Todd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield | Lex Fridman Podcast #342
H9AAnV59ddE • 2022-11-29
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Kind: captions Language: en blink once if you know when Elder Scrolls 6 is coming out but are not going to tell me the following is a conversation with Todd Howard one of the greatest video game designers of all time he has led the development of the Fallout series and the Elder Scrolls series including Arena Daggerfall Morrowind Oblivion Skyrim and the future Elder Scrolls 6 and a totally new world in an upcoming game called Starfield many of these have won Game of the Year Awards and have been some of the most celebrated and impactful games ever made to me Skyrim is quite possibly the greatest game ever this is a Lex Friedman podcast to support it please check out our sponsors in the description and now dear friends here's Todd Howard is it possible that we are currently living inside a video game that the future you designed can you give hints as to how one would Escape if this was a video again how can a video game character escape to outside the video game are these things you don't consider when you design the game actually we do because in the kind of games that we make we want it to be as open as possible so you know when you start a game you're always testing it what can I do what would the game allow me to do and you check everything you try to pick up the you know the mugs you try every door you collide with everything like hey what are the rules of this world we try to do games where you know we say yes as much as possible that leads to some level of Chaos but if you were stuck in a video game you would you would try everything and usually you're going to find a door or a space where the designers didn't uh anticipate you piling all those crates up and getting over a wall that they didn't expect right so it's not a designed doorway out it's uh accidental unintended doorway out and it's a it's a happy bug you could like trim and show just get in the ocean and go until just keep going and keep going right but the more realistic the game becomes the harder it is to find that door the the bigger the world the bigger the open world and then as we do it we learn they're going to find a way so just don't try to pen them in usually we leave like this developer test cell yeah area in the game that we don't anticipate anyone will find and and they ultimately find it it usually has crates of all the weapons in the game and things like that the little hints you drop now will just drive people mad which is something I enjoy deeply so Skyrim NPCs have at times hilarious dialogue what does it take to build a good NPC dialogue the main thing is to make them reactive a lot of times when you write characters from movies or things like that you want to make that character interesting for themselves right what's their story and there's some characters like that that the player definitely cares about but the best characters are the ones that react to you so you'll find a lot of people love our guards and the guards are written almost purely to be reactive hey nice tie I like your jacket do this cool watch you know hey what'd you do and so that hey you're the man as you walk by that makes them interesting or the way they react to something that you do Lydia in Skyrim who everybody loves I'm sworn to carry your burdens that's a generic line that all of the you know house Carls have and it just kind of lands when she says it why does it land what do you what do you and did you anticipate with land there's a slight snarkiness in that particular read of it and you're asking her to do something and she's reacting to you what about the the trade-off between maybe the randomness and the scripted nature of the dialogue like is there any room for randomness of the dialogue tree oh absolutely we tend to write them in Stacks with you know it's a it's a very small I think it was a small state machine that just says okay this is what's happening here's a random list of things I could say to that and then some of that um plays out in ways you don't anticipate but we look at the things what are the players doing that we could have the characters respond to that they don't expect you know jumping on tables or stealing stuff or um you know sneaking in in the middle of the night or those kind of things the more that we can do the more reactive and interesting the characters appear and these State machines how big are these things are these individual to the individual characters that's just fascinating how you design State machines is it just just a giant I would think of the AI as one big one yeah oh so for for sort of everybody so there's an AI there's a manager for all the people and one of the things people manager right nice one of the things that makes what we do particularly unique is and this is a trade-off for what people are seeing because a lot of it's not on the screen but we're using Cycles to run this which is we're thinking about everybody in the whole world all the time the ones that are further away at a much less tick rate they go into low but we know if they want to walk across the world and we're running every Quest at the same time whereas in other weapon World Games you start an activity the rest of the world is going to shut down so that they can really make that as impactful we're I I really prefer that the rest of it's going on it's more of a simulation that we're building so when those things Collide that's where it gets the most interesting and so we're running all of those people and understanding where they want to go and their cycles and what they want to do and the ones that are closer to you we just update a lot more it's one way to think about it I mean that's really fascinating that's something that people had um they're wondering about to what degree is possible to run the world without you so there is a feeling to role-playing games that you're the central you're at the center of the world the whole world rotates around you as it does in normal life like when we walk around it there's a when you forget yourself you start to take yourself very seriously like you are the center of the world