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Decrypting the Elder Scrolls @ GameInfomer

by Dhruin, 2010-12-27 23:23:29

GameInformer.com reprints one of their print articles, titled Decrypting The Elder Scrolls.  The piece discusses each game in the series so far, through various developer quotes.  A sample on Daggerfall:

Daggerfall in my memory is mostly flavored by how large it was. It was something we really struggled with during the project. We were never sure if it was big to just be big, since it was randomly generated. We could dial up or dial down the size very easily. But it became the sum of its parts. You could do so much. It’s also the Elder Scrolls game that introduced the skills system, and the whole “you improve by doing” paradigm, which I think defines the series in many ways. You really felt like the character you played was up to you, and not the game. – Todd Howard

It was 1995 and we were working on Daggerfall. We were building out the small shrines that were randomly sprinkled around the Iliac Bay. I happened to travel to one around sunset. The bright orange wisps framed the crumpled entrance to a hidden shrine. I thought to myself, “***, this game looks amazing.” Little did I know what the future held. – Bruce Nesmith, Design Director

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The Elder Scrolls