back to indexTodd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield | Lex Fridman Podcast #342
Chapters
0:0 Introduction
0:55 Simulation
2:51 NPCs
11:42 Daggerfall and Arena
19:55 Bethesda
28:19 Video game graphics
34:38 The essence of a video game
39:27 Redguard
44:27 Creating open worlds
52:6 Superintelligent NPCs
57:0 Starfield
76:42 The Elder Scrolls 6
96:3 Fallout
103:11 Character creation
108:13 Quests & items
121:58 Xbox
127:24 Greatest game of all time
137:40 Day in the life
145:34 Advice for young people
149:2 Fallout TV show
153:34 Indiana Jones game
159:46 Meaning of life
00:00:00.000 |
Blink once if you know when Elder Scrolls 6 is coming out, but are not going to tell 00:00:06.320 |
The following is a conversation with Todd Howard, one of the greatest video game designers 00:00:13.760 |
He has led the development of the Fallout series and the Elder Scrolls series, including 00:00:19.720 |
Arena, Daggerfall, Morrowind, Oblivion, Skyrim, and the future Elder Scrolls 6, and a totally 00:00:27.640 |
new world in an upcoming game called Starfield. 00:00:31.720 |
Many of these have won Game of the Year awards and have been some of the most celebrated 00:00:38.760 |
To me, Skyrim is quite possibly the greatest game ever. 00:00:47.480 |
To support it, please check out our sponsors in the description. 00:00:55.400 |
Is it possible that we are currently living inside a video game that the future you designed, 00:01:01.720 |
can you give hints as to how one would escape if this was a video game? 00:01:07.280 |
How can a video game character escape to outside the video game? 00:01:11.920 |
Are these things you don't consider when you design a game? 00:01:15.440 |
Actually we do, because in the kind of games that we make, we want it to be as open as 00:01:21.400 |
So when you start a game, you're always testing it. 00:01:29.600 |
You try to pick up the mugs, you try every door, you collide with everything, like, hey, 00:01:37.440 |
We try to do games where we say yes as much as possible. 00:01:45.240 |
But if you were stuck in a video game, you would try everything. 00:01:48.680 |
And usually you're going to find a door or a space where the designers didn't anticipate 00:01:54.240 |
you piling all those crates up and getting over a wall that they didn't expect. 00:01:59.000 |
Right, so it's not a designed doorway out, it's an accidental, unintended doorway out. 00:02:09.040 |
You could like Truman Show, just get in the ocean and go until it's stuck. 00:02:15.240 |
The more realistic the game becomes, the harder it is to find that door. 00:02:19.000 |
The bigger the world, the bigger the open world. 00:02:21.960 |
And then as we do it, we learn they're going to find a way. 00:02:29.720 |
Usually we leave like this developer test cell area in the game that we don't anticipate 00:02:40.960 |
It has crates of all the weapons in the game and things like that. 00:02:46.160 |
The little hints you drop now will just drive people mad, which is something I enjoy deeply. 00:02:51.840 |
So Skyrim NPCs have at times hilarious dialogue. 00:02:55.880 |
What does it take to build a good NPC dialogue? 00:03:04.960 |
A lot of times when you write characters for movies or things like that, you want to make 00:03:08.520 |
that character interesting for themselves, right? 00:03:14.960 |
And there's some characters like that that the player definitely cares about. 00:03:20.240 |
But the best characters are the ones that react to you. 00:03:25.120 |
So you'll find a lot of people love our guards. 00:03:28.700 |
And the guards are written almost purely to be reactive. 00:03:37.400 |
And so that, hey, you're the man as you walk by. 00:03:43.080 |
Or the way they react to something that you do. 00:03:46.280 |
Lydia in Skyrim, who everybody loves, I'm sworn to carry your burdens. 00:03:51.480 |
That's a generic line that all of the House Carls have. 00:04:03.560 |
There's a slight snarkiness in that particular read of it. 00:04:14.600 |
What about the trade-off between maybe the randomness and the scripted nature of the 00:04:25.000 |
Like, is there any room for randomness of the dialogue tree? 00:04:32.880 |
It's a very small-- think of it as a small state machine that just says, OK, this is 00:04:40.640 |
Here's a random list of things I could say to that. 00:04:44.760 |
And then some of that plays out in ways you don't anticipate. 00:04:50.360 |
What are the players doing that we could have the characters respond to that they don't 00:04:55.600 |
You know, jumping on tables or stealing stuff or sneaking in in the middle of the night 00:05:03.040 |
The more of that we can do, the more reactive and interesting the characters appear. 00:05:12.000 |
And these state machines, how big are these things? 00:05:16.120 |
Are these individual to the individual characters? 00:05:19.040 |
It's just fascinating how you design state machines. 00:05:39.400 |
One of the things that makes what we do particularly unique is-- and this is a trade-off for what 00:05:46.680 |
people are seeing, because a lot of it's not on the screen. 00:05:48.920 |
But we're using cycles to run this, which is we're thinking about everybody in the whole 00:05:56.880 |
The ones that are further away at a much less tick rate, they go into low. 00:06:00.800 |
But we know if they want to walk across the world. 00:06:04.040 |
And we're running every quest at the same time. 00:06:08.160 |
Whereas in other open world games, you start an activity, the rest of the world is going 00:06:12.000 |
to shut down so that they can really make that as impactful. 00:06:18.840 |
I really prefer that the rest of it's going on. 00:06:21.560 |
It's more of a simulation that we're building. 00:06:25.080 |
So when those things collide, that's where it gets the most interesting. 00:06:31.880 |
And so we're running all of those people and understanding where they want to go and their 00:06:37.360 |
And the ones that are closer to you, we just update a lot more. 00:06:43.760 |
It's something that people had-- they were wondering about to what degree it's possible 00:06:53.160 |
So there is a feeling to role-playing games that you're the central, you're at the center 00:06:57.400 |
of the world and the whole world rotates around you. 00:07:01.680 |
Like when we walk around, there's a-- when you forget yourself, you start to take yourself 00:07:10.080 |
You forget that there's 8 billion people on earth and you forget that they have lives. 00:07:14.040 |
That's actually a sobering realization that they all have really interesting life stories 00:07:18.520 |
and they have their worries, they suffer in different complicated ways. 00:07:25.400 |
And yet, when you play a role-playing game, there's a-- I mean, both computationally and 00:07:31.360 |
from a storytelling perspective, you wonder if the world goes on without you. 00:07:36.000 |
Like if you come back, if you take a break and you come back, is there still a bustling 00:07:40.280 |
town that now has a history since you have last visited? 00:07:44.520 |
So to what degree can you create a world that goes on without you? 00:07:49.400 |
Or goes on at the same time as you do your thing, whatever the heck you're doing? 00:07:58.120 |
If you study like the design, our level designers did this, how do they build Disney World in 00:08:07.060 |
So it is fairly, you know, when you're going to come in, this is what you're going to see, 00:08:10.440 |
the shops are in the front, you're going to do this. 00:08:13.520 |
It's just for us to make it far more believable and get some more emergent behavior that not 00:08:22.320 |
just make that sort of the verisimilitude of what you're in for that moment, but you 00:08:29.800 |
I always say like, you know, we got to do the little things so that you buy the reality 00:08:36.760 |
So we want to do something crazy, you know, when a dragon lands or a death law comes out 00:08:41.360 |
of the wasteland or those kinds of things that you, it has the impact to you as the 00:08:46.080 |
viewer that it would to the people in the world. 00:08:52.360 |
But still you're simulating stuff that's close to you. 00:08:59.360 |
And so that creates some interesting dynamics then. 00:09:02.280 |
And the stuff that we're looking at in the future, you know, our plan is to push that 00:09:06.080 |
even more to think about how these things exist in the world first. 00:09:14.560 |
And we do some of this, but even more so in the future to say, how do these things exist? 00:09:22.000 |
What is their role in the world as opposed to just their role is for the player to join 00:09:27.320 |
it, go through a bunch of quests and become the head of the faction. 00:09:31.040 |
You know, think a little bit deeper about the simulation and what would the mage's guild 00:09:35.260 |
be doing in a fantasy world or the fighter's guild be doing in a fantasy world versus just 00:09:46.760 |
And so that when you show up to that mage's guild, it's a bustling guild full of stuff 00:09:53.580 |
It's not just that it's bustling is that they feel rooted in it. 00:09:56.460 |
They don't feel like a storefront for come here, do quests, get experience. 00:10:02.640 |
Is that one of the essential components of randomly generated worlds? 00:10:06.900 |
So when I think back to Daggerfall as gigantic world, when I first played it, I thought like, 00:10:14.240 |
I mean, you're just struck by the immensity of it. 00:10:20.840 |
When you're young and you look into your future, it's wide open and you can do anything. 00:10:31.440 |
And Daggerfall is interesting coming off Arena where Arena does the same thing, but Daggerfall 00:10:38.760 |
in many ways is bigger despite focusing on an area because of how the density of, okay, 00:10:47.960 |
this is how much physical game space we'll do for these villages and towns. 00:10:52.440 |
And it does feel endless, even though you're looking at a map that has constraints. 00:10:59.200 |
And Daggerfall actually was a touchstone for us going into Starfield for how we do the 00:11:05.840 |
planets because there's a different kind of gameplay experience when you just wander outside 00:11:17.680 |
Then follow a quest line and go to this place and it's completely handcrafted and everything 00:11:23.680 |
around every corner we've kind of placed like Skyrim. 00:11:27.840 |
Starfield's a bit more like Daggerfall in that if you wander outside the city, we're 00:11:32.560 |
going to be generating things and you kind of get used to that game flow, different than 00:11:36.800 |
we've done before and fun in a different kind of way. 00:11:43.400 |
So just for people who don't know, and how dare you for not knowing, but with Daggerfall 00:11:49.600 |
we're talking about the Elder Scrolls series that started, so we're talking about the big 00:11:53.720 |
titles within the series, started with Arena in '94, Daggerfall in '96. 00:11:58.680 |
I didn't look up the years before this, this is depressing or awesome. 00:12:04.520 |
So all of these games brought hundreds, probably for some of them thousands of hours of joy 00:12:11.980 |
So Arena, Daggerfall, Morrowind, Oblivion, and Skyrim. 00:12:18.320 |
So I don't remember Arena being that open world. 00:12:24.920 |
It just doesn't have all the number of villages and places that Daggerfall has while Daggerfall 00:12:35.760 |