uh you forget that there's eight billion people on Earth and if you gotta have lies that's actually a sobering realization that they all have really interesting life stories and they have their worries they suffer in different complicated ways and yet when you play a role-playing game there's a I mean both computationally from a storytelling perspective you wonder if the world goes on without you like if you come back if you take a break and you come back is there still a bustling town that now has a history since you have last visited so to what degree can you create a world that goes on without you or goes on at the same time as you do your thing whatever the heck you're doing we don't prioritize the stuff you can't see so it's more like an amusement park if you study like the design or level designers did this how do they build Disney World in these places so it still exists for you the player so it is fairly you know when you're going to come in this is what you're going to see the shops are in the front you're going to do this it's just for us to make it far more believable and get some more emergent Behavior that not just make that sort of the versamillitude of what you're in for that moment but you you buy it all I always say like you know we got to do the little things so that you buy the reality of the virtual world you're in so we want to do something crazy you know when a dragon lands or a death law comes out of the Wasteland or those kind of things that you it has the impact to you as the viewer that it would to the people in the world okay but still you are simulating stuff that's close to you it is a bit of a simulation going on oh absolutely yes and so that creates some interesting Dynamics then and the stuff that we're looking at in the future in our plan is to push that even more to think about how these things exist in the world first then we do some of this but even more so in the future to say how do these things exist take like a faction in the world what is their role in the world as opposed to just their role is for the player to join it go through a bunch of quests and become the head of the faction you know think a little bit deeper about the simulation and what would the Mages Guild be doing in a fantasy world or the Fighters Guild be doing in a fantasy world versus just sign up do quests get gold and so that when you show up to that Mages Guild it's a bustling Guild full of stuff going on it's not just that it's bustlings that they feel rooted in it they don't feel like a storefront for come here do quests get experience is that one of the essential components of randomly generated worlds so when I think back to Daggerfall as a gigantic world when I first played it I thought like I mean you're just struck by the the the the immensity of it right the immensity of the possibility when you're young and you look into your future it's it's wide open and you can do anything and that's what Daggerfall felt like the openness was gigantic and Daggerfall is interesting coming off Arena where Arena does the same thing but Daggerfall in many ways is bigger despite focusing on an area because of how the density of okay this is how this is how much physical game Space will do for these Villages and towns and it does feel endless even though you're looking at a map that has constraints and Daggerfall actually was a touchstone for us going into Starfield for how we do the planets because there is there's a different kind of gameplay experience when you just wander outside a city in Daggerfall then you know follow a quest line and go through go to this place and it's completely handcrafted and everything around every corner we've kind of placed like Skyrim you know starfield's a bit more like Daggerfall and if you want her outside the city we're going to be generating things and you kind of get used to that game Flow different than we've done before and fun in a different kind of way we'll talk about Starfield so just for people who don't know and how dare you for not knowing but where with Daggerfall we're talking about the Elder Scrolls series that started sort of talking about the big titles within the series started with arena in 94 Daggerfall in 96. I didn't look up the years before this this is depressing or or awesome um so all of these games brought hundreds probably for some of them thousands of hours of joy for me so Arena Daggerfall Morrowind Oblivion and Skyrim so I don't remember arena being that open world well it's all the provinces it follows kind of the same pattern it just doesn't have all the number of villages and places that Daggerfall has while Daggerfall focuses on the iliac Bay area arena does it all just changes the scale in terms of you know one block on the map equals this much space there is something that I mean I'm speaking anecdotal experience but I I just remember it feeling wide open Daggerfall it definitely was the way Arena didn't I don't remember maybe maybe because Arena it was so cool to have the just the role-playing game aspect you're focused on the items and the character development you Daggerfall has a lot more depth particularly in the character system that's what it introduces all of the skills and those kind of things Arena it's actually it's a game I love um and it's very very elegant if you look at the first one where it's just an XP based system do this get XP level up very classic role-playing game um Daggerfall digs deep into who's your character how you're going to develop it what are your skills there's advantages there's disadvantages and the environment going full 3d from Arena which is actually like a two and a half D Doom style engine um that I agree with you that Daggerfall feels like there's more possibilities uh when you're playing it were you able to like look up the sky in Daggerfall yep my memories yeah so that's what full 3d means and then you can go outside the city you can walk outside and says you can do that in Arena too but it looks more fakey right it's all going to be a flat plane Here Comes things and then a dungeon entrance is a you know 8-bit here comes a little flat coming out the camera so before we go to the end uh in the middle so from Star fields of Fallout and the Elder