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Todd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield

第342期2022-11-29English

嘉宾:Todd Howard

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§01Transcript · 00:00–12:35

00:00Blink once if you know when Elder Scrolls 6 is coming out, but are not going to tell

00:05me.

00:06The following is a conversation with Todd Howard, one of the greatest video game designers

00:12of all time.

00:13He has led the development of the Fallout series and the Elder Scrolls series, including

00:19Arena, Daggerfall, Morrowind, Oblivion, Skyrim, and the future Elder Scrolls 6, and a totally

00:27new world in an upcoming game called Starfield.

00:31Many of these have won Game of the Year awards and have been some of the most celebrated

00:36and impactful games ever made.

00:38To me, Skyrim is quite possibly the greatest game ever.

00:45This is the Lex Friedman Podcast.

00:47To support it, please check out our sponsors in the description.

00:50And now, dear friends, here's Todd Howard.

00:55Is it possible that we are currently living inside a video game that the future you designed,

01:01can you give hints as to how one would escape if this was a video game?

01:07How can a video game character escape to outside the video game?

01:11Are these things you don't consider when you design a game?

01:15Actually we do, because in the kind of games that we make, we want it to be as open as

01:19possible.

01:21So when you start a game, you're always testing it.

01:26What can I do?

01:27What would the game allow me to do?

01:28And you check everything.

01:29You try to pick up the mugs, you try every door, you collide with everything, like, hey,

01:34what are the rules of this world?

01:37We try to do games where we say yes as much as possible.

01:41That leads to some level of chaos.

01:45But if you were stuck in a video game, you would try everything.

01:48And usually you're going to find a door or a space where the designers didn't anticipate

01:54you piling all those crates up and getting over a wall that they didn't expect.

01:59Right, so it's not a designed doorway out, it's an accidental, unintended doorway out.

02:06It's a happy bug.

02:09You could like Truman Show, just get in the ocean and go until it's stuck.

02:12It keeps going.

02:13Right, right.

02:14It keeps going.

02:15The more realistic the game becomes, the harder it is to find that door.

02:19The bigger the world, the bigger the open world.

02:21And then as we do it, we learn they're going to find a way.

02:26So just don't try to pen them in.

02:29Usually we leave like this developer test cell area in the game that we don't anticipate

02:36anyone will find.

02:39And they ultimately find it.

02:40It has crates of all the weapons in the game and things like that.

02:46The little hints you drop now will just drive people mad, which is something I enjoy deeply.

02:51So Skyrim NPCs have at times hilarious dialogue.

02:55What does it take to build a good NPC dialogue?

03:01The main thing is to make them reactive.

03:04A lot of times when you write characters for movies or things like that, you want to make

03:08that character interesting for themselves, right?

03:12What's their story?

03:14And there's some characters like that that the player definitely cares about.

03:20But the best characters are the ones that react to you.

03:25So you'll find a lot of people love our guards.

03:28And the guards are written almost purely to be reactive.

03:32Hey, nice tie.

03:33I like your jacket.

03:34Do this cool watch.

03:35You know, hey, what'd you do?

03:37And so that, hey, you're the man as you walk by.

03:41That makes them interesting.

03:43Or the way they react to something that you do.

03:46Lydia in Skyrim, who everybody loves, I'm sworn to carry your burdens.

03:51That's a generic line that all of the House Carls have.

03:56And it just kind of lands when she says it.

03:59Why does it land?

04:01And did you anticipate it would land?

04:03There's a slight snarkiness in that particular read of it.

04:08And you're asking her to do something.

04:10And she's reacting to you.

04:14What about the trade-off between maybe the randomness and the scripted nature of the

04:24dialogue?

04:25Like, is there any room for randomness of the dialogue tree?

04:28Oh, absolutely.

04:29We tend to write them in stacks.

04:32It's a very small-- think of it as a small state machine that just says, OK, this is

04:39what's happening.

04:40Here's a random list of things I could say to that.

04:44And then some of that plays out in ways you don't anticipate.

04:49But we look at the things.

04:50What are the players doing that we could have the characters respond to that they don't

04:54expect?

04:55You know, jumping on tables or stealing stuff or sneaking in in the middle of the night

05:02or those kind of things.

05:03The more of that we can do, the more reactive and interesting the characters appear.

05:12And these state machines, how big are these things?

05:16Are these individual to the individual characters?

05:19It's just fascinating how you design state machines.

05:21Is it just a giant database?

05:23I would think of the AI as one big one.

05:26Yeah.

05:28For sort of everybody.

05:31So there's an AI--

05:33There's a manager for all the people.

05:35And one of the things--

05:36It's the people manager.

05:37Right, right.

05:38Nice.

05:39One of the things that makes what we do particularly unique is-- and this is a trade-off for what

05:46people are seeing, because a lot of it's not on the screen.

