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Skyrim - Todd Howard interview @ Gamasutra

by Aries100, 2011-07-07 22:17:46

Gamasutra talked with Todd Howard about Skyrim, about the vision behind it all.  Here's Howard's take on design decisions:

As a design director, is there an overarching design philosophy that you follow that has worked over the course of so many games? 

We have one for the studio. Our motto is "Great games are played, not made," meaning you can spend a lot of time on paper coming up with great ideas, then as soon as you put it in the game, you're like, "I was thinking wrong." So we try to just bullet point things on paper, then get it in the game, play the game, and get ready to throw your ideas out.

Abnd here's what he thinks about accessibility:

What about accessibility -- making Skyrim a game that's inviting to people who might not play RPGs as much, and also the hardcore people who have been playing The Elder Scrolls since the beginning?

[...]What happens in Oblivion is you start the game, play for three hours, and then think "I want to start over, I chose wrong." So we'd like to sort of alleviate some of that. I also think the controls work better [too] ... it's more elegant.

You look at Call of Duty, the most popular game in the world, and that's actually pretty hardcore. At the end of the day, it's a hardcore game, has RPG elements in multiplayer, making classes, picking perks. I think the audiences are there, and we tend to make our game more for ourselves and other people who play a lot of games.


Source: RPG Codex

Information about

Skyrim

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released


Details