0wing
Все умрут, а я волномут
The Elder Scroll V: Skyrim remaster comes late October on PCs and current-gen consoles, a game hardly needs any introduction. In honor of that, TJ and DTF got a chance to talk with Todd Howard, the famous game designer who lead the development of Fallout 3 and Fallout 4 and also The Elder Scrolls series, including Morrowind, Oblivion, Skyrim. Howard told DTF editor, what he thinks about VR and the future of game industry, confessed in love to S.T.A.L.K.E.R. game and gave a few advices to aspiring game developers.
How do you estimate the cultural and industrial impact of Fallout 4 comparing to Fallout 3 and Skyrim, which became an actual phenomenon. Did it performed the same?
"I think, it's for you to judge. (chuckles) Overall, it's our most massive launch, so we'll see the end result after five years. But it's hard to compete Skyrim."
Fallout already has an established setting - Post-Apocalypse in USA of 1950s. But did you ever heard about other projects, showing post-apocalypse in the former Soviet Union lands? Metro game series made by 4A Games or S.T.A.L.K.E.R. made by GSC? Such subject is very popular too - especially in Europe or CIS countries. Would you like to set Fallout in Moscow instead of, say, San Francisco?
"I know Metro and S.T.A.L.K.E.R. very good - these are wonderful games. But I think that Fallout setting is one of the most important components of the series. This is a game about the American way of life, thinking. There's no way avoiding it."
Do you have any developments on TES VI? Do you have a formed overall vision on the project?
"I can't go into details, someday we'll release it, but right now we work on several projects and development of this one hasn't started yet."
What do you think about recent scandal with No Man's Sky developers, who released a game that didn't meet the expectations of lots of players and simply disappeared from the radar? What to do if the game will come out soon and the team understands that it won't meet everone's expectations?
"I don't think I can answer that question."
The gaming community is believed that with access to a wider audience (exactly like under your direction), Fallout and The Elder Scrolls became weaker as a role-playing games. Instead, the two series have received even greater commercial success and recognition than 10-15 years ago. Do you think this is an appropriate exchange?
"To be honest, we never choose some specific target audience for our projects. We just trying to make them as better as possible. We do try and experiment - not always successfully. And that's fine. In addition, in heart, we all remain oldschool hardcore gamers. Therefore, it is to this day reflected in our games."
What do you think about VR? Bethesda said that they make bet on virtual reality. In addition, its projects - basically first person action games with a strong immersion effect into the game world.
"We are working on Fallout 4 version for VR headset, and we are looking into this technology. We enjoy the experience but I don't know if VR will become a succesful platform.
But in general, you are right. Our big worlds fits like a glove for VR. We ourselves would like to to playsuch games, so we will try to bring them to life."
What for you are the major complexities in mangement and producing large-scale projects? Can you tell some backstage story about a funny incident during development?
"Oh, God, there's so much stories, not sure if I can remember a certain one right now! But the most difficult part is to merge all the game elements into a single system and make sure that it looked and felt not fragmented but organic.
That's why we try to keep the studio size small: we don't have much of staff compared to other teams who work on large-scale open world projects. And many of those who joined the team 10-15 years ago stays, first and last it's the same big family, where everyone knows how to work and get along with each other."
There's a popular picture in the net that shows the three stages of lead director of The Witcher game series. Early in his career, Marcin Iwinski looked fresh and cheerful, but before the Wild Hunt release he looked like a walking corpse. Is the work exhausting for you? Where do you draw the energy?
"The projects are exhausting but not in a bad way. We got lots of fans, and they're relying on us, so we need to give out the best, which is what we do.
To be honest, the work itself does give us strength, we love our fans. After the release of each project we make a little break and get back to the studio. Simple as that."
Fallout: Shelter proved to be a successful companion app. Is there any plans for further development on mobile market? What do you think about the experience of Square Enix, to fully develop its franchise on mobile platforms?
"We enjoyed the work on the Fallout Shelter. We have long wanted to implement such a project. A lot of people plays on smartphones. Company is interested in this sphere, and we'll work on more such games."
You told about how settled in Bethesda - during college education came to their office, knocked, and said that one day will be working there. Perseverance eventually bore fruit. But the scope of amateur development greatly expanded, and the whole industry is not the same, that twenty years ago. What can you advise the novice developers?
"I think that beginners are in great luck. Nowadays there's so many different tools to create games, now it's a lost easier to enter the industry than 15-20 years ago."
