Skyrim dev: Oblivion's setting felt "a bit generic"
How the world of Elder Scrolls V stands apart.
The Elder Scrolls V: Skyrim's concept artists have revealed how they went about setting the latest entry in Bethesda's RPG series apart from it's predecessor.
In a fascinating podcast hosted on the game's official site, the game's art team revealed that the brief with Skyrim was to create a more distinct, believable world with a greater focus on its people and culture.
"It was a reaction to what Oblivion was as a game," explained lead artist Matt Carofano.
"Oblivion was a very classic medieval setting, and we felt some of that was a bit generic. We wanted to do something that showed a lot more of the culture of the people who lived there. Skyrim was all about creating a world that seemed believable."
Concept artist Adam Adamowicz explained that the team had a wide remit to start with, before Howard later reviewed the work and narrowed the focus.
"It was completely blue sky," he said. "[Executive director] Todd [Howard] said, 'Sit down and draw a bunch of cool, weird s***, and we'll look at it and decide what's worthwhile and what's really stupid.'"
Conan, Viking culture and and the work of [lauded American fantasy artist] Frank Frazetta were all apparently early touchstones for the team to draw on.
"I would pull a lot of Conan references, because there's a lot of different Conan art that I like," explained Howard.
"One of our early influences that I did show them was the McFarlane Conan action figure set. If you look at the Conan series they did, there's a great vibe in that stuff."
Sounds like it was a painful process though. According to Adamowicz, "probably about 90 per cent of that [early work] didn't get used."
Bethesda posted an accompanying video revealing some of the concepts the art team came up with. Take a look below.
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Comments (35) Latest comment 7 months ago
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Secondly, enemies that scale with you levelling up, hated that in Oblivion but no doubt it remains in Skyrim.
Pfft, I'm buying it anyway like the poor pathetic weak sheep I am.
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What a great name
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There looks to be a diverse number of environments in the game, and it's not all about snow and grey skies. There'll be forests and trees and rivers and cold, crisp blue skies to go along with the white stuff. Should feel quite bit different from Fallout, where everywhere was a barren wastleand and it all looked the same. There's supposed to be six or seven really distinct-feeling locales.
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But without the game mechanics to make exploration fun, rewarding and necessary it's like a Porsche without the engine.
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It's neither English nor American English. It's illiterate.
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They have said they've learned lessons from the scaling of monsters, but nothing about loot though.
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There is no need its gonna sell millions.
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Thanks for that, at least my main complaint has been addressed.
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OT: it sounds just like a marketing ploy, which they probably said about Morrowind when they released Oblivion. Probably something about better and more realistic NPC interaction... or mudcrabs with more menacing claws.
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Skyrim is maybe the one that isn't marked by bethesda's style or lack of style but as seeing that they are affraid to get out a demo I'm stil rather skeptical, but we'll see.
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Hype and love for the franchise has already secured this enough day-one sales - I imagine Bethesda are in no rush for a demo.
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There are some dangers to designing something different: the archetypes are there for a reason. I for one could never really get into Morrowind because the mushroomy organic setting just didn't appeal to me; it felt too made up, too "we have to do something different in order to be different." Skyrim, at least, is still grounded in some recognizable fantasy stuff, and I find the setting a lot more appealing, even if it isn't the standard dense forests and rolling hills fantasy fare.
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There's plenty of precedent for Morrowind's organic setting. Heck, one of the hallmarks of Art Nouveau was an organic, plant-like look. Morrowind merely took that to a logical endpoint where it wasn't anymore stone or metal shaped into plant, but actual plant. Giant mushrooms etc have been around probably even longer than Lewis Carroll.
Of course, un-creative work is far more common, but does that really make lack of creativity something good? You considering something "recognizable fantasy stuff" and something else not could be saying more about how much you know than about the game itself....