05:48But we're using cycles to run this, which is we're thinking about everybody in the whole

05:53world all the time.

05:56The ones that are further away at a much less tick rate, they go into low.

06:00But we know if they want to walk across the world.

06:04And we're running every quest at the same time.

06:08Whereas in other open world games, you start an activity, the rest of the world is going

06:12to shut down so that they can really make that as impactful.

06:18I really prefer that the rest of it's going on.

06:21It's more of a simulation that we're building.

06:25So when those things collide, that's where it gets the most interesting.

06:31And so we're running all of those people and understanding where they want to go and their

06:35cycles and what they want to do.

06:37And the ones that are closer to you, we just update a lot more.

06:40It's one way to think about it.

06:41I mean, that's really fascinating.

06:43It's something that people had-- they were wondering about to what degree it's possible

06:50to run the world without you.

06:53So there is a feeling to role-playing games that you're the central, you're at the center

06:57of the world and the whole world rotates around you.

07:00As it does in normal life.

07:01Like when we walk around, there's a-- when you forget yourself, you start to take yourself

07:07very seriously.

07:08Like you are the center of the world.

07:10You forget that there's 8 billion people on earth and you forget that they have lives.

07:14That's actually a sobering realization that they all have really interesting life stories

07:18and they have their worries, they suffer in different complicated ways.

07:25And yet, when you play a role-playing game, there's a-- I mean, both computationally and

07:31from a storytelling perspective, you wonder if the world goes on without you.

07:36Like if you come back, if you take a break and you come back, is there still a bustling

07:40town that now has a history since you have last visited?

07:44So to what degree can you create a world that goes on without you?

07:49Or goes on at the same time as you do your thing, whatever the heck you're doing?

07:53We don't prioritize the stuff you can't see.

07:55So it's more like an amusement park.

07:58If you study like the design, our level designers did this, how do they build Disney World in

08:02these places?

08:03So it still exists for you, the player.

08:07So it is fairly, you know, when you're going to come in, this is what you're going to see,

08:10the shops are in the front, you're going to do this.

08:13It's just for us to make it far more believable and get some more emergent behavior that not

08:22just make that sort of the verisimilitude of what you're in for that moment, but you

08:28buy it all.

08:29I always say like, you know, we got to do the little things so that you buy the reality

08:35of the virtual world you're in.

08:36So we want to do something crazy, you know, when a dragon lands or a death law comes out

08:41of the wasteland or those kinds of things that you, it has the impact to you as the

08:46viewer that it would to the people in the world.

08:50Okay.

08:52But still you're simulating stuff that's close to you.

08:55It is a bit of a simulation going on.

08:57Oh, absolutely.

08:58Yes.

08:59And so that creates some interesting dynamics then.

09:02And the stuff that we're looking at in the future, you know, our plan is to push that

09:06even more to think about how these things exist in the world first.

09:14And we do some of this, but even more so in the future to say, how do these things exist?

09:20Take like a faction in the world.

09:22What is their role in the world as opposed to just their role is for the player to join

09:27it, go through a bunch of quests and become the head of the faction.

09:31You know, think a little bit deeper about the simulation and what would the mage's guild

09:35be doing in a fantasy world or the fighter's guild be doing in a fantasy world versus just

09:42sign up, do quests, get gold.

09:46And so that when you show up to that mage's guild, it's a bustling guild full of stuff

09:52going on.

09:53It's not just that it's bustling is that they feel rooted in it.

09:56They don't feel like a storefront for come here, do quests, get experience.

10:02Is that one of the essential components of randomly generated worlds?

10:06So when I think back to Daggerfall as gigantic world, when I first played it, I thought like,

10:14I mean, you're just struck by the immensity of it.

10:19The immensity of the possibility.

10:20When you're young and you look into your future, it's wide open and you can do anything.

10:26And that's what Daggerfall felt like.

10:28The openness was gigantic.

10:31And Daggerfall is interesting coming off Arena where Arena does the same thing, but Daggerfall

10:38in many ways is bigger despite focusing on an area because of how the density of, okay,

10:47this is how much physical game space we'll do for these villages and towns.

10:52And it does feel endless, even though you're looking at a map that has constraints.

10:59And Daggerfall actually was a touchstone for us going into Starfield for how we do the

11:05planets because there's a different kind of gameplay experience when you just wander outside

11:14a city in Daggerfall.

11:17Then follow a quest line and go to this place and it's completely handcrafted and everything

11:23around every corner we've kind of placed like Skyrim.

11:27Starfield's a bit more like Daggerfall in that if you wander outside the city, we're

11:32going to be generating things and you kind of get used to that game flow, different than

11:36we've done before and fun in a different kind of way.

11:42We'll talk about Starfield.

11:43So just for people who don't know, and how dare you for not knowing, but with Daggerfall

11:49we're talking about the Elder Scrolls series that started, so we're talking about the big

11:53titles within the series, started with Arena in '94, Daggerfall in '96.

