ENTREVISTA DEVELOP BRIGHTON, 2 DE NOVIEMBRE 2020
馃摪 Going nuclear: the story of Todd Howard & Bethesda, 2 de noviembre de 2020
1馃殌Todd Howard: "The reason we announced that stuff is we were at the time doing Fallout 76 and The Elder Scrolls: Blades, and we wanted to make sure our fans knew, ‘here are the things coming up’. We knew at the time these things were going to be a way off, but it still felt better to engage and say ‘here’s what we’re making’. It’s going to be a while till people hear about it and really, really see it."
"We like to—as much as possible—when we show it, really be able to show what the final product feels like, looks like, and we’re closer to release so that we’re 100% confident here it is, here’s what it does, and here’s when you can play it."
2馃殌 Todd Howard: (Sobre tema a mano y procesural en creaci贸n de mundos) "We want to spend our time handcrafting the things that you can tell are handcrafted whereas nature – computers can do a good job at putting trees and rocks and making landscape around that you can massage."
"So we want to make sure for the scale of our development and our team that we’re touching the things that are most important. If we can use procedural systems to generate content that keeps the game kind of everlasting then that’s what we want to lean on."
"We went away from it for a while and then we’ve been coming back to it over time. We like to experiment each game with somewhat procedural stuff and then when it’s not working out, we go in and touch it."
"The stuff we're doing now, we're pushing procedural generation further than we have in a very long time with the stuff that's coming up"
3馃殌 Todd Howard: (Respecto a cosas a meter en Skyrim con hardware next gen que antes era imposible) "Probably just the amount of NPCs in there, obviously you get fidelity right so the graphics will be better but whatever the amount of NPCs and the feeling of the other people in Skyrim and how they react to you. The cities are in your mind like you've been to Whiterun and that's this big city but it's not and maybe there's 20 people walking around total. That’s probably the main thing where the hardware and those kind of things get you but by then we had gotten pretty good with our technology and streaming and those kind of things where we were able to throw a lot of stuff coming in the world."
4馃殌Todd Howard: "We have more people doing Engine work now by a factor of 5 probably than we've ever had, so the overhaul in our Engine is the largest we've probably ever had maybe you know larger than Morrowind to Oblivion. There are things we do that we still like the way we, the way we build our world, the way people mod it. These are things I think that are fundamentally good about our tech stack. But from rendering to animation to pathfinding to procedural generation, I don't wanna say everything. It's a significant overhaul, taken us longer than we would have liked. When people will see the results, they'll be as happy as we are with what's on the screen but also in how in how we can go making our games"
5馃殌 Todd Howard: "Mods will still be a thing further down the line."
6馃殌Todd Howard: "(What does the super advanced console and tech give you?) When you step out into the world, hardware matters in pulling off a world that feels like "I've never seen anything like that" and that moment we now can do in new ways."
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