It just changes the scale in terms of one block on the map equals this much space. 00:12:40.400 |
There is something that, I mean, I'm speaking to anecdotal experience, but I just remember 00:12:51.040 |
I don't remember, maybe because Arena, it was so cool to have just the role playing 00:13:00.780 |
You're focused on the items and the character development. 00:13:04.580 |
Daggerfall has a lot more depth, particularly in the character system. 00:13:08.540 |
That's what it introduces, all of the skills and those kinds of things. 00:13:16.780 |
And it's very, very elegant if you look at the first one where it's just an XP based 00:13:26.940 |
Daggerfall digs deep into who's your character, how you're going to develop it, what are 00:13:30.380 |
your skills, there's advantages, there's disadvantages. 00:13:34.140 |
And the environment going full 3D from Arena, which is actually like a two and a half D 00:13:39.260 |
Doom style engine, I agree with you that Daggerfall feels like there's more possibilities when 00:13:49.460 |
Were you able to look up to the sky in Daggerfall? 00:13:59.260 |
You can do that in Arena too, but it looks more fakie, right? 00:14:02.700 |
Here comes things and then a dungeon entrance is an 8-bit, here comes a little flat coming 00:14:09.220 |
So before we go to the end and the middle, so from Starfield to Fallout and the Elder 00:14:17.900 |
Scrolls series, let's go to the very beginning. 00:14:23.020 |
What's the first time you remember the thing that made you fall in love with video games? 00:14:30.300 |
Well, I think it's partly my age coming up with the arcades and playing Space Invaders 00:14:38.140 |
at the pizza place and then Pac-Man really... 00:14:42.540 |
It's interesting about video games and what Pac-Man did for video games, where it popularized 00:14:47.220 |
them in a way that was just insane at the time. 00:14:50.860 |
Had a song, had a cartoon, had all of the things. 00:14:57.420 |
You know, I think if you were a kid growing up then, it was such a newness to playing 00:15:03.100 |
I remember being in fifth grade when the TRS-80 was brought into the classroom and there was 00:15:10.980 |
And I was enamored with it and they were going to start teaching some rudimentary programming. 00:15:17.820 |
Like, "Okay, would you like to know how this is made?" 00:15:21.900 |
I was like, "I need to figure out how to make this stuff." 00:15:25.980 |
And so I was a self-taught programmer and my whole goal was to write my own video games. 00:15:34.820 |
And by sixth, seventh grade, I had written my own much better Star Trek clone for the 00:15:44.980 |
And I really enjoyed programming on the Apple II then. 00:15:50.060 |
And that, I think, was the right level of complexity at that age where you were always 00:15:56.420 |
learning but you could still understand a lot of the problem set for like, "This is 00:16:04.140 |
So I did a lot of art and I did a lot of programming and I was always making games. 00:16:09.380 |
That was my hobby from the time I was 10 or 12. 00:16:17.340 |
Was it from a graphics perspective, like what shows up on screen? 00:16:24.380 |
Was it the text-based stuff and the dialogue and the prompting? 00:16:31.020 |
What does it mean to create a video game at that young age to you? 00:16:34.340 |
Well, it was a way of experiencing things that I couldn't myself. 00:16:40.900 |
So if you're playing Dungeons and Dragons at the time too, where you really feel, even 00:16:49.220 |
pen and paper, these are like, they feel somewhat in quotes "real" to you as you're playing 00:16:56.420 |
You're very invested in your character and what you're doing. 00:16:58.340 |
And then I love the games, the Wizardry and Ultima, that were able to bring that to a 00:17:08.260 |
I'd sit in my bedroom and then go to bed and think about it. 00:17:12.220 |
I want to come home and figure out how to do this problem in the game." 00:17:16.500 |
And so whatever I was creating was something that I was excited about at the time. 00:17:28.100 |
So it was usually, you know, I made a Miami Vice game, made a Gru the Wanderer game, made 00:17:33.980 |
But every time I was doing it, I wanted to figure out a new method on the Apple II of 00:17:41.740 |
Whether that was editing character sets to get graphics in different formats, or how 00:17:47.400 |
can I enable the secret double high res mode it had, or just things like that where it 00:17:53.900 |
became kind of this limitless, "What can I make this do?" 00:17:57.940 |
And I had some friends who were doing the same thing. 00:17:59.700 |
And then you get into who can impress each other. 00:18:02.900 |
And I was kind of middle of the pack, I would say. 00:18:08.140 |
But again, this was the time where they're bringing computers into the school, and the 00:18:11.740 |
Apples come into the school, and the teachers are learning it because they have to teach 00:18:17.660 |
But then I would say I was part of a group of students that were like way past that. 00:18:23.980 |
And it was very much of a self-taught, you know, "How do you make this thing dance?" 00:18:32.200 |
So at that time, a lot of people consider you one of, if not the greatest game designer/creator 00:18:43.900 |
Did you ever sense that this would be your life, and you would also be creating the greatest 00:18:58.340 |
But I was very much like that was my dream at that age. 00:19:07.680 |
You know, and as I got older, I was really going through college, and even the computer 00:19:15.060 |
classes then weren't where I wanted them to be, so I was still kind of doing my own stuff. 00:19:22.180 |
And I ended up getting a business degree and then interviewing for some jobs, like finance 00:19:27.740 |
So, well, I guess I should do this to make money, and I can keep doing this on the side. 00:19:32.420 |
And I remember I actually got to like the final level of like this corporate finance 00:19:52.880 |
I was going to school close to there, and so... 00:19:55.760 |
So what's the origin story of you joining Bethesda Softworks at the time? 00:20:02.600 |
So I had gotten Wayne Gretzky Hockey 3 for Christmas from my girlfriend at the time, 00:20:13.800 |
I was in college, and I noticed that it was in Rockville, Maryland. 00:20:23.880 |
And oh, that's on my way home over Christmas break, back to William & Mary, where I went 00:20:29.600 |
And I was at this point committed, like, "This is what I want to do. 00:20:32.660 |
So I'm just going to drive by and knock on the door," which is what I did. 00:20:36.520 |
So I drove by and knocked on the doors, Martin Luther King Day '93. 00:20:44.040 |
And someone came out and met me and said, "Well, maybe..." 00:20:52.840 |
And I will say I would contact them every once in a while. 00:20:58.160 |
I did work for a small software company right out of school, down in that area of Williamsburg, 00:21:26.040 |
Six of them sports games, NCAA basketball, hockey league simulator. 00:21:33.680 |
So it was really like sports gridiron, which is like the first kind of physics-based football 00:21:41.440 |
And there's a famous story with Electronic Arts trying to do Madden and then hiring Bethesda 00:21:45.760 |
before my time to make Madden, 'cause they were struggling. 00:21:50.840 |
When I started at Bethesda, I remember the owner had John Madden's Oakland Raiders playbook 00:22:08.480 |
I wanted to make, like, the ultimate college football game. 00:22:13.360 |
You probably listen to lots of type of music. 00:22:15.760 |
But I think of open worlds as fundamentally different. 00:22:20.840 |
No, like, source of happiness, entertainments, storytelling, world, gaming than Madden. 00:22:35.480 |
Just like when you might watch a movie, you might be in the mood for Lord of the Rings 00:22:38.960 |
one day, and then you want some other, I don't know, competitive show or game show or something 00:22:47.400 |
But then you kind of want to watch, get really into Game of Thrones. 00:22:54.560 |
And actually, one of the first things I worked on when I started at Bethesda was NCAA basketball, 00:23:13.720 |
They're doing, like, the Terminator science fiction stuff. 00:23:16.840 |
They're doing these open world role playing games. 00:23:27.840 |
So when I came in, it had just come out, and they were doing the CD-ROM version. 00:23:56.080 |
But in those days, the number of floppy disks was very, very important to what the money 00:24:03.960 |
So if you wanted to do a big, huge game, like, "Well, that's just too many disks." 00:24:07.760 |
So the CD-ROM became this jumping off point for the whole industry where, "Oh, it's unlimited 00:24:23.400 |
So that was, of course, attained legally, as one does. 00:24:39.520 |
As you probably have seen, interacting with a large number of people. 00:24:44.920 |
It's a world that you escape to in the way... 00:24:57.760 |
I mean, of course, as people say, the first game you play is the one that really sentimentally 00:25:04.920 |
I think the first role-playing game I played, and it just changed everything. 00:25:12.280 |
I think Daggerfall is what I really played, especially because, like you said, the character 00:25:21.600 |
But just that you can feel like you travel to this whole other world that's less about 00:25:28.320 |
entertainment like a shooting game and more about a world. 00:25:38.600 |
You actually feel like that person versus like a Pac-Man, like an arcade, fun, entertaining 00:26:01.440 |
So I worked on the basketball game really just to get it out the door. 00:26:08.840 |
So we were doing Future Shock and Daggerfall at the same time. 00:26:15.180 |
So it was one of the first 3D engines, the X-Engine. 00:26:17.520 |
There were a bunch of guys from Denmark, actually. 00:26:21.800 |
There's like a big Danish demo scene in those days on the PC. 00:26:26.160 |
And so a bunch of the top programmers there... 00:26:34.280 |
And we were doing both Daggerfall and the new Terminator. 00:26:38.320 |
And so Daggerfall was a bit more, again, behind the Terminator game. 00:26:43.080 |
So I was one of the main people on the Terminator team. 00:26:51.400 |
Like I quickly became the producer and I was making levels and doing all these things. 00:26:58.680 |
And looking back now, I can understand it better. 00:27:01.680 |
But at the time, I didn't appreciate it, which is no one quite owned the Terminator license. 00:27:09.680 |
So there was no one to tell us, "No, you can't do that." 00:27:13.720 |
So we would pick apart the movies and, "Oh, how does he mention the gun he wants and the 00:27:21.080 |
And so Future Shock is a game that I still love today. 00:27:24.880 |
It does a lot of things that if you go back and look at it, we're frankly still doing. 00:27:30.320 |
It's a large, open world, post-apocalyptic landscape height map with instanced objects 00:27:40.320 |
And that is still a lot of how we build our worlds. 00:27:48.060 |
Some games, every wall or building is unique in its data, whereas we would just build these 00:27:57.600 |
little husks of buildings and then place them all over the place. 00:28:00.460 |
So the memory and the way you render it is much more optimal. 00:28:04.600 |
So that allows you to build a bigger world, a more open world? 00:28:06.960 |
It allows you to build a bigger world much faster. 00:28:11.900 |