11:58I didn't look up the years before this, this is depressing or awesome.

12:04So all of these games brought hundreds, probably for some of them thousands of hours of joy

12:10for me.

12:11So Arena, Daggerfall, Morrowind, Oblivion, and Skyrim.

12:18So I don't remember Arena being that open world.

12:21Well, it's all the provinces.

12:23It follows kind of the same pattern.

12:24It just doesn't have all the number of villages and places that Daggerfall has while Daggerfall

12:30focuses on the Iliac Bay area.

12:34Arena does it all.

12:35It just changes the scale in terms of one block on the map equals this much space.

§02Transcript · 12:40–23:24

12:40There is something that, I mean, I'm speaking to anecdotal experience, but I just remember

12:45it feeling wide open, Daggerfall.

12:48It definitely was, yes.

12:49In the way Arena didn't.

12:51I don't remember, maybe because Arena, it was so cool to have just the role playing

12:59game aspect.

13:00You're focused on the items and the character development.

13:04Daggerfall has a lot more depth, particularly in the character system.

13:08That's what it introduces, all of the skills and those kinds of things.

13:12Arena, it's actually, it's a game I love.

13:16And it's very, very elegant if you look at the first one where it's just an XP based

13:21system, do this, get XP, level up.

13:23Very classic role playing game.

13:26Daggerfall digs deep into who's your character, how you're going to develop it, what are

13:30your skills, there's advantages, there's disadvantages.

13:34And the environment going full 3D from Arena, which is actually like a two and a half D

13:39Doom style engine, I agree with you that Daggerfall feels like there's more possibilities when

13:48you're playing it.

13:49Were you able to look up to the sky in Daggerfall?

13:52Yep.

13:53My memory is...

13:54It's full 3D, yeah.

13:55So that's what full 3D means.

13:56And then you can go outside the city?

13:58You can walk outside the city.

13:59You can do that in Arena too, but it looks more fakie, right?

14:01It's all going to be a flat plane.

14:02Here comes things and then a dungeon entrance is an 8-bit, here comes a little flat coming

14:07at the camera.

14:09So before we go to the end and the middle, so from Starfield to Fallout and the Elder

14:17Scrolls series, let's go to the very beginning.

14:19What's the origin story?

14:21You know what, let's even go before then.

14:23What's the first time you remember the thing that made you fall in love with video games?

14:30Well, I think it's partly my age coming up with the arcades and playing Space Invaders

14:38at the pizza place and then Pac-Man really...

14:42It's interesting about video games and what Pac-Man did for video games, where it popularized

14:47them in a way that was just insane at the time.

14:50Had a song, had a cartoon, had all of the things.

14:54Nintendo comes along.

14:55So it was always part of...

14:57You know, I think if you were a kid growing up then, it was such a newness to playing

15:01things like that.

15:03I remember being in fifth grade when the TRS-80 was brought into the classroom and there was

15:08a Star Trek game.

15:10And I was enamored with it and they were going to start teaching some rudimentary programming.

15:17Like, "Okay, would you like to know how this is made?"

15:20And I was hooked.

15:21I was like, "I need to figure out how to make this stuff."

15:25And so I was a self-taught programmer and my whole goal was to write my own video games.

15:34And by sixth, seventh grade, I had written my own much better Star Trek clone for the

15:42Apple II.

15:44And I really enjoyed programming on the Apple II then.

15:50And that, I think, was the right level of complexity at that age where you were always

15:56learning but you could still understand a lot of the problem set for like, "This is

16:00what I want to get on the screen."

16:02And I was also into art.

16:04So I did a lot of art and I did a lot of programming and I was always making games.

16:09That was my hobby from the time I was 10 or 12.

16:13What was to you involved in making games?

16:16How did you think of it?

16:17Was it from a graphics perspective, like what shows up on screen?

16:21Was it how it makes you feel?

16:23Was it about the story?

16:24Was it the text-based stuff and the dialogue and the prompting?

16:31What does it mean to create a video game at that young age to you?

16:34Well, it was a way of experiencing things that I couldn't myself.

16:40So if you're playing Dungeons and Dragons at the time too, where you really feel, even

16:49pen and paper, these are like, they feel somewhat in quotes "real" to you as you're playing

16:55them.

16:56You're very invested in your character and what you're doing.

16:58And then I love the games, the Wizardry and Ultima, that were able to bring that to a

17:02computer so I could do it on my own time.

17:05It was very, very real to me.

17:08I'd sit in my bedroom and then go to bed and think about it.

17:10And then, "Oh no, I have to go to school.

17:12I want to come home and figure out how to do this problem in the game."

17:16And so whatever I was creating was something that I was excited about at the time.

17:22I made Raiders of the Lost Ark games.

17:24Like with graphics and everything?

