1.
So what's your role on the Elder Scrolls team?
I'm a Designer, one of the folks responsible for all
those words on the screen while you play. Specifically,
I'm responsible for the Mages Guild quest line.
2. What's your typical day like on the team?
I get in early, before most folks are here. Usually
I'll fire up the forums for a while, to see how things
are going, and check for any problems that need addressing.
After 15-20 minutes, I'll get down to business on whatever
my task is for the current milestone, which inevitably
requires lots and lots of writing. Meetings and impromptu
conversations about design issues are mixed in during
the day, often distracting me from my original goal
for a while, and when I get back to it, I'll have some
new idea that will often require I start writing all
over again. Eventually there's a review process, where
I look back over my work with the other designers, and
decide how to improve it (or re-write it again if we
don't like the direction in which it's heading.)
3. What's your favorite development tool?
There can be only one answer: The TES Construction
Set. The editor we use to build the game has become
even more powerful and versatile since Morrowind's development,
making my life easier and giving me the opportunity
to try all sorts of new things while focusing on telling
a good story.
Quests now have their own section in the editor. For
each quest, I can view all the dialogue associated with
it, the scripts that are connected to it, the journal
updates the player gets for it, and any conditions that
may be placed on it (such as whether it's available
at the beginning of the game, or triggered later on.)
Having everything available in a single window makes
it much easier to keep track of the quest's flow, as
well as find any problems down the road. It's also easier
to handle avoid problems in the game: an entire quest
can be turned on, enabling all new dialogue, AI schedules,
and objects with a single command. When the quest is
done, everything can be turned off, making sure that
quest dialogue doesn't accidentally pop up later on,
or that quest items are still appearing in the world
after you've already received them.
4. So what do you spend your late nights and weekends
doing?
Most nights and weekends, I'm still adjusting to being
a parent. (You'd think after over a year, I'd be used
to it). Otherwise, I'm often doing what I like to call
"research". This translates to playing lots
of games well into the night, long after I should be
in bed. I've also just purchased a guitar, which I intend
to practice for a while before completely abandoning
as "too difficult".
5. What's your favorite game?
This is a tough one. I think, of all the games I've
played, Star Control II holds the spot nearest and dearest
to my heart. It was just the perfect blend of witty,
irreverent humor, spaceship combat, exploration, and
resource gathering/management. Simple systems, great
characters, and a huge universe to explore - it was
one of the first games I played that made me think "wow
- I'd love to be able to create something like this."
6. What games are you playing now?
This is possibly the worst time to ask that question,
considering all the games that have been released in
the last few months. I'd only just finished Fable and
Doom 3 when I suddenly had to shift my attention to
GTA: San Andreas, Half Life 2, and most recently, World
of Warcraft. I've actually been dreaming about dwarves
lately, which is disturbing.
7. What game do you hate that everyone else seems
to like?
"Hate" is a strong word. There's nothing
that I truly can't stand, though most sports games these
days have little appeal for me. Aside from the current
iteration of NHL Hockey, you won't catch me playing
them.
8. What's the craziest game idea you've had?
There was a brief period where I contemplated the idea
of a game that heavily involved music. Not just using
music as background flavor; something like a party-based
RPG where combat literally played out using series of
musical notes. Each character could play certain notes,
and characters could be combined to form chords and
harmonies as "combo"-like moves. When I tried
to start thinking about a setting and plot to back this
up (as in: how on Earth does music kill your enemies?
Would the characters use instruments, or sing, or would
it be based on some weird fantasy concept using magical
staffs, or crystals, or stuff found in the crates that
always seem to show up in RPGs?) it made my brain hurt,
so I put the idea away. It's still back there, though,
and every now and then rears its head when I'm trying
to concentrate on something else. |