Not every single version of that building is in its own unique architecture that is 00:28:16.300 |
going to take up memory and processing speed, et cetera, et cetera. 00:28:19.740 |
So you're there very much feeling the computational constraints of the system when you're creating 00:28:26.920 |
You see some of it now, but in those times, I do feel like every year the technology moved. 00:28:34.180 |
And maybe it's because, same thing, we're like that my age at that time, where every 00:28:38.300 |
year somebody was coming up with some new method or some new game system. 00:28:45.340 |
And it was every year that innovation, innovation, innovation, and then 3D acceleration comes 00:28:53.700 |
along and then these things come along and then HD comes along. 00:28:56.940 |
And it is true that as time goes on, there is visually a diminishing return in terms 00:29:06.740 |
And there's a ton of work that goes into it now because just rendering this cup to 00:29:11.620 |
the perfect shine and material and roughness and how does the global illumination off this 00:29:20.060 |
But you can pretty much do what you want now if you want to put the time in. 00:29:24.060 |
Whereas then, okay, you can't do everything you want. 00:29:27.740 |
So pick your battles really carefully and technically you can do what you want, if that 00:29:35.060 |
- How much trade-off is there now in how much effort you put into the realism of the graphics 00:29:46.900 |
And actually not even how much effort you put in, but is there a trade-off in the experience, 00:29:52.780 |
the feel of the game in terms of realism and story? 00:29:58.300 |
- Usually we will start with let the player have as much agency and do as many things 00:30:05.380 |
And we will sacrifice some graphic fidelity for that, some speed for that. 00:30:11.220 |
We could make a game that, traditionally our games are, we're okay with 30 frames a second 00:30:17.760 |
as long as it looks really good and the simulation's running and all of those things. 00:30:20.820 |
So we'll sacrifice some of that fidelity for the player experience and the kind of 00:30:29.460 |
But from a manpower standpoint, the graphics programmers work on graphics, the artists 00:30:34.300 |
work on art, and we have an awesome team of artists and designers and writers and programmers. 00:30:40.100 |
It's usually where we find as time goes on, the amount of art time that it takes to create 00:30:47.180 |
a cup compared to what it used to be, that has increased. 00:30:51.700 |
So we do use, most people use art outsourcing as well so that we're not, we still relatively 00:30:57.820 |
compared to our industry and what we're doing, have smaller teams. 00:31:03.060 |
- What about the experience of the beauty of the graphics? 00:31:07.860 |
So like one of the most amazing things about Skyrim, and maybe you could say that about 00:31:14.780 |
some of the other games, but for me Skyrim is the outdoor, when you step outside, it's 00:31:20.860 |
So what does it take to create the feeling, especially of that, being outdoors of nature 00:31:28.620 |
and just like lost in the beauty, whatever it is when you go hiking and you feel the 00:31:44.860 |
And those are, again, going back to my previous comment, the graphics are very, very important 00:31:51.700 |
to us because, and we always push them, because when you're doing the kind of things we do 00:31:57.540 |
where you step into a virtual world, it does have to have that moment of wow, this feels 00:32:06.780 |
And it's okay, I think it's okay to let just like the time settle, meaning you step out, 00:32:31.300 |
Like it doesn't have to be like, hey, let's go, let's finish a quest, let's go kill things, 00:32:35.420 |
let's figure out the next step, let's level up. 00:32:39.900 |
And I think when you play our games, you can tell we spend a lot of time on them. 00:32:47.780 |
I think that's just part of being, being that character, being that person in that space. 00:32:54.060 |
- Yeah, I saw that there's a mod that removes all enemies. 00:32:58.740 |
I've been meaning to do that, to just do like a live stream where I for hours walk around 00:33:04.620 |
Skyrim just, and then answer questions and so on. 00:33:08.060 |
That just feels, that's a completely stress-free environment. 00:33:13.740 |
It's just, you are just like you said, in this moment in time. 00:33:19.300 |
It feels as incredible as going hiking or something like that. 00:33:22.540 |
But in another, in a totally different place, like Iceland or something like that, this 00:33:32.940 |
So yeah, it's incredible how you kind of create that. 00:33:35.500 |
So graphics is a part of that, but also letting it, the temporal aspect of that, like the 00:33:41.500 |
wind, the rustling sound and look and all of that. 00:33:46.900 |
- The soundscape is really, really important. 00:33:50.460 |
And the sky, we spend a lot of time on the sky, because it's taking up much more of the 00:33:58.980 |
- What about the rendering, the openness of it? 00:34:02.020 |
- There's a lot of level of detail, streaming work. 00:34:08.060 |
Like frankly, the systems are built better for it. 00:34:17.380 |
You take Skyrim and Oblivion and the fallouts of that 360 era. 00:34:23.220 |
It's a, and it was a lot of time spent on how do we get all this data streaming in as 00:34:30.420 |
you move, and then levels of detail so you can see all the way, but not crush the processor. 00:34:38.940 |
- You know what, let's even step back, 'cause you mentioned tone. 00:34:46.220 |
If you look at, I think you can flip through, let's just take fantasy. 00:34:52.500 |
You can sort of look at a couple images or things and know how does Lord of the Rings 00:34:57.260 |
different from Game of Thrones that is different than a Thurian like Excalibur, or your sci-fi 00:35:21.060 |
And so finding that, what's gonna make it kind of unique, and usually I lean on something 00:35:27.180 |
that is grounded in reality for what it is, and then have lesser kind of fantastical things, 00:35:39.740 |
at least at the start, and then they kind of build. 00:35:43.580 |
So even when we do Starfield, I mean it's a science fiction game, there are laser guns 00:35:47.500 |
and spaceships that fire around and shoot each other and blah, blah, blah, blah, blah, 00:35:50.560 |
but it's grounded in, you can look at it and say, "Okay, this is kind of an extension of 00:36:01.940 |
And we sort of take the same approach with Fallout, where admittedly things can get even 00:36:08.120 |
a little bit crazier the longer you're developing Fallout content. 00:36:14.300 |
So just to linger on this, so defining the tone starts at creating a realistic experience, 00:36:23.180 |
like you feel like, "I could walk into this and this feels like life." 00:36:27.020 |
What's their technology level, even for a fantasy world? 00:36:31.420 |
Or are they making weapons and things and armor? 00:36:40.420 |
Does this feel like a place that you believe that has some grounding in our reality, whether 00:36:48.260 |
that's historical or near future, or that it's grounded in some semblance of the reality 00:36:55.860 |
that you and I understand so that it can feel, it's also making it feel a little bit welcoming. 00:37:05.540 |
So how do you know when it feels welcoming and everything fits and is grounded? 00:37:13.220 |
Some people like things that are weirder, that have more fantastical from the get-go. 00:37:18.820 |
Even a game like Morrowind, where we get into some more fantastical things, it intentionally 00:37:26.580 |
There's a very classic medieval-looking town that you come into, but you look just beyond 00:37:33.020 |
it and there are mushroom trees and giant insects and things like that. 00:37:37.980 |
So in Skyrim, when you put a dragon in it, what are your thoughts about dragons and tone? 00:37:51.700 |
It's a ridiculous question, but yeah, I just love dragons, so I wanted to bring it up. 00:38:01.100 |
Why didn't you include a dragon in Daggerfall? 00:38:07.940 |
So when you start Skyrim, say, "Hey, look, dragons are going to be a theme." 00:38:14.260 |
You can make the argument that dragons existed. 00:38:20.900 |
I believe they're less fantastical-looking in general. 00:38:24.460 |
They look like beasts that could exist in that world. 00:38:29.060 |
And then how we introduce them, it's kind of a little bit of a slow roll in Skyrim, 00:38:35.860 |
and that the people in the world are reacting to the dragons appearing. 00:38:43.880 |
You want something that mirrors the player experience as well. 00:38:46.500 |
It says back to you, like, "Hey, no, these are... 00:38:52.660 |
Isn't there mentions of dragons or something? 00:38:55.780 |
Because I remember being sure that there's dragons in Daggerfall as I'm playing it and 00:39:08.500 |
Look, I guess someone will probably correct me. 00:39:15.140 |
And then a game I did, Redguard, which we bring back a dragon... 00:39:20.340 |
It takes place beforehand, so we have a dragon there in that game, and that was unique to 00:39:29.300 |
I thought Redguard was a really, really good game. 00:39:41.180 |
I guess it was the first in the Elder Scrolls series to put it into that world, but it was 00:39:46.820 |
It reminded me of another game I really love, like Prince of Persia. 00:39:51.940 |
Prince of Persia is one of my favorite games. 00:39:54.940 |
I apologize if I'm forgetting, but you can jump in buildings and stuff. 00:40:20.420 |
One that I love and really got us going on a handcrafted world. 00:40:30.140 |
Then part of our development teams broke up to do different things. 00:40:34.500 |
The game that did Battlespire and Redguard was my game. 00:40:39.820 |
I wanted to do something a little more Ultima feeling, handcrafted world. 00:40:46.820 |
I know it's in the adventure game category, but it really does a lot of things. 00:40:54.140 |
There's a little Raiders of the Lost Ark in it. 00:41:04.540 |
It would have had a much better home on, say, PlayStation or Xbox. 00:41:10.820 |
It's much more constantly Tomb Raider had come out. 00:41:14.660 |
You see those influences of Tomb Raider on that game. 00:41:25.460 |
I think it's one of the last DOS games in a Windows world. 00:41:33.180 |
as well as, ultimately, not what people wanted from us. 00:41:45.500 |
The company let me make that game, and it was a big flop. 00:42:07.620 |
And that's when it got reformed with ZeniMax Media, 00:42:12.660 |
and Robert Altman came in, and we were starting Morrowind. 00:42:20.300 |
Someone says to you, "Okay, you're gonna get another shot." 00:42:23.620 |
And that's where you're like, "Okay, we're gonna make Morrowind 00:42:35.900 |
So there's callbacks to how we built the world in Redguard. 00:42:41.740 |
But if you were to put it pixel per pixel with Daggerfall, 00:43:11.500 |
I would say this, honestly, I enjoy it so much. 00:43:13.740 |
I'm so heads down, that becomes, for better or worse, 00:43:20.820 |
- And it's just something that I wanna play so much, 00:43:36.660 |
do I know what it takes to create a great game? 00:43:40.940 |
- Right, so you were sure, even if it wasn't... 00:43:42.420 |
- Okay, so if you're in a debate, like, do I like that game? 00:43:48.780 |
And the people who play it, it won a bunch of awards. 00:44:15.660 |
There'll be some rough edges in swinging for the fences 00:44:19.180 |