17:27Yeah.

17:28So it was usually, you know, I made a Miami Vice game, made a Gru the Wanderer game, made

17:31a Traveler game.

17:33But every time I was doing it, I wanted to figure out a new method on the Apple II of

17:39pulling it off graphically.

17:41Whether that was editing character sets to get graphics in different formats, or how

17:47can I enable the secret double high res mode it had, or just things like that where it

17:53became kind of this limitless, "What can I make this do?"

17:57And I had some friends who were doing the same thing.

17:59And then you get into who can impress each other.

18:02And I was kind of middle of the pack, I would say.

18:08But again, this was the time where they're bringing computers into the school, and the

18:11Apples come into the school, and the teachers are learning it because they have to teach

18:16the students.

18:17But then I would say I was part of a group of students that were like way past that.

18:23And it was very much of a self-taught, you know, "How do you make this thing dance?"

18:29I'd like to ask a strange question.

18:32So at that time, a lot of people consider you one of, if not the greatest game designer/creator

18:39of all time.

18:41You were middle of the pack then.

18:43Did you ever sense that this would be your life, and you would also be creating the greatest

18:51games ever?

18:54Not in the slightest.

18:56No, I don't think anybody...

18:58But I was very much like that was my dream at that age.

19:03But you don't think that that's a job.

19:07You know, and as I got older, I was really going through college, and even the computer

19:15classes then weren't where I wanted them to be, so I was still kind of doing my own stuff.

19:22And I ended up getting a business degree and then interviewing for some jobs, like finance

19:26jobs.

19:27So, well, I guess I should do this to make money, and I can keep doing this on the side.

19:32And I remember I actually got to like the final level of like this corporate finance

19:36job at Circuit City.

19:39And they turned me down.

19:41And I was like, "Fuck them.

19:42I'm just gonna go make video games."

19:45So thank you, Circuit City.

19:48Yeah, I remember Circuit City.

19:50I think they went bankrupt, actually.

19:51Well, they were based in Richmond.

19:52I was going to school close to there, and so...

19:55So what's the origin story of you joining Bethesda Softworks at the time?

20:02So I had gotten Wayne Gretzky Hockey 3 for Christmas from my girlfriend at the time,

20:11who's now my wife.

20:13I was in college, and I noticed that it was in Rockville, Maryland.

20:23And oh, that's on my way home over Christmas break, back to William & Mary, where I went

20:28to college.

20:29And I was at this point committed, like, "This is what I want to do.

20:32So I'm just going to drive by and knock on the door," which is what I did.

20:36So I drove by and knocked on the doors, Martin Luther King Day '93.

20:44And someone came out and met me and said, "Well, maybe..."

20:47And I said, "Well, I'm in college.

20:48I'm talking about when I'm out of school."

20:50I'm like, "Okay, well, contact us then."

20:52And I will say I would contact them every once in a while.

20:58I did work for a small software company right out of school, down in that area of Williamsburg,

21:07and still would contact Bethesda.

21:09Arena had just come out.

21:11So then we're in '94.

21:12Arena had just come out, and I loved it.

21:14So I was into sports games.

21:15I like the hockey stuff.

21:16They were doing a basketball...

21:17They did a basketball game.

21:18Yeah, I'm just looking at...

21:19They did a lot of...

21:20They did, like, six sports games, six.

21:23Bethesda, at least ten games.

21:26Six of them sports games, NCAA basketball, hockey league simulator.

21:31Hockey league simulator, yeah.

21:33So it was really like sports gridiron, which is like the first kind of physics-based football

21:39game at the time.

21:41And there's a famous story with Electronic Arts trying to do Madden and then hiring Bethesda

21:45before my time to make Madden, 'cause they were struggling.

21:50When I started at Bethesda, I remember the owner had John Madden's Oakland Raiders playbook

21:56in his office.

21:57Like, "Ooh, can I see that?"

21:59And I love sports, right?

22:00So I still play Madden to this day.

22:01I love it.

22:02So there's an alternate reality where...

22:04I made sports games?

22:05Yeah.

22:06Yeah, absolutely.

22:07This blew my mind.

22:08I wanted to make, like, the ultimate college football game.

22:11Well, it's always like...

22:12You know, it's like music.

22:13You probably listen to lots of type of music.

22:14Like, you don't play every time.

22:15But I think of open worlds as fundamentally different.

22:19Absolutely sure.

22:20No, like, source of happiness, entertainments, storytelling, world, gaming than Madden.

22:28I mean, it's just...

22:29'Cause I love both.

22:31I love both worlds, but...

22:32They're two totally different experiences.

22:35Just like when you might watch a movie, you might be in the mood for Lord of the Rings

22:38one day, and then you want some other, I don't know, competitive show or game show or something

22:44like that.

22:45Or watch football on TV, right?

22:46You watch football on TV.