I would advise to learn appropriate technology and create something of their own, and then publish the game or even just add it to the portfolio, it's a great way to make an impression during the interview. When recruiting staff we pay attention to such things.
You told us that at the beginning of the career you were inspired by Ultima as a standard of role-playing game that gives the player total freedom. And more recently you said that Fallout 4 and "Edge of Tomorrow" are very similar. What else inspires you now? What modern games, movies and books do you like?
"I do not want to give a route, in order to not ruin the surprise. First and foremost I've been watching how other studios approaching for the creation of open worlds to exploring mechanic. If I voiced some titles of movies, games or books, it will be a spoiler for our next project, so ... (grins)"
Do you keep in touch with active members of the community? Take on the job creators of the especially popular mods?
"Yes, the team has several people who came from the mod creating community. In addition, during the recruitment process, we ask candidates to provide the result of the creativity and create something for one of our games as a test."
How do you plan the release of addons? Pick the basic ideas for the DLC at the development stage of the main game, or sit down after the release and think what would you like more to add?
"We don't have any beaten track in this regard. After the release we allocate a week, during which the team just sits and creates in the game whatever they like, explores the final product. Then we organize brainstorming, analyze what they want the players themselves, and make a decision.
For example, in the case of Fallout 4 fans said that the final game did not offer much variety in the choice - we have corrected in the Far Harbor addon."
Do you play something now? What did you liked?
"Recently completed Inside, it's one of the best games, I've ever played this year. I also play Forza Horizon 3, it's good too."
Are there any people in the industry whose creativity inspires you?
"You've mentioned Ultima - I still consider Richard Garriot a true wizard. I could also pick out Sid Meier (Of Civilization fame) , always liked his approach to game design."
Do you have a game that makes you think, "Why didn't I made it before than these guys, why it has not come into my head?"
There is always something to be guided on, the industry has a lot of activists who's contributions to it is invaluable.
If it needed to point out one certain game, then let it be Tetris - this is really the ideal and unique reference. Nobody was able surpass it or even replicate.
Was it scary when you came to the reins of the Fallout and The Elder Scrolls franchises?
""Scary" - not exactly suitable word. The team was very fond of these games, we knew we wanted to do with them. We had serious ambitions and big plans. It was important only to implement them properly."
What do you think, in what direction the game industry moves?
I think that eventually we will see more and more ways to distribute games. Many platforms, different ways of financing new technology.
I think, in 10-15 years we will do things which now couldn't be even dreamed about. However, 10-15 years ago, someone obviously said the same thing. Progress is progress.
Source
Rushed translation: @0wing
How do you estimate the cultural and industrial impact of Fallout 4 comparing to Fallout 3 and Skyrim, which became an actual phenomenon. Did it performed the same?
"I think, it's for you to judge. (chuckles) Overall, it's our most massive launch, so we'll see the end result after five years. But it's hard to compete Skyrim."
Fallout already has an established setting - Post-Apocalypse in USA of 1950s. But did you ever heard about other projects, showing post-apocalypse in the former Soviet Union lands? Metro game series made by 4A Games or S.T.A.L.K.E.R. made by GSC? Such subject is very popular too - especially in Europe or CIS countries. Would you like to set Fallout in Moscow instead of, say, San Francisco?
"I know Metro and S.T.A.L.K.E.R. very good - these are wonderful games. But I think that Fallout setting is one of the most important components of the series. This is a game about the American way of life, thinking. There's no way avoiding it."
Do you have any developments on TES VI? Do you have a formed overall vision on the project?
"I can't go into details, someday we'll release it, but right now we work on several projects and development of this one hasn't started yet."
What do you think about recent scandal with No Man's Sky developers, who released a game that didn't meet the expectations of lots of players and simply disappeared from the radar? What to do if the game will come out soon and the team understands that it won't meet everone's expectations?
"I don't think I can answer that question."
The gaming community is believed that with access to a wider audience (exactly like under your direction), Fallout and The Elder Scrolls became weaker as a role-playing games. Instead, the two series have received even greater commercial success and recognition than 10-15 years ago. Do you think this is an appropriate exchange?
"To be honest, we never choose some specific target audience for our projects. We just trying to make them as better as possible. We do try and experiment - not always successfully. And that's fine. In addition, in heart, we all remain oldschool hardcore gamers. Therefore, it is to this day reflected in our games."
What do you think about VR? Bethesda said that they make bet on virtual reality. In addition, its projects - basically first person action games with a strong immersion effect into the game world.