but we'd rather do that and land where we land 00:44:27.140 |
- You've mentioned, just referencing this game, 00:44:39.860 |
after you played for 10 minutes just to mess with me. 00:44:44.900 |
What's involved with programming in open-world game? 00:44:49.020 |
So we talked about, we will talk about design and so on, 00:45:13.180 |
- I mean, there are different flavors of them, right? 00:45:28.780 |
'Cause they're gonna play the game for a very long time 00:45:33.420 |
And you can't go through and touch everything by hand, 00:45:39.900 |
So you have to rely on some systemic level of creation 00:45:52.700 |
- So there's like a, what are the major systems? 00:46:02.740 |
and maybe how light is rendered and all that kind of stuff. 00:46:11.460 |
So a lot of people confuse engines with rendering. 00:46:16.900 |
but there's the data you're gonna give to a renderer, 00:46:32.500 |
So you have that whole system of walking through the world, 00:46:36.580 |
You then obviously have the physics and the interactivity. 00:46:41.580 |
What are the things that are there just to be drawn? 00:46:45.780 |
that are meant to be interacted with and touched? 00:46:53.620 |
whether it's flowers, whether the trees move, 00:46:56.180 |
whether you can sleep on the sofa, sit in this chair, 00:46:58.780 |
pick up all this stuff, bake bread, blah, blah, blah. 00:47:01.580 |
You then have the AI, which loops in the stuff 00:47:05.980 |
we talked about earlier in terms of processing everybody, 00:47:30.220 |
And the first time you see it in one of ours, 00:47:35.940 |
and an NPC runs over, picks it up, and uses it on you. 00:47:38.380 |
It's not something you would expect, but I love that stuff. 00:47:42.420 |
- And that's integrated into a larger system, 00:47:48.340 |
so it's not like a little quirk that's hard-coded in. 00:47:53.180 |
- They have their own AI for scanning the environment, 00:47:57.660 |
Hey, is there a weapon that is better than the one I have? 00:48:07.300 |
But it's in particular, 'cause what you don't want, 00:48:09.780 |
we actually had this problem, started in Oblivion, 00:48:18.700 |
and all of the enemies are armed to the teeth, 00:48:22.540 |
because the enemies went and took all the good weapons. 00:48:45.540 |
defines how the player experiences their environment. 00:48:49.240 |
Is there room for further and further development 00:49:07.960 |
and also understanding their roles in the world. 00:49:20.240 |
But what about some of the richest experiences we have 00:49:30.760 |
Is there something, I don't know if you've been following, 00:49:32.940 |
but the quick, amazing development of language models, 00:49:37.780 |
the neural network, natural language processing systems, 00:49:44.160 |
Do you think there's some possibility of using 00:49:50.780 |
that can have open-ended dialogue, basically chatbots? 00:50:03.860 |
like what's ready for real deployment and release 00:50:09.320 |
versus, hey, let's use that to generate some things 00:50:14.320 |
that is then static that we're giving to the players, 00:50:24.320 |
And I think you'll see it in the types of games that we do. 00:50:41.600 |
- Right, but if we go back to it being reactive, 00:51:20.540 |
We can write some stuff and the best ones get in there 00:51:26.240 |
and make it so much better, or even ad lib things. 00:51:33.920 |
And we used to do it kind of like at the end of the project. 00:51:39.560 |
We start really early and we just start recording. 00:51:42.500 |
So we're recording for years and years, literally. 00:51:48.240 |
- So part of the actual experience of the recording 00:51:51.060 |
will help define the characters and the tone of the game. 00:51:59.040 |
Or, "Hey, we don't think this character's actually working. 00:52:10.480 |
that people fall in love with the characters, 00:52:24.980 |
like whenever I'm playing a game and there is, you know, 00:52:40.300 |
It's one of the things that we actually have pushed 00:52:44.020 |
So we have a number of companions, but for them, 00:52:48.500 |
we go, you know, I won't say super complex romantic, 00:52:53.100 |
but more complex relationships than we've had 00:52:56.460 |
in terms of not just some, you know, state of they like you 00:53:01.460 |
or they don't like you, but they can be in love with you 00:53:08.800 |
at you temporarily and then come back to loving you. 00:53:11.480 |
- So that relationship status, if it's complicated, 00:53:14.940 |
that they're existing in that gray area, it's complicated. 00:53:20.640 |
- Well, it's in a lot of games, you know, previous stuff, 00:53:22.360 |
you just work your way up, they like you more and more 00:53:24.160 |
and more and more, and now you're in a relationship. 00:53:27.400 |
- And when you make them upset, you drift out of, 00:53:29.920 |
like it never happened, you know, you drift out of it. 00:53:34.400 |
we can be in a relationship and we've committed 00:53:38.320 |
to each other in some way, but I just did something 00:53:42.800 |
And as opposed to just drifting out of that status, 00:53:44.760 |
you're in a temporary, I don't like what you did state. 00:53:55.320 |
- I don't wanna oversell that part, but my point is, 00:53:58.040 |
I think those things where you meet a character in a game 00:54:01.240 |
and you do spend time with them, a companion in a game, 00:54:04.360 |
and it leads to romance, you know, myself and others, 00:54:12.680 |
and special to them 'cause they did put in the time. 00:54:15.680 |
That's another thing that I always commit it with, 00:54:18.080 |
which is, I think people who don't play video games, 00:54:20.820 |
they sometimes think like, oh, that's, I don't know, 00:54:24.040 |
or that's not like, you're not getting a lot out of that. 00:54:25.760 |
Like, well, you haven't really experienced it 00:54:32.560 |
not the ones I made, other ones when I was growing up, 00:54:40.260 |
I felt really, like, proud of what I accomplished. 00:54:45.000 |
And we want people to have that in our games, 00:54:49.120 |
and the fact that they have had those experiences, 00:54:51.800 |
and we hear from them, and how important it is to them, 00:54:54.320 |
it's like, no, this is really, really special. 00:55:10.200 |
sometimes there's a heartbreak at the end of the game. 00:55:13.040 |
Like, when you're, when you leave a game, there's a, 00:55:18.040 |
yeah, it's a really complicated relationship, actually, 00:55:25.480 |
because it's like you spent so much meaningful time 00:55:29.160 |
together, and there's a sense in which it was, 00:55:44.440 |
you got drunk and stuff, and now life goes on. 00:55:56.080 |
- It's weird, I don't, like, now that we're in the age 00:55:59.320 |
where you have achievements, and you can look 00:56:03.720 |
like, that's, like, it's almost like a scrapbook now. 00:56:10.080 |
I wish I had that achievement list for everything, 00:56:19.000 |
- Yeah, like, you, I mean, that's one of the cool things 00:56:22.040 |
with Xbox, like, we're moving towards that direction. 00:56:29.400 |
it will actually tell you what is the first game you played. 00:56:37.880 |
- But you could look back and see, oh my God, 00:56:51.480 |
I'm trying to think, what was the first game I ever played? 00:56:54.920 |
No, it was probably Commodore 64 games, yeah. 00:57:16.520 |
and give it a little bit of a different spin. 00:57:23.880 |
there was a pen and paper RPG I loved, Traveler. 00:57:26.200 |
It was one of the first games I made for the Apple II. 00:57:43.800 |
that a lot of people don't know that I loved. 00:57:52.000 |
You know, we're going between Elder Scrolls and Fallout 00:58:14.480 |
You know, Elder Scrolls series is on a single planet. 00:58:26.040 |
I saw that it's thinking about a hundred star systems 00:58:33.400 |
What is that world of stars and planets like? 00:58:56.960 |
kind of craft and you would have a very limited set of those. 00:59:17.040 |
how can we have a system to generate these planets 00:59:29.920 |
- Well, what's the technical definition of goop? 00:59:36.720 |
You've probably seen a lot of like simulations, 00:59:38.560 |
whether they're space things or landscape things, 00:59:43.960 |
It just is like highs and lows and it's muddy. 00:59:47.400 |
And so we did find a way, we came up with a way, 01:00:04.640 |
And then built a system that wraps those around a planet 01:00:12.520 |
And we had pretty successful results with that. 01:00:17.580 |
And so there was a big design kind of problem to solve 01:00:24.120 |
in terms of, well, what's fun about landing on a planet 01:00:35.680 |
In reality that, well, there's nothing on 'em, 01:00:44.200 |
be a lonely experience, as long as we tell the player, 01:00:47.040 |
here's what's there, here are the resources that are there, 01:00:51.440 |
But I equate it to that moment of we said about 01:00:54.440 |
listening to the wind go and watching the sunset. 01:01:01.480 |
being somewhat the only person there, building an outpost. 01:01:09.800 |
So you can watch whatever that gas giant or moon, 01:01:17.280 |
and all of those things that you would expect. 01:01:26.680 |
but I think it gives them the ability to say, 01:01:31.680 |
I wanna go do that and see that on that place, 01:01:52.840 |
and the answers are brilliant, so that's how this works. 01:01:55.760 |
So this is the world's most immense simulator 01:02:01.260 |
'Cause I can't imagine a more lonely experience. 01:02:09.640 |
that must be a deep embodiment of what loneliness is like. 01:02:35.040 |
Beautiful desolation, the Buzz Aldrin, is it? 01:02:39.440 |
- Beautiful desolation, is that what you said? 01:02:44.120 |
- But that's just words, there's a feeling to it, 01:02:51.680 |
I just feel like it'll hit people at a certain moment, 01:03:17.360 |
I think the numbers become, I mean, honestly, 01:03:20.080 |
a little bit, we wrap it in so we can name them all 01:03:27.940 |
but a set that we can validate and know about, 01:03:34.940 |
But once you're building a system that can build a planet, 01:03:40.400 |
we go back to the dagger fall analogy, right? 01:03:43.320 |
If you have systems to build that much space, 01:03:45.260 |
doing 100 planets or 1,000 or 10,000 or a million planets 01:03:50.720 |
you just change the number and press the button. 01:03:53.400 |
But you can't name them all, you can't control, 01:03:56.040 |
like, when you're getting in really big numbers, 01:03:59.440 |
hey, what does this system way out here feel like 01:04:05.940 |
We do level the systems, when you go to system, 01:04:08.180 |
you'll see, oh, this is like a level 40 system. 01:04:11.080 |
And us being able to at least control that scale 01:04:21.320 |
- It would be like when you look at a map in a game 01:04:23.400 |
and it says, this is the area for low-level players, 01:04:26.880 |
- Yeah, yeah, so we do that on a system basis. 01:04:31.880 |
- I read that space travel is considered dangerous 01:04:37.840 |
- That's more of, that goes back to a tone thing, right? 01:04:41.040 |
When you actually play the game, 'cause it's a game, 01:04:43.480 |
like, we don't really kill you when you fly out in space. 01:04:48.120 |
But it has a tone of, there's some effort involved, 01:04:51.680 |
and we've dialed it back as we've been making the game, 01:04:59.060 |
which on paper was a great, like, it's a great moment 01:05:01.240 |