22:47But then you kind of want to watch, get really into Game of Thrones.

22:51So I think all those things have validity.

22:54And actually, one of the first things I worked on when I started at Bethesda was NCAA basketball,

23:00Road to the Final Four 2.

23:03So that was kind of an external project.

23:05It came in like, "Hey, you know sports.

23:07Get this game done."

23:09And then went on to...

23:10But they were doing everything I loved.

23:11It was like, "This is where I have to work."

23:13They're doing, like, the Terminator science fiction stuff.

23:15I love that.

23:16They're doing these open world role playing games.

23:18I love that.

23:19And they're doing sports.

23:20Like, "This, I have to work here."

23:23So I started there.

23:24And Arena, you loved.

§03Transcript · 23:25–36:01

23:25I loved it.

23:26Yeah.

23:27So when I came in, it had just come out, and they were doing the CD-ROM version.

23:32So CD-ROMs aren't even out yet.

23:34Oh, it used to be floppy disks.

23:37That's probably when...

23:38What was Arena released?

23:39We would burn them in the basement.

23:40We had the disk replicators.

23:42Right.

23:44So Arena was not released on floppy.

23:48It was.

23:49Yeah, I believe it's six floppy disks.

23:52Six floppy disks.

23:53Maybe it was eight.

23:55Yeah.

23:56But in those days, the number of floppy disks was very, very important to what the money

24:02you were making.

24:03So if you wanted to do a big, huge game, like, "Well, that's just too many disks."

24:07So the CD-ROM became this jumping off point for the whole industry where, "Oh, it's unlimited

24:15data."

24:16By the way, I played Arena.

24:23So that was, of course, attained legally, as one does.

24:30Alternate means?

24:31By alternate means.

24:32Right.

24:33On floppy disks.

24:34And that was such an incredible...

24:39As you probably have seen, interacting with a large number of people.

24:43It's a whole world.

24:44It's a world that you escape to in the way...

24:48Your favorite book, like Lord of the Rings.

24:51It was just...

24:54It was unlike anything else.

24:55It was incredible.

24:56It's probably...

24:57I mean, of course, as people say, the first game you play is the one that really sentimentally

25:03means the most to you.

25:04I think the first role-playing game I played, and it just changed everything.

25:10Was Arena?

25:11It was Arena, yeah.

25:12I think Daggerfall is what I really played, especially because, like you said, the character

25:19development was really rich.

25:21But just that you can feel like you travel to this whole other world that's less about

25:28entertainment like a shooting game and more about a world.

25:32It felt like it's a world.

25:35Like you're literally there.

25:36You can travel there.

25:37You can live there.

25:38You actually feel like that person versus like a Pac-Man, like an arcade, fun, entertaining

25:47adventure game.

25:50So you joined...

25:53You made it.

25:56What did you work on first there?

25:59I worked...

26:00Well, everyone did a bunch of stuff.

26:01So I worked on the basketball game really just to get it out the door.

26:06And Terminator Future Shock.

26:08So we were doing Future Shock and Daggerfall at the same time.

26:13They were developing a new engine.

26:15So it was one of the first 3D engines, the X-Engine.

26:17There were a bunch of guys from Denmark, actually.

26:21There's like a big Danish demo scene in those days on the PC.

26:26And so a bunch of the top programmers there...

26:28Well, look, this is not big.

26:29This is not a big company.

26:30There's 20 people in development.

26:34And we were doing both Daggerfall and the new Terminator.

26:38And so Daggerfall was a bit more, again, behind the Terminator game.

26:43So I was one of the main people on the Terminator team.

26:47And I don't know.

26:48Things kind of worked out.

26:49I very quickly...

26:50I don't know why.

26:51Like I quickly became the producer and I was making levels and doing all these things.

26:55And it was awesome.

26:58And looking back now, I can understand it better.

27:01But at the time, I didn't appreciate it, which is no one quite owned the Terminator license.

27:06It was in this limbo, legally.

27:09So there was no one to tell us, "No, you can't do that."

27:13So we would pick apart the movies and, "Oh, how does he mention the gun he wants and the

27:18wattage of the laser and all these things?"

27:21And so Future Shock is a game that I still love today.

27:24It does a lot of things that if you go back and look at it, we're frankly still doing.

27:30It's a large, open world, post-apocalyptic landscape height map with instanced objects

27:39all over it.

27:40And that is still a lot of how we build our worlds.

27:45What's an instanced object?

27:48Some games, every wall or building is unique in its data, whereas we would just build these

27:57little husks of buildings and then place them all over the place.

28:00So the memory and the way you render it is much more optimal.

28:04So that allows you to build a bigger world, a more open world?

28:06It allows you to build a bigger world much faster.

28:11Not every single version of that building is in its own unique architecture that is

28:16going to take up memory and processing speed, et cetera, et cetera.