Scrolls series let's go to the very beginning what's the origin story you know what let's even go before then what's uh when's the first time you remember the thing that made you fall in love with video games well I think it's partly you know my age coming up with the arcades and playing you know Space Invaders at the pizza place and then Pac-Man really it's interesting about video games and what Pac-Man did for video games where it popularized them in a way that was just insane at the time had a song had a cartoon had all of the things um Nintendo comes along so it was always part of you know I think if you were a kid growing up then it was such a newness to playing things like that I remember being in fifth grade when the TRS-80 was brought into the classroom and there was a Star Trek game and I was enamored with it and they were going to start teaching some rudimentary programming like okay would you like to know how this is made and I was I was hooked I was like I need to figure out how to make this stuff and so I was just you know self-taught programmer and my whole goal was to write my own video games and uh you know by sixth seventh grade I had written my own much better Star Trek clone for this yeah of course Apple II um and uh I really enjoyed programming on the Apple II then and that I think was the right level of like complexity you know at that age where you could kind of you were always learning but you could still understand a lot of the problem set for like this is when I when I get on the screen and I was also into art so I did a lot of Art and I did a lot of programming and I was always making games that was my hobby from the time I was you know 10 or 12. what was to you involved in making games like how did you think of it was it from a graphics perspective like what shows up on screen was it how it makes you feel was it about the story was it the text-based stuff and the dialogue and the prompting like what what like um what does it mean to create a video game at that young age to you well it was a way of experiencing things that I couldn't myself so you know if you're playing uh Dungeons and Dragons at the time too where you uh you really feel even pen and paper these are like like they feel somewhat in quotes real to you as you're playing them you're very invested in your character and what you're doing and then I loved the games the Wizardry and Ultima that were able to bring that to a computer so I could you know do it on my own time was very very real to me I'd sit in my bedroom and then go to bed and think about it and then oh no I have to go to school I want to come home and figure out how to how to do this problem in the game and so whatever I was creating was something that I was excited about at the time I made a Raiders of the Lost Ark games um like with graphics and everything yeah I was so it was usually you know made a Miami Vice game made it grew The Wanderer game made a traveler game I made and but every time I was doing it I wanted to figure out a new method on the Apple II of pulling it off graphically whether that was editing character sets to get Graphics in different formats or how can I enable the secret double high res mode it had or just things like that where it became kind of this Limitless what can I make this do and I had some friends who were doing the same thing and then you get into who can impress each other and I was kind of middle of the pack I would say um and that but but again this was the time where they're bringing computers into the school then the apples come into the school and the teachers are learning it because they have to teach the students but then I was I would say I was part of a group of students that were like way past that um and it was very much of a self-taught uh you know how do you make this thing dance I'd like to ask a strange question so at that time a lot of people consider you one of if not the greatest game designer creator of all time you were middle of the pack then uh did you have a sense that this would be your life and you would also be creating you know the greatest games ever not not in the slightest um no I don't think anybody but I was very much like that was my dream at a at that age but you don't think that that's a job you know and the as I got older I was really going through college and I to come even the computer classes then weren't where I wanted them to be so I still kind of doing my own stuff um and I ended up getting a business degree and then interviewing for some jobs like finance jobs so well I guess I should do this to make money and I can keep doing this on the side and I remember I actually got to like the final level of like this Corporate Finance job at Circuit City nice and they turned me down and I was like fuck them I'm just gonna go make video games so thank you Circuit City yeah I think they went bankrupt actually they were based in Richmond I was going to school close to there and so so what what's the origin story of you joining uh Bethesda softworks at the time so I had gotten Wayne Gretzky hockey three for Christmas uh from my girlfriend at the time who's now my wife um I was in college and I noticed that it was you know in Rockville Maryland and oh that's on my way home over Christmas break back to William and Mary where I went to college and that was at this point committed like this is what I want to do so I'm just going to drive by and knock on the door which is what I did so I I drove by and knocked on the doors Martin Luther King Day 93. and someone came out and met me and said well maybe what and I said well I'm in college I'm talking about when I'm out of school I'm like okay well contact us then and I will say I was I was I would contact them every once in a while I did work for a small software company right um out of school uh down in that area of Williamsburg and still would contact Bethesda Arena had just come out so then we're in 94 Arena had just come out and I loved it so I was into sports games I like the hockey stuff they were doing a basketball they did a basketball game yeah I'm just looking at they did a lot of they did like six sports games six but that's the last 10 games six of them sports games and and CAA basketball