![]() The other thing is that we have the people who have worked there for a long time and I’ve worked with them, so I can trust them on a lot of things that I used to do and, for me, personally, I get to focus. We knew we were gonna, but we still wanted to go for it, and that stuff has really settled down and we’re in a great place. “It was a little tricky both creatively and with other technical things, and we struggled a little bit. It’s also meant Howard stepping back a little, keeping his eye on the overall creative direction, rather than the minutiae. “A lot of tricky stuff,” he explains, “but it’s been a lot of fun to solve.”Īll of these projects have required Bethesda Games Studios to expand dramatically, opening two new studios to allow the teams to hit the creative targets their aiming for. That’s meant employing robots and computer terminals as the sole expository tool. How do you give players quests and how do you tell stories in a world now uninhabited by computer-controlled human beings? Every human you meet in Fallout 76 will be a real person. Howard explains to me the difficulties of changing the actual fundamental design of the game – what you let players do, what you restrict them from doing, how you tell players what to do and how to do it and how you allow solo players to find fun in a world designed primarily for joint co-operative experiences. Instead, 76 is more focused on smaller groups of players who can tackle challenges alone if they please, but even on this scale the developmental challenges of creating the game have been enormous for a team that’s traditionally only numbered around 100 staff. It’s a more constrained approach compared to something like World Of Warcraft or The Elder Scrolls Online, which both feature hundreds of players online in any given area. 76 is the studio’s first foray into online multiplayer. ![]() While Starfield and Elder Scrolls 6 are medium- and long-term ambitions, that's not to say the end of 2018 isn't busy for Bethesda. When you’re in the office and you’re working on this stuff, it’s a lot of people with heads down for years, and when you see fan reactions like that, that’s gas for the tank, big time." ![]() We weren’t sure beforehand, but now it seems like there is, and that gives the whole studio a lot of confidence. You know what I mean? Knowing people will react really positively to hearing this, rather than ‘What are you doing?’ It felt like there was an equal hunger out there for us to do something new like that, and it was the same we have. It seemed to get a lot of pre-buzz because of rumours and that made us feel better in announcing it. , we’ve been happily surprised how much attention it got, even though we never said anything about it before Sunday. They’ll go bananas for Elder Scrolls 6, based on their reaction to the teaser. Fallout 4 – people went bananas when we announced that. “It’s a different kind of excitement, but we’re always excited. But both Fallout and The Elder Scrolls aren’t original IPs – Starfield is, and with that brings a lot of risks and challenges when announcing, talking and developing something on this kind of scale. In that time he’s shaped two franchises into the major bestsellers they are today – The Elder Scrolls V: Skyrim has become one of the most popular role-playing games ever made and can also be attributed to a huge influx of fans into the genre, similar to how Peter Jackson’s The Lord Of The Rings trilogy. This year marks the director’s 25th anniversary at Bethesda Games Studios. Eventually we're just like, ‘Let’s start doing, life is short.' Let’s see if we can do it so we don’t just have one big game every three or four years.” ![]() “We’re still an independent company so, generally, people let us do whatever we want” he says, laughing. Deciding to do an entirely new IP has been something Howard has wanted to do for a long time, but it’s taken time for technology to catch up with the ambition before Bethesda started really considering it as an option.
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