Bethesda nicely summed it up, it's because 500 people with super strict assignments makes a more boring / stale game. The freedom the developers had with the previous games was a big part of the success. I mean imagine that, people having freedom to add cool shit, fix stuff as they see fit etc - you'll have a better game! Smaller and tighter team with better communication etc. Of course that is a key to success.
you can absolutely make a house part of the "main" cell. I think this mainly becomes a bit of an issue with the camera perhaps (for third person). For Oblivion we had mods that made all cities part of the "main cell", so e.g monsters and whatnot could walk into the cities. What you gain with NOT doing it like that is of course performance + just a way more controlled way of doing it, having wolves or other enemies roam into the cities and killing off shop owners and whatnot, it complicates things...
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