28:19So you're there very much feeling the computational constraints of the system when you're creating

28:23these open worlds?

28:24And you know what?

28:25That's the thing then.

28:26You see some of it now, but in those times, I do feel like every year the technology moved.

28:34And maybe it's because, same thing, we're like that my age at that time, where every

28:38year somebody was coming up with some new method or some new game system.

28:45And it was every year that innovation, innovation, innovation, and then 3D acceleration comes

28:53along and then these things come along and then HD comes along.

28:56And it is true that as time goes on, there is visually a diminishing return in terms

29:03of what you're able to do on the screen.

29:06And there's a ton of work that goes into it now because just rendering this cup to

29:11the perfect shine and material and roughness and how does the global illumination off this

29:16wall, it's a ton of work.

29:20But you can pretty much do what you want now if you want to put the time in.

29:24Whereas then, okay, you can't do everything you want.

29:27So pick your battles really carefully and technically you can do what you want, if that

29:34makes sense.

29:35- How much trade-off is there now in how much effort you put into the realism of the graphics

29:45versus the story?

29:46And actually not even how much effort you put in, but is there a trade-off in the experience,

29:52the feel of the game in terms of realism and story?

29:58- Usually we will start with let the player have as much agency and do as many things

30:03as they can as possible.

30:05And we will sacrifice some graphic fidelity for that, some speed for that.

30:11We could make a game that, traditionally our games are, we're okay with 30 frames a second

30:17as long as it looks really good and the simulation's running and all of those things.

30:20So we'll sacrifice some of that fidelity for the player experience and the kind of

30:26things that I do.

30:29But from a manpower standpoint, the graphics programmers work on graphics, the artists

30:34work on art, and we have an awesome team of artists and designers and writers and programmers.

30:40It's usually where we find as time goes on, the amount of art time that it takes to create

30:47a cup compared to what it used to be, that has increased.

30:51So we do use, most people use art outsourcing as well so that we're not, we still relatively

30:57compared to our industry and what we're doing, have smaller teams.

31:03- What about the experience of the beauty of the graphics?

31:07So like one of the most amazing things about Skyrim, and maybe you could say that about

31:14some of the other games, but for me Skyrim is the outdoor, when you step outside, it's

31:19the outdoor scenery.

31:20So what does it take to create the feeling, especially of that, being outdoors of nature

31:28and just like lost in the beauty, whatever it is when you go hiking and you feel the

31:34awe of it, how do you create that awe?

31:36Is that graphics?

31:37What is that?

31:39- It's a lot of graphics.

31:40It's a lot of mood.

31:41Let me just talk about it in terms of tone.

31:44And those are, again, going back to my previous comment, the graphics are very, very important

31:51to us because, and we always push them, because when you're doing the kind of things we do

31:57where you step into a virtual world, it does have to have that moment of wow, this feels

32:02real.

32:03I've never experienced this.

32:06And it's okay, I think it's okay to let just like the time settle, meaning you step out,

32:17how does the wind sound?

32:19How are the trees moving?

32:20How are the clouds moving?

32:24I enjoy strolling and watching the sunset.

32:29How does it land over the water?

32:31Like it doesn't have to be like, hey, let's go, let's finish a quest, let's go kill things,

32:35let's figure out the next step, let's level up.

32:37I like the quiet moments a lot.

32:39And I think when you play our games, you can tell we spend a lot of time on them.

32:44Then you watch the weather roll in.

32:47I think that's just part of being, being that character, being that person in that space.

32:54- Yeah, I saw that there's a mod that removes all enemies.

32:58I've been meaning to do that, to just do like a live stream where I for hours walk around

33:04Skyrim just, and then answer questions and so on.

33:08That just feels, that's a completely stress-free environment.

33:13It's just, you are just like you said, in this moment in time.

33:17It's so incredible.

33:19It feels as incredible as going hiking or something like that.

33:22But in another, in a totally different place, like Iceland or something like that, this

33:30whole other surreal, ethereal place.

33:32So yeah, it's incredible how you kind of create that.

33:35So graphics is a part of that, but also letting it, the temporal aspect of that, like the

33:41wind, the rustling sound and look and all of that.

33:46- The soundscape is really, really important.

33:50And the sky, we spend a lot of time on the sky, because it's taking up much more of the

33:54screen than a lot of people give credit for.

33:58- What about the rendering, the openness of it?

34:01Like how do you, is that?

34:02- There's a lot of level of detail, streaming work.

34:05And nowadays it's getting more common.

34:08Like frankly, the systems are built better for it.

34:11Hard drive speed is really prioritized.

34:14Like they're so blazing fast.

34:17You take Skyrim and Oblivion and the fallouts of that 360 era.

34:23It's a, and it was a lot of time spent on how do we get all this data streaming in as

34:30you move, and then levels of detail so you can see all the way, but not crush the processor.