when you get stranded and you have to press this beacon, 01:05:04.840 |
Turns out that's not, it just stops your game. 01:05:08.680 |
We found, you'd be playing the game and I ran out of fuel, 01:05:23.760 |
- Yeah, no, the idea was, well, games do that. 01:05:34.940 |
But it's more of a tone, how they build their ships, 01:05:37.020 |
do they have all the right things for safety? 01:05:39.700 |
We do get into environmental things on the planets, 01:05:45.460 |
a lot of different space suits and buffs for the gases, 01:05:49.380 |
the toxicity, or the temperature on various planets. 01:05:58.160 |
- Those companions, are they robots by chance? 01:06:01.660 |
- One of the companions is a robot, Vosko, yeah. 01:06:03.960 |
- Okay, so they have a name and a personality and so on. 01:06:07.360 |
- Vosko does, and then there's a whole bunch of, 01:06:15.320 |
We actually dialed them back, 'cause if you think about, 01:06:19.380 |
well, you know a lot about this more than me in terms of-- 01:06:22.680 |
- I'm offended right now, you're calling robots generic 01:06:28.960 |
We didn't say actually-- - Sorry, I'm very sensitive 01:06:32.720 |
If you were to chart the future, you would say robots 01:06:42.160 |
So most of our robots are there as utility robots, 01:06:47.040 |
and there are some combat ones as well as enemies. 01:06:55.100 |
- So have you talked to Elon about this game? 01:07:02.220 |
- How much of reality, like the work of SpaceX, 01:07:04.660 |
is it an inspiration for the decisions made in this game? 01:07:08.820 |
- I wouldn't say it's for the decisions we made, 01:07:35.360 |
This giant machine that looks for imperfections 01:07:41.480 |
on the surface of these giant, you know, fuselage. 01:07:52.160 |
and so whenever I look at those kind of things, 01:08:07.800 |
we're reaching the edge of physics on a lot of this stuff 01:08:18.640 |
And like so the engineering that has gone into that, 01:08:26.960 |
I don't understand, right, I'm not at that level, 01:08:29.680 |
but I marvel at the kind of human ingenuity and scale. 01:08:40.380 |
and I went, I was outside for some reason, it was dark, 01:09:02.680 |
And like that is a UFO, nobody takes their phone out. 01:09:12.480 |
You would think, why don't you take a picture of this thing? 01:09:15.300 |
And the next day we found out, it was in the news, 01:09:20.440 |
And I'm seeing it from Delaware, Maryland area. 01:09:28.840 |
It's just even just that, I am in complete awe of. 01:09:33.040 |
- Is there some aspect to that that you can replicate, 01:09:50.120 |
and then you realize, I could get my ship blast off 01:10:03.320 |
So you'll be in a city and then you hear this, 01:10:15.720 |
And then that's all about creating the soundscape, 01:10:21.040 |
That's a ship that, or you jump into a system 01:10:41.000 |
not just kind of predicting it or imagining it. 01:10:54.560 |
It kind of fuels people's imagination of what is possible. 01:11:04.960 |
You're making me think now about other science fiction 01:11:15.520 |
If you look at a lot of the things in that movie, 01:11:17.360 |
it's almost like, I think those are coming true. 01:11:21.120 |
I mean, is that the one that you do interface this like-- 01:11:28.200 |
the way he looks as a child's more like a holographic, 01:11:30.400 |
almost AR, VR kind of thing, or digital billboards, 01:11:40.920 |
There's just a lot of future stuff in that movie. 01:11:43.560 |
As it comes to sci-fi, to your other question, 01:11:47.840 |
- Well, I think it does, and it's interesting. 01:11:50.760 |
I mean, I suppose you're trying to create the most realistic, 01:11:55.600 |
sticking to the tone, the most immersive, realistic world, 01:12:03.120 |
because you want it to be realistic in some deep sense. 01:12:10.080 |
and then that places, that idea in people's heads. 01:12:15.240 |
a multi-planetary species, we need to play games. 01:12:20.240 |
We need to read sci-fi to help imagine that that's possible, 01:12:32.320 |
I don't know, there's power to sci-fi to do that. 01:12:35.160 |
I guess you shouldn't feel the pressure of that. 01:12:37.560 |
- I don't know if I'd make the leap now, that's all, 01:12:52.880 |
are like, oh, I thought about getting into space 01:12:56.480 |
and space exploration, and being an engineer, 01:12:58.720 |
or doing these things, and I played this game, 01:13:22.000 |
- And if you read some of the stuff they're doing 01:13:26.320 |
and them being able to look for signs of life 01:13:41.880 |
I almost have a dream in mind, like in our lifetimes, 01:14:00.300 |
- The challenging question is, what it looks like, 01:14:04.880 |
So a lot of biologists tell me the big difficult leap 01:14:20.440 |
that there's two ways they're gonna look at planets. 01:14:26.760 |
They can now look at the ones that are created 01:14:31.080 |
that are created, the byproducts of industry. 01:14:38.340 |
and that they can start looking on these types of, 01:14:42.560 |
in these types of star systems, in these planets, 01:14:45.680 |
but it takes a lot of time, 'cause you have to book time 01:14:47.720 |
on that telescope, you have to like look at that planet 01:14:53.840 |
given enough time, given the amount of space out there, 01:15:01.400 |
That would be a cool thing in this short life of ours 01:15:06.480 |
an industrial intelligent civilization out there 01:15:11.480 |
before you contact them, so like die, end your life, 01:15:28.680 |
And I'm fascinated by what it would do to the way, 01:15:37.680 |
Like no, there is a definitively other life out there. 01:15:42.520 |
- I mean, both things, if there isn't life out there, 01:15:54.800 |
whatever special thing we have going on here, 01:15:57.300 |
this, whether you call it the flame of consciousness 01:16:01.240 |
or whether it's consciousness or intelligence, 01:16:03.960 |
that's a special thing, preserve it, have it expand. 01:16:10.080 |
I mean, that sparks that drive for exploration 01:16:15.080 |
of reaching out into the stars and meeting them. 01:16:23.880 |
But luckily, we have the military industrial complex 01:16:26.680 |
on Earth that builds bigger and better weapons 01:16:31.780 |
It will both protect us and destroy all our enemies. 01:16:45.060 |
So blink once if you know when Elder Scrolls VI 01:16:58.240 |
so like if you have the quantum mechanical interpretation 01:17:05.800 |
what would that, Todd, tell me about the year 01:17:10.900 |
Would it be 2025? - That is a trick question. 01:17:14.940 |
that question many ways, but never like that. 01:17:20.200 |
I mean, there is, of course, no answer because-- 01:17:30.980 |
And I wish they didn't take as long as they did, 01:17:36.900 |
And look, I mean, if I could go back in time, 01:17:46.620 |
- So you love that world, the Elder Scrolls world? 01:17:48.980 |
- Look, it's part of why I've spent more time there 01:17:51.740 |
than anything else in my life probably, right? 01:18:16.340 |
I was like, I just wanna play all this right now. 01:18:23.860 |
for everybody, and we do have to approach it. 01:18:45.380 |
people are gonna play the next Elder Scrolls game 01:18:58.940 |
- What are some elements that changed the way, 01:19:02.500 |
like how do you make a game that's playable for 20 years? 01:19:09.140 |
- There are some elements, I should pause on that. 01:19:46.620 |
We wanna support the people who are doing it on their own 01:19:56.540 |
So you think of designing the game from the start 01:20:04.600 |
So it starts with us, like everything we're doing, 01:20:23.340 |
And there's still obviously a learning curve there. 01:20:38.820 |
I fear I will spend a very large amount of time 01:20:42.660 |
- Well, we have an editor you can download on Steam, 01:20:48.860 |
and you could do something really, really small, 01:20:52.860 |
And it creates a little plugin file, we call it, 01:20:59.260 |
It's on console now, the mods, not the editing. 01:21:20.780 |
like I love the Khajiit follower mod for Skyrim. 01:21:29.900 |
Those things just take a really, really long time. 01:21:35.500 |
that's almost like it takes them a long time. 01:21:39.620 |
And we're always looking at ways that we can make it like, 01:21:47.660 |
- What about, is there any possibility in doing a mod 01:22:02.100 |
if they're using the tools that we already put out there, 01:22:07.420 |
which some people have figured out ways to hack in 01:22:12.900 |
But for the most part, like really pushing it, 01:22:20.180 |
the palette that they have is there's so many more things 01:22:24.220 |
- Well, I've built bots that play the driving games, 01:22:29.220 |
but they do that by just taking, reading the screen 01:22:33.420 |
and doing basic, not basic, it's actually pretty complicated 01:22:38.140 |
but you're basically simulating the human player. 01:22:40.980 |
To do that for Skyrim or for some of the open world games, 01:22:46.500 |
to be able to play those open, well, maybe not, 01:22:54.700 |
and just keep swinging until everybody's dead. 01:22:56.900 |
- Look, there's some bot stuff out there that does it. 01:22:58.740 |
We have some very, very dumb bots that we use 01:23:04.460 |
that we'll deploy on a whole bunch of servers 01:23:08.260 |
We run through every space, we're doing it in Starfield. 01:23:10.900 |
And then just running, they're all out there. 01:23:19.980 |
and then loads the next place and runs around a little bit. 01:23:29.100 |
And then we do have one that will play on its own. 01:23:47.020 |
like you guys broke it again within five minutes, so yeah. 01:23:56.900 |
that estimates the quality of the experience. 01:24:04.260 |
like how boring or not boring, the boring meter. 01:24:12.460 |
I mean, I feel like there's a balance to be struck there, 01:24:15.940 |
'cause you always want to be in fear of death. 01:24:18.500 |
- Yeah, we always, we have this chart at work we use, 01:24:24.820 |
it's either about a frustration/confusion or boredom. 01:24:29.820 |
You gotta put the player right in the middle of that. 01:24:34.340 |
- But I've sometimes put down games from frustration 01:24:42.620 |
- So I mean, the challenge, that's part of it. 01:24:48.820 |
Well, I don't know, actually, Skyrim, I'm one of those, 01:24:53.420 |
that you've interacted with about what they enjoy. 01:25:04.900 |
The open world nature of it is what's really compelling. 01:25:12.940 |
But I'm not sure if that's the same experience for everybody. 01:25:34.100 |
made by an external creator who is now full-time with us. 01:25:37.520 |
- So can we actually, thinking about Starfield, 01:25:44.660 |
go through the full life of a video game you've created? 01:26:15.900 |
You say, okay, what's the tone we're going for, right? 01:26:29.660 |
as we're getting in the throes of it or wrapping it, 01:26:44.060 |
What are the big ticket, like, where's it set? 01:27:06.100 |
I usually have the beginning of the game worked out. 01:27:09.540 |
I like to think about, okay, how's the game start? 01:27:15.340 |
So take Elder Scrolls VI, we forgot where it's set. 01:27:32.300 |
Well, at least we know we narrowed it down that. 01:27:50.900 |
- No, no, the music, we put in the teaser for it. 01:28:03.180 |
You're then doing concepting and design for the world. 01:28:11.540 |
And you're usually building kind of your initial spaces. 01:28:14.500 |
And so we do like to do like a first playable, 01:28:18.820 |