"We are working on Fallout 4 version for VR headset, and we are looking into this technology. We enjoy the experience but I don't know if VR will become a succesful platform.
But in general, you are right. Our big worlds fits like a glove for VR. We ourselves would like to to playsuch games, so we will try to bring them to life."
What for you are the major complexities in mangement and producing large-scale projects? Can you tell some backstage story about a funny incident during development?
"Oh, God, there's so much stories, not sure if I can remember a certain one right now! But the most difficult part is to merge all the game elements into a single system and make sure that it looked and felt not fragmented but organic.
That's why we try to keep the studio size small: we don't have much of staff compared to other teams who work on large-scale open world projects. And many of those who joined the team 10-15 years ago stays, first and last it's the same big family, where everyone knows how to work and get along with each other."
There's a popular picture in the net that shows the three stages of lead director of The Witcher game series. Early in his career, Marcin Iwinski looked fresh and cheerful, but before the Wild Hunt release he looked like a walking corpse. Is the work exhausting for you? Where do you draw the energy?
"The projects are exhausting but not in a bad way. We got lots of fans, and they're relying on us, so we need to give out the best, which is what we do.
To be honest, the work itself does give us strength, we love our fans. After the release of each project we make a little break and get back to the studio. Simple as that."
Fallout: Shelter proved to be a successful companion app. Is there any plans for further development on mobile market? What do you think about the experience of Square Enix, to fully develop its franchise on mobile platforms?
"We enjoyed the work on the Fallout Shelter. We have long wanted to implement such a project. A lot of people plays on smartphones. Company is interested in this sphere, and we'll work on more such games."
You told about how settled in Bethesda - during college education came to their office, knocked, and said that one day will be working there. Perseverance eventually bore fruit. But the scope of amateur development greatly expanded, and the whole industry is not the same, that twenty years ago. What can you advise the novice developers?
"I think that beginners are in great luck. Nowadays there's so many different tools to create games, now it's a lost easier to enter the industry than 15-20 years ago."
I would advise to learn appropriate technology and create something of their own, and then publish the game or even just add it to the portfolio, it's a great way to make an impression during the interview. When recruiting staff we pay attention to such things.
You told us that at the beginning of the career you were inspired by Ultima as a standard of role-playing game that gives the player total freedom. And more recently you said that Fallout 4 and "Edge of Tomorrow" are very similar. What else inspires you now? What modern games, movies and books do you like?
"I do not want to give a route, in order to not ruin the surprise. First and foremost I've been watching how other studios approaching for the creation of open worlds to exploring mechanic. If I voiced some titles of movies, games or books, it will be a spoiler for our next project, so ... (grins)"
Do you keep in touch with active members of the community? Take on the job creators of the especially popular mods?
"Yes, the team has several people who came from the mod creating community. In addition, during the recruitment process, we ask candidates to provide the result of the creativity and create something for one of our games as a test."
How do you plan the release of addons? Pick the basic ideas for the DLC at the development stage of the main game, or sit down after the release and think what would you like more to add?
"We don't have any beaten track in this regard. After the release we allocate a week, during which the team just sits and creates in the game whatever they like, explores the final product. Then we organize brainstorming, analyze what they want the players themselves, and make a decision.
For example, in the case of Fallout 4 fans said that the final game did not offer much variety in the choice - we have corrected in the Far Harbor addon."
Do you play something now? What did you liked?
"Recently completed Inside, it's one of the best games, I've ever played this year. I also play Forza Horizon 3, it's good too."
Are there any people in the industry whose creativity inspires you?
"You've mentioned Ultima - I still consider Richard Garriot a true wizard. I could also pick out Sid Meier (Of Civilization fame) , always liked his approach to game design."
Do you have a game that makes you think, "Why didn't I made it before than these guys, why it has not come into my head?"
There is always something to be guided on, the industry has a lot of activists who's contributions to it is invaluable.
If it needed to point out one certain game, then let it be Tetris - this is really the ideal and unique reference. Nobody was able surpass it or even replicate.
Was it scary when you came to the reins of the Fallout and The Elder Scrolls franchises?
""Scary" - not exactly suitable word. The team was very fond of these games, we knew we wanted to do with them. We had serious ambitions and big plans. It was important only to implement them properly."
What do you think, in what direction the game industry moves?
I think that eventually we will see more and more ways to distribute games. Many platforms, different ways of financing new technology.
I think, in 10-15 years we will do things which now couldn't be even dreamed about. However, 10-15 years ago, someone obviously said the same thing. Progress is progress.
Source
Rushed translation: @0wing