Hockey League simulator simulator yep so there was really like sports Gridiron which is like the first kind of physics-based football game at the time um and there's a famous story with Electronic Arts trying to do Madden and then hiring Bethesda before my time to make Madden because they were struggling um when I started Bethesda I remember the owner had John Madden's Oakland Raiders Playbook nice in his office like can I see that um and I love sports right so I still played Madden to this day I love it so there's an alternate reality where I made sports games yeah yeah absolutely I I wanted to make I wanted to make like the ultimate college football game well it's always like you know it's like music you probably listen to Lots type of music like you don't play every time but I think of open worlds as fundamentally different really sure no like source of Happiness entertainment storytelling World gaming than than matter I mean I just because I love both I love both worlds but they're two totally different experiences just like when you might watch a movie you might be in the mood for Lord of the Rings one day and then you want some other I don't know competitive show or game show or something like that or watch football on TV right you watch football on TV but then I want to watch get really into Game of Thrones yeah so I think all those things have validity um and actually one of the first things I worked on when I started Bethesda was NCAA basketball road to the final four two so that was kind of an external project it was came in like hey you you know Sports get this game done and then went on to but they were doing everything I loved it was like this is where I have to work they're doing like the Terminator science fiction stuff I love that they're doing these open world role-playing games like I love that they're doing sports like this I have to work here yeah um so it started there and you loved I loved it yeah so when I came in it had just come out and they were doing the CD-ROM version so CD-ROMs aren't even out yet um oh it used to be floppy disks that's probably one of what was the reason we would burn them in the basement we had the disc replicators right so Arena was not released on floppy it was yeah it's I believe it's six floppy disks six floppy disks maybe it was eight yeah but in those days the number of floppy disks was very very important to what the money you were making so you know if you want to do a big huge game like well that's just too many discs so the CD-ROM became this this jumping off point for the whole industry where oh it's unlimited data by the way I played Arena uh so that that was uh of course attained um legally as one does alternate means by alternate means right uh on floppy on floppy disks and that was um that was such an incredible as as you as you probably have seen interacted with a large number of people it's it's a whole world it's a world that you escape to in the way like your favorite book like Lord of the Rings you it was just some it was um it was unlike anything else it was incredible it's probably I mean of course as people say it's the first game you play is the most uh is the one that really sentimentally means the most to you that's I think the first role-playing game I played and it was just changed everything was Arena it was Arena yeah I think Daggerfall is what I really kind of really played um especially because like you said the character development was really rich but just like that you can uh be feel like you traveled to this whole other world that's less about entertainment like a shooting game right and more about a world it felt like it's a world like like uh like you're literally there you can travel there you can live there you actually feel like that person versus like a Pac-Man like um like an arcade fun entertaining Advent Adventure game so uh so you joined you made it uh what did you work on first there I worked well everyone did a bunch of stuff so that I worked on the basketball game really just to get it out the door and Terminator future shock so we were doing Future Shock and Daggerfall at the same time they were developing a new engine so it was one of the first 3D engines the X engine the word um there were a bunch of guys from Denmark actually it was like there's like a big Danish demo scene in those days in the PC and so a bunch of the top programmers there one look this is not big this is not a big company maybe there's 20 people in development um and we were doing both Daggerfall and the new Terminator and so Daggerfall was a bit more again behind the Terminator game so I was one of the main people on the Terminator team and I don't know things kind of worked out I very quickly I don't know why like I quickly became the producer and I was making levels and doing all these things and it was it was awesome uh and I like looking back now I can understand it better but at the time I didn't appreciate it which is no one quite owned the Terminator license it was in like this limbo legally so there was no one to tell us what to like no you can't do that so we would you know pick apart the movies and oh how does he mention the gun he wants and the wattage of the laser and all these things and so Future Shock is a game that I still love today it does a lot of things that if you go back and look at it we're frankly still doing like it's a large open world post-apocalyptic you know landscape height map with instanced objects all over it and that is still a lot of how we build our worlds what's an instanced object it's you know some games every uh you know wall or building is kind of unique in its data whereas we would just build you know these little husks of buildings and then place them all over the place so the memory and the way you render it is much more optimal so that allows you to build a bigger World once you build a bigger World much faster and not um you know not every single version of that building is in its own unique architecture that is going to take up memory and processing speed etc etc so you're they're very much feeling the computational constraints of the system when you're creating these open ones and you know what that's the thing then you see some of it now but