that we can sort of prove out and show to people, 01:28:27.300 |
when more of the team comes on, when the other game is done. 01:28:30.300 |
And that's still what we call a VS, vertical slice. 01:28:37.420 |
And it's a larger chunk of the game that you can play. 01:28:46.260 |
And we're fortunate that the other games we've done 01:28:48.280 |
are popular enough that we can be doing DLC and content 01:28:51.020 |
and those kinds of things while we're getting the one going. 01:29:05.060 |
you know, can run a year, two years, maybe more. 01:29:08.940 |
And then you kind of have a finalizing final six months 01:29:23.100 |
where we have a lot of very different elements 01:29:26.300 |
that maybe aren't clicking together the way you want 01:29:28.460 |
outside of the regular polish for levels and features. 01:29:31.380 |
And we're shaving and gluing and sticking things together 01:29:34.500 |
so that it's not the schizophrenic game experience 01:29:48.580 |
and then how they interact with the story or, 01:29:50.620 |
hey, I went from this experience to this experience, 01:29:53.060 |
or picking flowers in alchemy feels like a different game 01:29:56.780 |
and then how is another character referencing that? 01:30:01.620 |
And how is that intersecting with the skill system 01:30:07.060 |
Like the skill system and the interface is the party host. 01:30:22.620 |
And the skill system and the way it reacts on the HUD, 01:30:34.820 |
and the rate at which the game is giving you activities, 01:30:39.580 |
then you're in like what we describe as a game flow. 01:30:48.860 |
it doesn't even exist in the way that you see it 01:30:54.620 |
And that's what we were working on a lot that last year. 01:30:57.460 |
- So at which point is like the set of skills, 01:31:12.100 |
We'll have one, but we know it's gonna get honed 01:31:28.940 |
'cause every character needs some amount of that. 01:31:35.500 |
How important is these other type of activities? 01:31:42.620 |
it isn't automatically give me plus 10 damage? 01:31:47.940 |
- How do you get the, what about the combat system? 01:31:51.060 |
That does seem to be an important part of a lot of games. 01:31:53.860 |
- You start it in the beginning, yeah, every time, yep. 01:31:56.780 |
So usually when we're making that first playable, 01:32:01.260 |
some amount of dialogue, some amount of combat. 01:32:12.780 |
helping the player when they don't realize it. 01:32:15.060 |
There's a lot of tricks you can do with magnetism 01:32:17.940 |
in terms of the controller and where the attacks go. 01:32:28.660 |
and they happen at a rate that the player feels 01:32:41.340 |
but they really are there for you to kill them, right? 01:32:46.020 |
So they do a lot of things to just let themselves get killed. 01:32:51.020 |
They're not near as smart as we can make them 01:33:04.780 |
and it's a very intimate interaction with an AI 01:33:20.900 |
And if anything feels off, it's gonna feel wrong. 01:33:29.380 |
in terms of how they handle combat scenarios. 01:33:32.460 |
And there's some games that just do it extremely well 01:33:35.140 |
in terms of, even in multiplayer where you're playing bots 01:33:50.740 |
And I was like, "All right, I'll just wait my turn 01:33:55.660 |
when there's six enemies, but a good game will, 01:34:12.540 |
where you try different things, you have different ideas. 01:34:16.260 |
- There's a lot of timing, animation work, HUD work also. 01:34:42.940 |
Because if you didn't, it would just be just slaughter 01:34:51.340 |
What about things like, you said cooking, like crafting, 01:35:14.980 |
So what role does that play in the game's creation? 01:35:16.700 |
- I think we really cracked it in a way I like 01:35:20.380 |
with Fallout 4, actually, where when we're doing 01:35:23.020 |
Elder Scrolls, we have the flowers and things 01:35:29.940 |
okay, if it's post-apocalyptic, what if everything 01:35:32.220 |
in the world was an alchemical ingredient in some kind? 01:35:40.780 |
we like the simulation, we like the forks and the spoons 01:35:46.380 |
So I love how it starts working in Fallout 4, 01:35:57.820 |
outside of a cup is worth one gold piece or one cap. 01:36:26.720 |
- So Fallout 3 and Fallout 4 are intentionally 01:36:33.780 |
What's the post-apocalyptic world of Fallout, 01:36:50.100 |
that was left behind, the world that blew itself up, 01:37:00.700 |
like how they visioned the future in the '50s 01:37:05.620 |
I think that's a super interesting place to explore, 01:37:08.620 |
which is why we always wanted to play in that world. 01:37:11.520 |
And it does an amazing job of sort of weaving 01:37:15.740 |
the drama and darkness of a post-apocalyptic world 01:37:26.180 |
Winks at the camera sometimes, often, actually. 01:37:41.300 |
outside of anything else kind of in that genre. 01:37:45.020 |
- So Elder Scrolls has, or at least Skyrim has, 01:38:02.840 |
- So the funny thing is, I do think Fallout 3 01:38:13.220 |
"we obviously had big ideas of what we could do with it, 01:38:22.300 |
"What are the key things you'd want out in a new one? 01:38:26.180 |
"The opinions," and I'll put this mildly, "varied a lot, 01:38:52.100 |
We were met with a lot of skepticism in terms of, 01:39:05.300 |
we had finished Morrowind, but not announced Oblivion. 01:39:12.420 |
'cause I think Interplay was a public company. 01:39:18.340 |
"Well, we're gonna piss off all the Elder Scrolls fans, 01:39:22.780 |
"We're probably gonna piss off the hardcore Fallout fans, 01:39:27.820 |
"and clearly we'll probably make a different kind of game." 01:39:32.620 |
there was a lot of concern with all of our fans, 01:39:39.580 |
And so, I think it was pretty rewarding for us 01:39:44.580 |
that that game found the audience and success that it did. 01:39:50.620 |
It's one of my favorite projects that I've ever worked on. 01:40:09.740 |
And it was kind of a breath of fresh air to do it. 01:40:15.220 |
Fallout 3 comes out just two and a half years after Oblivion. 01:40:27.660 |
So, I just remember enjoying making that game so much, 01:40:32.660 |
'cause it was, everything we were doing was new. 01:40:48.140 |
very few of us had worked on the Terminator things. 01:41:11.900 |
- Are there some favorite things to you about that world 01:41:37.900 |
okay, we want you to feel like your character on the screen. 01:41:44.340 |
you don't know what you were doing before that. 01:41:50.900 |
and you raised in the vault, and you lived in the vault, 01:42:02.900 |
but the emotional moment of stepping out of the vault, 01:42:05.460 |
you feel like you lived your whole life in the vault. 01:42:08.780 |
- And you feel like you have a sense of your past. 01:42:27.420 |
- I mean, you'd have to, look, you do some of that stuff, 01:42:39.260 |
- Say hey, if you wanna make a mod, you wanna make a mod. 01:42:54.660 |
Elder Scrolls is a little bit more of a blank slate game 01:42:56.860 |
to who you are, which has a lot of positives, 01:43:06.140 |
Go be who you wanna be, but this is the background. 01:43:18.540 |
but I feel like there's a lot of the meaningful experience 01:43:23.540 |
of a role-playing game is not just the development 01:43:30.200 |
but the initial character creation, like you said. 01:43:41.180 |
because you think so much about that beginning. 01:43:55.980 |
you start to load in the world that you're about to enter 01:44:03.620 |
It's a really, really good comment and question. 01:44:07.960 |
And it's more than, it has to set the whole stage. 01:44:12.380 |
Has to peak your interest for the world you're gonna enter. 01:44:21.740 |
in terms of when you actually go to make your character, 01:44:28.740 |
And one of the things over time that we've wanted to avoid 01:44:50.280 |
I'll play it and then I'll make a new character. 01:44:53.200 |
But sometimes they do that because they realize 01:44:58.200 |
And as a designer, you don't want that to happen. 01:45:01.900 |
So some people, and we get this comment in Elder Scrolls, 01:45:08.760 |
No, no, no, no, we moved those choices into the gameplay 01:45:12.360 |
so that you don't make this character in the beginning 01:45:40.320 |
So you can do that, like the Skyrim character system, 01:45:49.760 |
but there's nothing you can't get then on your own. 01:45:52.120 |
Mostly, it sounds weird, but you mostly want that 01:46:10.440 |
but if you discover you don't like that type of play 01:46:13.400 |
as you play, you can move your character along. 01:46:16.600 |
So we have moved away, post-Oblivion, to a classless, 01:46:21.600 |
meaning you don't have a strict character class, 01:46:27.120 |
warrior, mage, thief, whatever, in our games. 01:46:36.520 |
you're already thinking about that kind of stuff? 01:46:45.560 |
- Yeah, yeah, we know what the first few hours are like, 01:46:48.600 |
we know what the character system is basically like. 01:46:57.320 |
between Oblivion, Skyrim, Morrowind, Oblivion, Skyrim, 01:47:09.360 |
- But Oblivion, that's when you could make spells and stuff. 01:47:14.360 |
- You could, you could do it in Morrowind as well. 01:47:19.360 |
Morrowind's where you can really go, and Daggerfall. 01:47:21.960 |
I don't remember if you can make spells in Arena. 01:47:28.200 |
You definitely can in Daggerfall, it gets crazy. 01:47:34.640 |
'cause people started breaking the game in certain ways. 01:47:41.280 |
- Well, there's like one people love in Morrowind 01:47:55.840 |
- And so as we, any quests, we would do this exercise 01:48:00.280 |
of designing a quest, and then someone would say, 01:48:03.880 |
And you're like, "Oh, okay, the quest is broken." 01:48:13.560 |
- So, a tangent upon a tangent upon a tangent. 01:48:19.840 |
'Cause there's all kinds of personalities of humans 01:48:25.000 |
- Well, there's, look, there's multiple flavors 01:48:33.160 |
Some of them have very good upfront storytelling. 01:48:40.800 |
And you'll go through a more handcrafted experience 01:48:45.040 |
that the designers have done a really, really good job 01:48:52.920 |
and then the ending has some multiple options 01:48:57.920 |
that the player feels like they got to do something, 01:49:26.800 |
It's like, "Go find me five daedric hearts," or whatever. 01:49:30.720 |
Like, "Find me X of something that's hard to get." 01:49:38.720 |
And we're not telling the player where to get those, 01:49:40.800 |
and they're thinking, "Now, where could I get those?" 01:49:44.040 |
And I actually find those to be just as rewarding 01:49:51.760 |
little bit more linear with an interesting choice 01:49:54.020 |
at the end, if those objects are in the world 01:50:00.600 |
that there's usually some challenge at getting them. 01:50:04.000 |
- How do you place objects in a world in an interesting way? 01:50:11.760 |
You cannot, people, if they only knew how much we spend, 01:50:16.360 |
we have a clutter group, a group of people who clutter. 01:50:22.720 |
It's like interior decorators for treasure and stuff 01:50:49.800 |
that becomes like a decision point in the player's head. 01:50:54.300 |
But the more you do that, it looks easy on paper, 01:51:03.120 |
of all these decision points, then they get lost. 01:51:07.040 |
And yes, we have maps, but anytime the player's going 01:51:21.660 |
There's a momentum to it, just pulls them in. 01:51:26.340 |
