I recently encountered a nice little interview at The RPGCodex. Scroll down the thread for the whole interview.
It's a very interesting piece describing several design decisions made during the development of Morrowind, and how they treated the license of The Elder Scrolls.
For instance, it shows that Morrowind was based on real-world history much more than the previous games (Duh gypsy), but also that this was a conscious decision flowing from one of the 'rules' the lead designer, Ken Rolston, had. It also shows what happens if you have multiple people with conflicting views working on a game: the quality of the game degrades significantly.
It also explains several problems with Morrowind, the fact for instance that Todd Howard is much more of a Hack-and-Slash man than a real roleplaying man explains the way Morrowind turned out, and presumably the way Oblivion will turn out as well.
It's a very interesting piece describing several design decisions made during the development of Morrowind, and how they treated the license of The Elder Scrolls.
For instance, it shows that Morrowind was based on real-world history much more than the previous games (Duh gypsy), but also that this was a conscious decision flowing from one of the 'rules' the lead designer, Ken Rolston, had. It also shows what happens if you have multiple people with conflicting views working on a game: the quality of the game degrades significantly.
It also explains several problems with Morrowind, the fact for instance that Todd Howard is much more of a Hack-and-Slash man than a real roleplaying man explains the way Morrowind turned out, and presumably the way Oblivion will turn out as well.