in those times I do feel like every year the technology moved and maybe it's because same thing we're like that my age at that time where every year somebody was coming up with some new method or some new game system and it was every year that Innovation Innovation Innovation and then you know 3D acceleration comes along and then these things come along and then HD comes along and it is true that as time goes on there is visually a diminishing return in terms of what you're able to do on the screen and it there's a ton of work that goes into it now because just rendering this cup to the perfect shine and material and roughness and how does the global illumination off this wallet gets a ton of work but you can pretty much do what you want now if you want to put the time in whereas then okay you can't do everything you want so pick your battles really carefully and it technically you couldn't do what you want if that makes sense how much trade-off is there now in um how much effort you put into the the realism of the graphics versus the story and actually not even how much effort you put in but is there um a trade-off in the experience the feel of the game in terms of realism and story usually we will start with let the player have as much agency and do as many things as they can as possible and we will sacrifice some graphic Fidelity for that some speed for that you know we could make a game that you know our traditionally our games are you know we okay with 30 frames a second as long as it looks really good and the simulation is running and all of those things so we'll we'll sacrifice some of that Fidelity for the player experience in in this the kind of things that that I do um but from like a Manpower standpoint the graphics programmers work on Graphics the artists work on Art and we have a you know awesome team of artists and designers and writers and programmers it's usually where we find as time goes on the amount of art time that it takes to create a cup compared to what it used to be that has increased so we do use like most people use you know art Outsourcing as well so that we're not we still relatively compared to our industry and what we're doing have smaller teams what about the experience of the beauty of the graphics So like um one of the most amazing things about Skyrim and maybe you could say that about some of the other games but for me Skyrim is the Outdoor when you step outside yeah it's the outdoor scenery so what does it take to create the feeling especially of that being outdoors of Nature and just like lost in the beauty whatever it is when you go hiking and you feel the awe of it how do you create that all is that Graphics what is that it's a lot of Graphics it's a lot of mood we just talk about it in terms of tone and those are again going back to my previous comment the graphics are very very important to us because and we always push them because when you're doing the kind of things we do where you step into a virtual world it doesn't have to have that moment of wow this is this feels real I've never experienced this and it's okay I think it's okay to let just like the time settle meaning you step out how does the wind sound how are the trees moving how are the clouds moving um I enjoy strolling and watching the sunset you know how does it land over the water like it doesn't have to be like hey let's go let's finish a quest let's go kill things let's figure out the next step let's level up like I like The Quiet Moments a lot and I think when you play our games you can tell we spend a lot of time on them um then you watch like the weather roll in um I think that's just part of being being that character being that person in that space yeah the I saw that there's a mod that removes all enemies I've been meaning to do to do that to just do like a live stream where for hours walk around Skyrim just and then answer questions and so on that just feels um that's a completely stress-free environment it's just you are just like you said in this moment in time and it's so incredible it feels as incredible as going hiking or some something like that but in another a totally different place like an like uh Iceland or something like that this this this whole other surreal ethereal place it's uh yeah it's incredible how you kind of create that so Graphics is a part of that but also letting it uh the temporal aspect of that like the when the the rustling sound and look and all of that the soundscape is really really important in the sky we spent a lot of time on the sky because it's taking up much more of the screen than a lot of people give credit for what about the rendering the openness of it like how do you is that there's a lot of level of detail streaming work and if you know nowadays it's getting more common like frankly the systems are built better for it um hard drive speed is really prioritized like they're so blazing fast um he takes Skyrim and Oblivion and the fallouts of that 360 era it's a it was a lot of time spent on how do we get all this data streaming in as you move and then levels of detail so you can see all the way but not you know crush the processor you know what let's even step back as you mentioned tone you mentioned tone a lot what do you mean by Tone it's all of it together if you look at I think you can flip through let's just take fantasy you know you can sort of look at a couple images or things and know how does Lord of the Rings different from Game of Thrones that is different than um you know uh ethereum like Excalibur or your you know Sci-fi channel uh you know series of the month kind of thing um and so finding that what's going to make it kind of unique and usually I lean on something that is grounded in reality for what it is and then have lesser kind of Fantastical things at least at the start and then they they kind of build so even when we do star field I mean it's a science fiction game there are laser guns and spaceships that fly around shoot each other and blah blah blah blah but it's grounded in you can look at it and say okay this is kind of an extension of things as we view them today in space and we sort of take the same approach with Fallout where admittedly things can get admittedly things can get