34:38- You know what, let's even step back, 'cause you mentioned tone.

34:41You mentioned tone a lot.

34:43What do you mean by tone?

34:44- It's all of it together.

34:46If you look at, I think you can flip through, let's just take fantasy.

34:52You can sort of look at a couple images or things and know how does Lord of the Rings

34:57different from Game of Thrones that is different than a Thurian like Excalibur, or your sci-fi

35:11channel series of the month kind of thing.

35:21And so finding that, what's gonna make it kind of unique, and usually I lean on something

35:27that is grounded in reality for what it is, and then have lesser kind of fantastical things,

35:39at least at the start, and then they kind of build.

35:43So even when we do Starfield, I mean it's a science fiction game, there are laser guns

35:47and spaceships that fire around and shoot each other and blah, blah, blah, blah, blah,

35:50but it's grounded in, you can look at it and say, "Okay, this is kind of an extension of

35:57things as we view them today in space."

36:01And we sort of take the same approach with Fallout, where admittedly things can get even

§04Transcript · 36:08–45:28

36:08a little bit crazier the longer you're developing Fallout content.

36:14So just to linger on this, so defining the tone starts at creating a realistic experience,

36:23like you feel like, "I could walk into this and this feels like life."

36:27What's their technology level, even for a fantasy world?

36:29Like is magic, how prevalent is it?

36:31Or are they making weapons and things and armor?

36:34Is it for utility?

36:36Is it for decoration?

36:38How do they live their lives?

36:40Does this feel like a place that you believe that has some grounding in our reality, whether

36:48that's historical or near future, or that it's grounded in some semblance of the reality

36:55that you and I understand so that it can feel, it's also making it feel a little bit welcoming.

37:01Like, "Okay, I understand this."

37:04Is that art or science?

37:05So how do you know when it feels welcoming and everything fits and is grounded?

37:10I don't know.

37:11I guess it's personal taste.

37:13Some people like things that are weirder, that have more fantastical from the get-go.

37:18Even a game like Morrowind, where we get into some more fantastical things, it intentionally

37:23starts a little more grounded.

37:26There's a very classic medieval-looking town that you come into, but you look just beyond

37:33it and there are mushroom trees and giant insects and things like that.

37:37So in Skyrim, when you put a dragon in it, what are your thoughts about dragons and tone?

37:44How does that fit into tone?

37:46That's a great question.

37:51It's a ridiculous question, but yeah, I just love dragons, so I wanted to bring it up.

37:54No, no, no.

37:55These are the things that we debate with...

37:59Do we include a dragon?

38:01Why didn't you include a dragon in Daggerfall?

38:02That's what I want to know.

38:03I think there's dragonlings.

38:04They're hard to do.

38:06Dragons are hard to do.

38:07So when you start Skyrim, say, "Hey, look, dragons are going to be a theme."

38:11Start visually.

38:14You can make the argument that dragons existed.

38:16Okay, what would they look like?

38:17How close to dinosaurs would they be?

38:19And ours are less...

38:20I believe they're less fantastical-looking in general.

38:24They look like beasts that could exist in that world.

38:29And then how we introduce them, it's kind of a little bit of a slow roll in Skyrim,

38:35and that the people in the world are reacting to the dragons appearing.

38:41And that's somewhat mirrors...

38:43You want something that mirrors the player experience as well.

38:46It says back to you, like, "Hey, no, these are...

38:48This is...

38:49Have you heard this?

38:50Someone saw a dragon."

38:51That's what Daggerfall...

38:52Isn't there mentions of dragons or something?

38:55Because I remember being sure that there's dragons in Daggerfall as I'm playing it and

39:02I'm searching.

39:03You're pretty sure...

39:04Well...

39:05Is there a dragon in Daggerfall?

39:06There's dragon wings in Daggerfall.

39:07To my memory...

39:08Look, I guess someone will probably correct me.

39:09Like, "Actually, there is a dragon here."

39:11But I'm pretty sure they're not.

39:15And then a game I did, Redguard, which we bring back a dragon...

39:20It takes place beforehand, so we have a dragon there in that game, and that was unique to

39:25that at the time.

39:26Yeah.

39:27Just a brief tangent on that.

39:29I thought Redguard was a really, really good game.

39:32I played it and there's a...

39:35Again, you don't...

39:37You forget stuff, but I remember getting...

39:41I guess it was the first in the Elder Scrolls series to put it into that world, but it was

39:45like an adventure game.

39:46It reminded me of another game I really love, like Prince of Persia.

39:50That was one of the inspirations.

39:51Prince of Persia is one of my favorite games.

39:54I apologize if I'm forgetting, but you can jump in buildings and stuff.

40:00There's a dynamic, airy nature.

40:04It's a park-more type of situation.

40:07Yeah, it was an incredible game.

40:09Why do you think...

40:10Let me ask a dark question.