- And you know, look, you played a lot of games, 01:51:27.160 |
you played a lot of levels where you're just like, 01:51:46.460 |
But as far as the treasure and all of the loot, 01:52:06.140 |
like this is not, this is too much, this is not enough. 01:52:10.560 |
look, it creates, people want to pick everything up. 01:52:15.220 |
So if you have too many things of importance in a room, 01:52:32.380 |
that you're just like, "I've clicked so many things 01:52:36.500 |
"that ammo canister there," but you feel like a dope. 01:52:45.180 |
if there's not many items, and you found the one, 01:52:51.940 |
"and I picked this lock, and I opened this locker, 01:52:54.500 |
"and oh, there was this thing I've been waiting for." 01:53:19.020 |
and there are ones that you just play and love 01:53:34.580 |
and they did an update, it mostly just changed 01:53:36.460 |
the loot drops, and it's like this whole new experience, 01:53:46.740 |
to get better at it 'cause it's one of those things 01:53:54.020 |
- Diablo and Skyrim have this interesting quality 01:54:04.300 |
so it changes the dynamic of you could afford 01:54:18.040 |
a lot of people play, and they start sharing stories, 01:54:24.200 |
of the game experience is the stories of others, right? 01:54:39.340 |
So, you meet someone, they do, what are you doing? 01:54:45.760 |
If you go here and do this, what did you know? 01:54:49.200 |
And that, to us, is where a lot of our community 01:55:05.720 |
that's open world? - Well, we did Fallout 76. 01:55:08.100 |
We have Elder Scrolls Online, not a game I created, 01:55:25.080 |
Like, the actual mechanics aren't the same as Skyrim, 01:55:31.880 |
You know, it's about to be 10 years for that game as well. 01:55:36.680 |
And it's just, you know, great community around that. 01:55:52.620 |
but I would not, it's, I think they did a phenomenal, 01:56:02.580 |
Diablo Immortal is, I was very, very impressed with it. 01:56:08.220 |
of designing a game for mobile versus the PC and console? 01:56:16.840 |
What's the fundamental change in the philosophy of design? 01:56:21.840 |
Does it constrain, does it change the tone of the game? 01:56:29.140 |
and we have a new mobile game that we're working on 01:56:31.220 |
that we haven't announced yet that I'm in love with. 01:56:34.020 |
There are a couple of things that you approach on mobile. 01:56:38.300 |
Now, I can give you sort of the classic mobile gaming thing 01:56:51.300 |
'Cause for the amount of people you're gonna get, 01:56:56.780 |
the number that have the amount of time to sit there 01:57:11.140 |
so how the tutorial works, how it gets you into the game, 01:57:17.380 |
you haven't done this investment of buying it 01:57:22.020 |
So really understanding how they get into the game. 01:57:24.460 |
Those two things are really the magic to mobile gaming. 01:57:35.520 |
Like, large numbers of people will play it for hours a day. 01:57:44.420 |
'Cause I guess you can spend more time with it. 01:57:57.740 |
they would rather sit and stare at their phone 01:58:05.980 |
throughout human history the evolution of sentences 01:58:09.240 |
that began with, if you look at kids these days. 01:58:24.580 |
I am, like, my favorite game this year is "Marvel Snap," 01:58:28.940 |
this card game from the folks who did "Hearthstone." 01:58:56.900 |
like, you have to be able to immerse yourself, 01:59:01.140 |
and for some reason there's something about costumes, 01:59:04.680 |
But then again, I'm like into elves and dragons, 01:59:29.920 |
when you look at the timeline of five, six, seven, 01:59:32.960 |
eight years, whatever it is, to create a game, 01:59:40.060 |
- Do you try to keep, in your own brain, a deadline, 01:59:46.400 |
- And when you set that deadline early in the development, 01:59:55.660 |
- No, we try to make it, like, hey, this is our best guess. 02:00:00.140 |
you know you're gonna miss it, it's arbitrary. 02:00:02.560 |
We really try to, you know, keep ourselves honest, 02:00:05.620 |
'cause it'll let you know where you're at, right? 02:00:08.980 |
we wanna be done with prototyping or design by this date, 02:00:11.180 |
we wanna have first playable this date, we wanna have this. 02:00:15.500 |
Pandemic happens, people go home, it throws everything off. 02:00:25.140 |
what you needed to do, like Skyrim was so popular, 02:00:35.800 |
we really shouldn't move the people on to "Fallout" yet, 02:00:38.100 |
'cause we're doing these things in Skyrim and we should. 02:00:40.420 |
So it just sort of keeps you honest for where you're at. 02:00:43.940 |
- Does it get super stressful as you get closer? 02:01:01.020 |
- It was, it was, but it was the right thing to do. 02:01:05.700 |
- How do you know it's the right thing to do? 02:01:28.360 |
But there's a lot of things that go into release date 02:01:33.160 |
And, you know, we've reached a point where on "Starfield" 02:01:41.100 |
even though you wanna say you can get it done, 02:01:43.220 |
that the risk involved with that to the fans, 02:01:52.220 |
we should really move it and give it the time it needs. 02:02:02.340 |
Microsoft bought Bethesda and ZeniMax for $7.5 billion. 02:02:22.300 |
- You know, when your company goes through a change like that 02:02:26.760 |
even if it's somebody that you've worked with 02:02:28.500 |
for a long time, you never know what you're in for. 02:02:36.020 |
since we started doing console stuff with "Morrowind" 02:02:38.700 |
was, you know, they came to us, came to me and, 02:02:40.700 |
"Hey, you should make this game for the Xbox." 02:03:06.220 |
That the culture inside of Microsoft and Xbox 02:03:09.220 |
that people see from the outside is the culture inside, 02:03:23.320 |
has been, you know, Phil really, really lucky. 02:03:31.860 |
but we've never been kind of the platform seller, 02:03:36.240 |
you know, the game for a platform for a period of time. 02:03:40.580 |
And so, you know, there is a lot of pressure there. 02:03:46.900 |
- Is there a chance that "Starfield" is exclusive to Xbox? 02:03:52.740 |
- It's officially ready. - Xbox PC, yep, yes. 02:04:09.940 |
And I think the PlayStation 5 is just an insane machine. 02:04:16.580 |
We were traditionally a PC developers in the beginning. 02:04:21.100 |
We transitioned to Xbox, became our lead platform. 02:04:23.540 |
Like "Morrowind" is basically exclusive to Xbox. 02:04:25.700 |
"Oblivion" was exclusive to Xbox for a long period of time. 02:04:48.180 |
So our ability to focus and say, and have help from them, 02:04:54.500 |
we are gonna make this look incredible on the new systems 02:04:58.900 |
is like, from my standpoint, it's just awesome. 02:05:02.460 |
- What's the difference in creating the console 02:05:05.660 |
I also have to admit, I've never, is this shameful? 02:05:19.380 |
I played, I mean, I've played very little Xbox. 02:05:22.340 |
I mean, look, there's the obvious interface part. 02:05:27.300 |
But when you're looking at hardware, PCs, it's tough, right? 02:05:37.580 |
What is the actual refresh rate of X, Y, and Z? 02:05:46.860 |
that I know I'm writing it for, you know this. 02:05:49.900 |
And the Series X is just a incredible machine. 02:06:03.340 |
how to make it really, really dance is just awesome. 02:06:16.340 |
Like if they have a choice- - Yeah, absolutely. 02:06:25.100 |
you can take your save and go between and all those things. 02:06:34.940 |
- If you have the Game Pass PC version of it versus Steam. 02:06:44.900 |
So there's a Microsoft, so this is gonna be on Game Pass. 02:06:48.020 |
And then you can, yeah, if you can take it from PC 02:06:50.500 |
through Game Pass- - But I think it depends on, 02:07:04.540 |
Do I wanna be two feet from a thing right now? 02:07:17.100 |
So when I get home and I wanna play something else, 02:07:26.100 |
So you've created some of the greatest games ever. 02:07:42.340 |
- Yeah, I'm sure there's an interesting story. 02:07:53.380 |
but I think I would put, personally I would put Skyrim. 02:08:12.420 |
then like the credit goes to Morrowind maybe over Skyrim. 02:08:40.140 |
- Well, first, I'm just sort of like hearing you say 02:08:44.340 |
that you think Skyrim's the best game of all time 02:09:18.180 |
first really visual online world in that way. 02:09:26.100 |
where you could bake bread, you could pick all this stuff up. 02:09:28.820 |
I mean, anyone who's played Ultimas and plays our stuff 02:09:38.540 |
And the other thing that I loved about Ultima 02:09:47.660 |
That they iterated and there weren't necessarily 02:10:03.740 |
I love this idea that a game also is this tangible thing. 02:10:12.940 |
and Ultima VII is black and Ultima VIII is the fiery gate 02:10:27.740 |
this goes to video gaming or any other digital things 02:10:31.900 |
where digital ownership has great value to people. 02:10:34.900 |
So I like looking at my collections of games, 02:10:41.500 |
in the same way you wanna see nice album art, 02:10:52.100 |
We want those boxes to look good next to each other. 02:10:57.340 |
I always mentioned Tetris because I think it's, 02:11:01.900 |
obviously I love virtual worlds and those kinds of things, 02:11:05.860 |
but for the time and what an interactive like video games 02:11:14.900 |
in front of just about anybody and they'll enjoy it. 02:11:19.900 |
It's got some moment of challenge and it's just so elegant. 02:11:46.660 |
You can really create that immersive experience without-- 02:11:58.660 |
Pac-Man I mentioned in terms of bringing games 02:12:03.260 |
into the mainstream in a way that captured people 02:12:10.620 |
Nintendo, probably the best game makers in the world still. 02:12:13.780 |
They know who they are, they know what they wanna do, 02:12:20.040 |
- I gotta ask you about a game I haven't played 02:12:25.660 |
but people put up there as one of the greats, 02:12:32.500 |
- A lot of it, yes, yes, it's fantastic, it's fantastic. 02:12:37.620 |
I've played other Zeldas than the open worlds 02:12:47.380 |
And the one thing that they do really, really well 02:12:53.760 |
Some people, you know, even some of the things we do 02:13:11.220 |
And so I think they just did a phenomenal job. 02:13:32.100 |
I would put GTA 3, Grand Theft Auto 3 up there 02:13:35.700 |
with the landmark kind of usher in the open world. 02:13:43.260 |
this was an all new thing with the mobster storytelling. 02:13:49.540 |
- It was, then Vice City's kind of a fast follow, 02:13:58.420 |
I think they're really phenomenally well-made games. 02:14:03.260 |
I think Red Dead Redemption 1 could be my favorite story. 02:14:18.480 |
I guess if you like the fallout, there's the humor. 02:14:27.340 |
but also the brutality of human nature's in there too. 02:14:43.500 |
The satire on the world is just so well done. 02:15:04.500 |
- I could just sit here and list games forever. 02:15:11.460 |
College football, NCAA football was my favorite. 02:15:14.180 |
It's like, I would say this is a great role-playing game. 02:15:15.700 |
- Oh, you would actually keep getting role-playing? 02:15:19.940 |
I have like 60 characters, and they're all leveling up, 02:15:25.100 |
And then the college ones, I like college football. 02:15:34.060 |
And they're doing it, so it's finally coming back. 02:15:36.660 |
What would you say is the greatest sports game of all time? 02:15:55.660 |
There's more pageantry, and the players turn over. 02:16:21.020 |