even a little bit crazier the longer you're developing Fallout content so just to uh Linger on this so tone starts at or defining the tone starts at creating a realistic experience like you feel like I could walk into this and this feels like life what's their technology level like even for a fantasy world like is Magic how prevalent is it or are they making weapons and things and armor is it for utility is it for decoration how do they live their lives does this feel like a place that you believe that has some grounding in our reality whether that's historical or near future or that it's grounded in some some semblance of the reality that you and I understand so that it can feel it's also making it feel a little bit welcoming like okay I understand this is that art or science so like what how do you know when it feels welcoming and and everything fits in his ground no I mean it's I guess it's personal taste some people like things that are weirder that have more Fantastical from the get-go even a game like Morrowind where we get into some more Fantastical things it intentionally starts a little more grounded you know there's a very classic medieval looking town that you come into but you look just beyond it or mushroom trees and giant insects and things like that so in Skyrim when you put a dragon in it what are your thoughts about dragons and tone how does that fit into tone that's a great question the it's a ridiculous question but yeah I just love dragon so I want to bring it up no no these are the things that we we debate um with do we include a dragon why didn't you include a dragon in Daggerfall that's what I want to know I think there's Dragon there's Dragon Lings they're hard to do dragons are hard to do so when you start Skyrim say hey look you know dragons are going to be a theme you start to start visually you think yeah they're you know you can make the argument the dragons existed okay what would they look like how close to dinosaurs would they be or what would they and ours are less I believe they're less Fantastical looking in general they look like beasts that could exist in that World um and then how we introduce them it's kind of a little bit of a slow you know role in Skyrim and that the people in the world are reacting to the dragons appearing and that's somewhat you know mirrors you want something that mirrors the player experience as well it says back to you like hey no these are this is have you heard this someone saw a dragon well that's what Daggerfall is there isn't there mentions of dragons or something because there are members I remember being sure that there's dragons in Daggerfall as I'm playing it and I'm searching pretty sure to my memory look I guess someone would probably correct me like actually there is a dragon here um but I'm pretty sure they're sort of they're not yeah and then game I did Red Guard which um we bring back a dress takes place beforehand so we have a dragon there in that game and that was unique to that at the time yeah uh just a brief tangent on that I thought redgar was a really really good game I played it as a and again again you don't you know this you you forget stuff but I remember getting um I guess it was the first in the Elder Scrolls series to put it in into that world but it was like an adventure game it reminded me of another game I really love like Prince of Persia that was the ins one of The Inspirations one of my favorite games like maybe okay I apologize if I'm forgetting but you can like jump in buildings and stuff like there's a jumping there's a dynamic like Airy nature like it's that like Park yeah that was our situation um yeah it was an incredible game what why do you think let me ask sort of a dark question why do you think that game was a flop one of the one of the few years not a dark question yeah it was um well a lot of reasons um game that I love and really got us going on a handcrafted world so we're coming off a Daggerfall Morrowind is sort of in design and then you know part of our development teams broke up to do different things this game would did battle spire and Red Guard was my game um and I wanted to do something a little more Ultima feeling handcrafted world I really like things that blend up genres so I know it's in the adventure game category but it really does a lot of things you know it's it's a it's a love letter to Prince of Persia there's a little Raiders of the Lost Ark in it there's a lot of Ultima in it um and really see what we could do with the engine but it's very much I think plays like it would have had a much better home on say Playstation or Xbox this is predates Xbox right where it's a much more like constantly Tomb Raider had come out so do you see those influences of Tomb Raider on that game and 3D effects cards have just come out and so okay we can do and it was the last I think it's one of the last like dos games in a Windows world so it I think it missed kind of a technology window as well as ultimately not what people wanted from us you know um and I felt I was really kind of the company let me make that game and it it was a big flop battle Spire hadn't done well the company was in really bad shape and I felt really like personally responsible like they let me do this creative thing it didn't do what we needed it to do and now we're in a very very bad situation a company almost went out of business and that's when it got reformed with xenomax media and Robert Altman came in and we were starting more when we had just sort of started and it was sort of that whole experience that made you sort of realize someone says okay you're gonna get another shot and that's where like okay we're gonna make Morrowind and make the biggest best RPG we can make we know what the audience wants from us we know what we could do building a world so there's like callbacks to how we built the world in Red Guard Morrowind is a large-scale handcrafted but if you were to put it you know pixel per pixel with Daggerfall you wouldn't even see Morrowind like because Daggerfall is so big but the impact of playing it I think is in many ways equal but different just you personally psychologically did you have doubt about yourself from from the performance of Red Guard like do I even do I know what it is of course of course where do you get the how do you overcome that I I don't know I would say this honestly I enjoy it so much you know like I'm so I'm so heads down like that becomes For Better or Worse like my life yeah um and it's just something that I want to play so much it becomes like there's a little bit you get a little obsessed with it no but I mean you love Red Guard right so like doesn't that mean isn't there a kind of self-doubt about do I know what it takes to create a great game well no I think red guard's a great game right so you were sure even if okay like do I like that game it's about finding an odd Okay so I love Red Guard yeah and the people who play it it won the bunch of awards and it you know it like critically was a pretty good game did not sell and the reason for that again like we probably made this the wrong type of game and we missed a technology window we also thought it was very conservative we're gonna do this so my main takeaway was I'm not going to be conservative again I'm going to swing for the fences and we've had you know there'll be some rough edges in swinging for the fences and shooting for the moon but we'd rather do that in the land where we land than be very very conservative and what we're putting out there you've mentioned just referencing this game uh on a Reddit AMA that long time ago during Red Guard the lead programmer made me made all the buildings up up and down after you played for 10 minutes just to mess with me uh just a curious tangent what What's um involved with programming in open world game so so we talked about we will talk about design and so on but specifically the programming because I think this question came from what are some interesting sticky bugs that you've encountered throughout your life in creating these games and this is one of them that you mentioned so what are some of the challenges of programming these open world games I mean there are different flavors of them right your gtas will have different issues than you know the Ubisoft games versus our games I can sort of you know speak to ours which is you want to build systems right because they're gonna they're gonna play the game for a very long time as well which we've learned and you can't go through and touch everything by hand per se so you have to rely on some systemic level of creation and a lot of systems that are robust enough so that when they touch another one things aren't breaking apart so there's like a what are the major systems is there like the physics of the game the engine of how like stuff yeah like um yeah the physics the motion and maybe how light is rendered and all that kind of stuff right so you have the rendering right of like okay this is how I'm gonna render the data that I have so a lot of people confuse engines with rendering I mean they're combined obviously but there's the data you're gonna give to a renderer which is the thing that you know the audience you know that draws the pixels on the screen so there's a most of the engine is how are you going to bring in that data and give it to the renderer to to draw it so you have that whole system of walking through the world feeding in the data and drawing it you then obviously have the physics and the interactivity what are the things that are there just to be drawn and what are the things there that are meant to be interacted with and touched we put a big premium on the ones that can be interacted with and touched whether it's flowers whether the trees move whether you can sleep on the sofa sit in this chair pick up all this stuff make bread blah blah blah you then have the AI which Loops in the stuff we talked about earlier in terms of processing everybody and combat systems which is a lot of what and the people end up doing combat systems on top of that AI how do they react to those types of things and then how how do they look at the things that can be interacted with one of my favorite things is when NPCs will go pick up weapons in the world but you don't see in other games and the first time you see it in one of ours like very unexpected you can drop like a crazy weapon be in a fight and an NPC runs over picks it up and uses it on you it's not something you would expect um but I love that stuff and that's integrated into a larger system the ability to pick up the npcp accountable so it's not like a little cork that's hard-coded in it's part of a bigger system they they have their own AI for scanning the environment that's one of the rules hey is there a weapon that is better than the one I have I'm gonna go get it now we do lock off if it's in a chest and that's treasure we left for the player but it's in particular because what you don't want we actually have this problem you start in Oblivion I believe which is a separate level hey let the enemies go pick up the you know weapons if they're better so we make a level and go in and wow all of the enemies are armed of the teeth and there's no treasure for the player because the enemies went and took all the good weapons and you say okay they don't take those they take the ones that are dropped Yeah by other NPCs or the player that's such a fascinating world of EX or the design of the experience for the NPC because in part that experience is uh defines the experience of the player so how they interact with their environment defines how you how the player experiences their environment is there room for further and further development of the AI that controls the MPC sure we're always iterating on it and again as we look in the future it's more about us finding those more reactivity to the player and also understanding their roles in the world so they're not just there they're not just there for the player to as a signpost for the player but they're reacting to the player but what about you know some of the richest experiences we have with people is like the chaos of it the pull the push and pull the unpredictability is there something I don't know if you've been following but the the quick amazing development of language models uh the neural network natural language processing systems dialogue systems um do you think there's some possibility of using sort of these incredible neural