If you like European football/soccer, FIFA's incredible. 02:16:28.540 |
to the game design of that world, of those worlds? 02:16:42.260 |
When you have to recreate something that's real 02:16:44.980 |
in the real world, say it's cars or it's sports games, 02:16:54.580 |
Then you're gonna balance it for single player. 02:16:56.500 |
The multiplayer parts of it, they're very, very competitive. 02:17:10.860 |
But it's a much more difficult development process 02:17:34.380 |
where it feels like less was done and more was done, 02:17:49.100 |
but just like a perfectly average productive day. 02:18:09.980 |
So I sort of view that as that's an everyday thing. 02:18:24.340 |
But the best really day or where I feel it's fulfilling 02:18:42.460 |
and then get in a room with the other developers 02:18:53.420 |
when you can say, okay, what do we want this to do? 02:19:08.220 |
But it's like anything is possible, that's fun, 02:19:15.420 |
Whereas these are the elements you have to play with. 02:19:24.580 |
- So brainstorming about specific big picture, 02:19:42.980 |
Where something you played in the beginning of the day 02:19:44.820 |
didn't feel great, you've figured out a solution 02:19:48.260 |
with a group of people, it's always with a group. 02:20:06.380 |
you have design, which breaks into some quest design, 02:20:15.900 |
And then level design is making the spaces like those 02:20:23.900 |
Can't remember if I mentioned art, a lot of artists. 02:20:27.140 |
QA staff as well, they're hugely valuable in saying, 02:20:30.660 |
hey, we broke your game in these magical ways, 02:20:40.940 |
- I mean, all of this seems like a super fun job. 02:20:44.180 |
Then you have audio and it by far is the greatest job 02:20:54.900 |
If you're into storytelling and creativity and art, 02:20:57.780 |
And it's really the gaming, the combination of that. 02:21:06.100 |
it's brought thousands of hours of happiness. 02:21:12.460 |
you have a part to play in a thing that's going to bring 02:21:24.460 |
- It is, and I'm gonna play you saying that back to our team 02:21:32.100 |
and then you do forget how many people it touches. 02:21:48.740 |
It feels good, but you don't get that signal. 02:22:09.540 |
- Well, we know where they've been and where they've died 02:22:13.860 |
and we can sort of tell, outside of people just telling us 02:22:19.460 |
we can tell for some data where people are dropping off 02:22:23.100 |
or having a, we can tell if there's a key frustration point. 02:22:36.100 |
Like designing, like make them feel fear or excitement, 02:22:47.300 |
The big one I like to say is the video games give you 02:22:56.860 |
like, yeah, but you never think like, look what I did. 02:22:59.560 |
And that feeling of like accomplishment and pride 02:23:09.100 |
like, those are real feelings of like accomplishment 02:23:38.720 |
that gives you a confidence or a perspective. 02:23:50.420 |
and they wanna come and I wanna see the next game 02:23:58.100 |
And it is like the greatest thing that we do. 02:24:02.820 |
And it reminds you of like how important it is. 02:24:14.540 |
Like they don't, they didn't even realize what it meant 02:24:23.880 |
been involved with that foundation for a number of years. 02:24:35.260 |
that sense of accomplishment is hard to find. 02:24:40.440 |
not everybody has it in the outlets that real life provides. 02:24:47.980 |
I mean, the world is cruel to when you're young. 02:24:55.180 |
that's why you, everybody always wants to grow up 02:25:08.500 |
That's why when people talk down to video games, 02:25:22.300 |
that people create communities and, you know, 02:25:29.240 |
especially one where you stick with for a while, 02:25:33.740 |
Do you have advice for those same young folks? 02:25:47.840 |
do you have advice for young folks in high school, 02:25:49.960 |
maybe college, how to have a career or a life 02:25:56.720 |
- Well, you have to find something that you love so much 02:26:40.360 |
they're gonna be resilient and push past that. 02:26:43.120 |
Anyone who's had success or gotten somewhere, 02:26:49.520 |
And they've stayed resilient because they love it so much 02:26:59.200 |
just don't think it's gonna work out the same. 02:27:06.280 |
dark points where your mind went to a dark place, 02:27:41.520 |
I just wanted to, okay, let me find a way to make this work. 02:27:47.400 |
and all that kind of stuff, you just kind of like, 02:27:54.160 |
I don't know, my father had moved nearby to the office. 02:28:07.280 |
When the company almost went out of business, 02:28:15.360 |
but hey, let's, okay, that's a learning lesson. 02:28:38.280 |
people don't see them, but we have them all the time. 02:28:43.160 |
And so it's that sort of belief that with the team 02:28:57.560 |
and we see the millions of people who love it, 02:29:06.840 |
but also new, I saw the TV show you're working on. 02:29:23.120 |
- Yeah, people asked, I can remember 10 years ago 02:29:29.640 |
"Hey, we think this would make a great movie." 02:29:45.640 |
I met great people, like well-known creatives. 02:29:48.160 |
Like, it's gonna get synthesized into this two hour, 02:30:06.400 |
it kind of came up again and met with people. 02:30:08.400 |
And Jonathan Nolan and Lisa Joy who do Westworld. 02:30:27.520 |
- And he's the EP, he's directed the first few episodes. 02:30:37.720 |
he was like, "Hey, you're the person I want to do this." 02:30:49.320 |
"Oh yeah, Fall 3 is one of my, yeah, sign me up." 02:31:20.560 |
- Those are all the best, no one ever does it 02:31:24.880 |
but they've just done their attention to detail 02:31:32.440 |
and the storytelling and how it looks, the whole thing. 02:31:36.720 |
- Yeah, I think obsession is really a prerequisite 02:31:40.600 |
for greatness, what they did, HBO did with Chernobyl. 02:31:45.360 |
Like, the attention to detail. - Great series. 02:31:51.520 |
- If you really care and you really put a lot of effort 02:31:55.360 |
into the details, you can basically truly expect it. 02:31:58.800 |
I mean, I don't wanna spoil it, but when people see it, 02:32:15.480 |
And for this, it was, hey, let's do something 02:32:26.120 |
and let's tell a story here that fits in the world 02:32:30.680 |
that we have built, doesn't break any of the rules, 02:32:39.560 |
that exists in the same world, but is its own unique thing. 02:32:43.040 |
So it adds to it, while also people who don't, 02:32:46.000 |
haven't played the games, who can't experience 02:32:48.360 |
how crazy cool Fallout is, can watch the series. 02:32:52.720 |
- Are there some similarities or interesting differences 02:33:03.720 |
- Well, for them, it's much more character-driven. 02:33:13.800 |
what their motivations are, that really is the engine. 02:33:44.360 |
When the character's known, how do you work with that? 02:33:57.480 |
it is the, it's Indiana Jones, not a world, it's him. 02:34:00.360 |
Right, you can talk about the world of Indiana Jones, 02:34:01.880 |
but at the end of the day, it's about this character. 02:34:05.000 |
And Raiders, still my favorite movie of all time. 02:34:16.740 |
- Well, I saw it, obviously, when I was younger, 02:34:41.560 |
The opening is the greatest movie opening ever. 02:34:45.360 |
And I just love everything, I love everything about it. 02:34:54.240 |
- Oh, that's the opening. - That's the opening 02:35:03.680 |
So I've always wanted to, it's one of those things, 02:35:07.400 |
Like, oh, I wanna make an Indiana Jones game. 02:35:10.000 |
And I had pitched Lucas, I met some people there 02:35:17.560 |
And they wanted to publish, kind of the deal fell apart. 02:35:23.000 |
They wanted to publish it, and we were a publisher, 02:35:28.720 |
I just was gonna figure that out after we agreed to a deal. 02:35:43.640 |
and working with people, and so I knew some folks there 02:35:57.920 |
they probably weren't as good a fit as Machine Games, 02:36:10.280 |
they're just doing an incredible job with that game. 02:36:14.440 |
People are gonna be, if you like Indiana Jones, 02:36:17.280 |
it is a definite love letter to Indiana Jones 02:36:22.400 |
- Can you say if it's more on the action adventure side, 02:36:29.400 |
- I could go back, I would just say it is a mashup. 02:36:33.560 |
It is a unique, it isn't one thing intentionally. 02:36:46.320 |
and the folks at Machine Games have wanted to do in a game. 02:37:04.600 |
So mod, if anyone wants to create mods of me, 02:37:26.800 |
- You do a mod where you replace the mysterious stranger. 02:37:47.120 |
scripting language that's built into the tool. 02:37:50.280 |
- Okay, I'm almost afraid to explore that world, 02:37:53.240 |
'cause you will never, never, never turn back. 02:37:55.560 |
How long, you've created so many incredible games, 02:38:09.080 |
do you still have the energy, the passion, the drive-- 02:38:27.000 |
I've learned that to appreciate the developments 02:38:42.320 |
the development process more than I did in the past. 02:38:58.560 |
so the moments that we're all doing this together, 02:39:12.080 |
So the actual process of creating the struggles 02:39:18.280 |
with Starfield probably creating some of the glue 02:39:20.680 |
of how stuff feels and going back again and again and again 02:39:33.960 |
And sometimes people, you gotta maybe recalibrate yourself 02:39:39.280 |
to like, okay, how can we make this more enjoyable 02:39:42.080 |
for all of us, no matter what you're doing, and rewarding. 02:39:46.440 |
- So if life is a video game, which it most likely is, 02:40:02.120 |
You're asking the big questions of why am I here? 02:40:06.200 |
for answering the same question for this video game we're in. 02:40:10.080 |
What do you think is the meaning of life, Todd Howard? 02:40:55.400 |
It might be cliche to say the meaning of life is to love. 02:41:13.800 |
and the second one starts when you realize there's only one. 02:41:28.080 |
- Are you able to be inside the worlds that you've created 02:41:32.680 |
and be able to notice them, like really enjoy them? 02:41:37.680 |
- It takes time, so Skyrim had its 10th anniversary, 02:41:50.200 |
That's what we noticed, people age up into it. 02:42:07.280 |
And he wasn't, usually I'd say, hey, check out my games, 02:42:14.640 |
like we're having deep Elder Scrolls lore conversations 02:42:26.680 |
and the YouTubers he was following, talking about stuff. 02:42:29.520 |
So the people who like the Elder Scrolls people 02:42:31.800 |
don't realize how much of that I have watched with my son. 02:42:35.120 |
And then I kind of, when the 10th anniversary came out, 02:42:47.040 |
where like, oh my God, I just played for four hours. 02:42:51.400 |
- Yeah, I mean, there's something about enjoying 02:42:57.760 |
or the water cooler discussion, and with kids. 02:43:21.200 |
that's exactly when Elder Scrolls VI comes out. 02:43:24.240 |
So I wanna, can you give me a hint when I should have kids? 02:43:27.800 |
- You are a genius at how to ask that question. 02:43:48.240 |
Thank you for everything you've done for the world. 02:43:52.320 |
- It's a huge honor that you would talk with me. 02:43:57.840 |
look, I have a huge team of people I've worked with 02:44:10.480 |
Guys and gals, I can't wait to see what you create next. 02:44:27.080 |
please check out our sponsors in the description. 02:44:29.680 |
And now, let me leave you with some words from Tolkien.