Nets that can have open-ended dialogue basically chat Bots yep I've seen some incredible demos I do think it's coming I don't know when yeah um and there's a little bit of a question like what's ready for real deployment and release versus hey let's use that to generate some things that is then static that we're giving to the players um versus yeah it's generated on the fly but it's definitely coming it's definitely coming and I think you'll see it in in the types of games that we do it has great you know application I love the idea that you'll be um using that to design different uh NPCs and then testing if they're if they're good enough if they're like um a little too crazy you don't want like the the super right but if we go back to it being reactive some of that bot stuff you know it's pretty it's incredible it's then Translating that into voice and then is that being done by the client as it being done on a server is it baked into the game there's like different flavors of it so there's still computational challenges like how do you actually make that happen right well what about oh in terms of creating the feeling of an NPC uh what's the role of voice actors and awesome yeah we we work with a ton of voice actors and they bring so much to it and and that's the thing um they you know we can write some stuff and and the best ones get in there and make it so much better or even ad-lib things and so we we do a lot of voice recording and we used to do it kind of like at the end of the project and now we do it throughout we start really early and we just start recording so we're recording for years and years literally probably three years four years so part of the actual experiences of recording will help Define the characters and the tone of the game all right and we'll go back sometimes and hey we really like this we want more of this let's write let's do another session or hey we don't think this character is actually working we want you to do it you're going to be someone else now sorry that got cut do you ever uh try to sort of imagine that people fall in love with the characters with the NPCs I do like I mean do they get really attached to the oh yeah I mean I've done it in games these are like close friends right like you can like you missed them 100. actually like whenever I'm playing a game and there is you know if there's like a friendship option or make friends or a romance thing I I find those moments really I enjoy them I find them pretty impactful emotionally to what we're doing and so um we've done a little bit of it it's one of the things that we actually have pushed in Starfield so we have a number of companions but for them we go you know I won't say super complex romantic but but more complex relationships than we've had in terms of not just some you know state of they like you or they don't like you but they can be they can be in love with you and dislike something you did and be pissed at you temporarily and then come back to loving you so that that relationship status if it's complicated that that they're they're existing in that gray area is complicated we're not dating we're just well it's in a lot of games you know previous stuff you just work your way up they like you more and more and more and more and now you're in a relationship now you're in and you and when you make him upset you drift out of like it never happened you know you drift out of it whereas we wanted one where okay we can be in a relationship and yeah um we've committed to each other in some way but I just did something that really made you angry yeah as opposed to just drifting out of that status you're in a temporary I don't like what you did State wow so some greater degree of complexity in the relationship with the company a little a little bit a little bit a little bit we're talking about I don't want to oversell that part but sure my point is I think those things where you meet a character in a game and you do spend time with them a companion in a game and it leads to romance you know myself and others and I find a lot of players those moments are really really impactful and special to them because they did put in the time that's another thing that I always come at it with which is I think people don't play video games they sometimes think like oh that's I don't know that's a waste of time but that's not real that's not like you're not getting a lot out of that like well you haven't really experienced it in the way that you can because these moments that I spent in games not not the ones I made other ones when I was growing up or even now those are that is important time to me like I love those moments I felt really like proud of what I accomplished and we want people to have that in our games and the fact that they've had they have had those experiences and we hear from them and how important it is to them it's like no this is this is really really special yeah it's uh it's fun I mean from from a game design perspective I wonder if you can honor the time you spent together with the game because um you know sometimes there's a hard break at the end of the game like when you're when you when you leave a game there's a yeah it's a really complicated relationship actually because when you leave a game it's almost like leaving a romantic partner because I think you spent so much meaningful time together and there's a sense in which it was uh it was ephemeral like it right this this is not this didn't happen it didn't really happen it was good it was like you went to Vegas he got drunk and stopped for like and now Life Goes On I wonder if there's a way to sort of always carry that with you I mean I guess with words you can kind of share with others like this it's weird I don't like now that we're in the age where you have achievements and you can look at your library and see your hours and games like that's like it's almost like a scrapbook now like I wish one of my wishes was like I wish I had that achievement list for everything like back to the late 70s like every game you play right when yeah like you I mean that's one of the cool things with Xbox like we're moving towards that direction it'd be cool to be fro
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