40:11Why do you think that game was a flop?

40:13One of the few...

40:14Not a dark question.

40:15It was.

40:16Well, a lot of reasons.

40:20One that I love and really got us going on a handcrafted world.

40:25We're coming off of Daggerfall.

40:27Morrowind is sort of in design.

40:30Then part of our development teams broke up to do different things.

40:34The game that did Battlespire and Redguard was my game.

40:39I wanted to do something a little more Ultima feeling, handcrafted world.

40:44I really like things that blend up genres.

40:46I know it's in the adventure game category, but it really does a lot of things.

40:52It's a love letter to Prince of Persia.

40:54There's a little Raiders of the Lost Ark in it.

40:56There's a lot of Ultima in it.

40:58Really see what we could do with the engine.

41:01It's very much, I think, plays...

41:04It would have had a much better home on, say, PlayStation or Xbox.

41:08This predates Xbox.

41:10It's much more constantly Tomb Raider had come out.

41:14You see those influences of Tomb Raider on that game.

41:203D effects cards had just come out.

41:22Okay, we can do...

41:23It was the last.

41:25I think it's one of the last DOS games in a Windows world.

41:29I think it missed a technology window,

41:33as well as, ultimately, not what people wanted from us.

41:42I felt I was really kind of...

41:45The company let me make that game, and it was a big flop.

41:50Battlespire hadn't done well.

41:51The company was in really bad shape,

41:53and I felt really personally responsible.

41:57They let me do this creative thing.

41:59It didn't do what we needed it to do,

42:01and now we're in a very, very bad situation.

42:05Company almost went out of business.

42:07And that's when it got reformed with ZeniMax Media,

42:12and Robert Altman came in, and we were starting Morrowind.

42:15We had just sort of started,

42:16and it was sort of that whole experience

42:18that made you sort of realize...

42:20Someone says to you, "Okay, you're gonna get another shot."

42:23And that's where you're like, "Okay, we're gonna make Morrowind

42:27and make the biggest, best RPG we can make.

42:31We know what the audience wants from us.

42:32We know what we could do building a world."

42:35So there's callbacks to how we built the world in Redguard.

42:39Morrowind is a large-scale, handcrafted...

42:41But if you were to put it pixel per pixel with Daggerfall,

42:44you wouldn't even see Morrowind,

42:46because Daggerfall is so big.

42:48But the impact of playing it, I think,

42:50is in many ways equal, but different.

42:54- Just you personally, psychologically,

42:57did you have doubt about yourself

42:59from the performance of Redguard?

43:02Do I even know what it is?

43:03- Of course, of course.

43:05- Where do you get the...

43:07How'd you overcome that?

43:08- I don't know.

43:11I would say this, honestly, I enjoy it so much.

43:13I'm so heads down, that becomes, for better or worse,

43:19like my life.

43:19- Yeah.

43:20- And it's just something that I wanna play so much,

43:25it becomes like there's a little bit...

43:26You get a little obsessed with it.

43:28- No, but I mean, you love Redguard, right?

43:32So doesn't that mean...

43:34Isn't there a kind of self-doubt about,

43:36do I know what it takes to create a great game?

43:39- Well, no, I think Redguard's a great game.

43:40- Right, so you were sure, even if it wasn't...

43:42- Okay, so if you're in a debate, like, do I like that game?

43:44It's about finding an...

43:45Okay, so I love Redguard.

43:48And the people who play it, it won a bunch of awards.

43:51Critically, it was a pretty good game.

43:54Did not sell.

43:55And the reason for that, again,

43:59we probably made the wrong type of game,

44:01and we missed a technology window.

44:03We also thought it was very conservative.

44:05We're gonna do this.

44:07So my main takeaway was,

44:08I'm not gonna be conservative again.

44:11I'm gonna swing for the fences.

44:13And we've had...

44:15There'll be some rough edges in swinging for the fences

44:17and shooting for the moon,

44:19but we'd rather do that and land where we land

44:21than be very, very conservative

44:23in what we're putting out there.

44:27- You've mentioned, just referencing this game,

44:31on the Reddit AMA,

44:33that long time ago during Redguard,

44:35the lead programmer made me,

44:37made all the buildings hop up and down

44:39after you played for 10 minutes just to mess with me.

44:43Just an curious tangent.

44:44What's involved with programming in open-world game?

44:49So we talked about, we will talk about design and so on,

44:54but specifically the programming.

44:56'Cause I think this question came from,

44:58what are some interesting sticky bugs

45:00that you've encountered throughout your life

45:03in creating these games?

45:04And this is one of them that you mentioned.

45:06So what are some of the challenges

45:08of programming these open-world games?

45:13- I mean, there are different flavors of them, right?

45:16Your GTAs will have different issues

45:19than the Ubisoft games versus our games.

45:23I can sort of speak to ours,

45:25which is you wanna build systems, right?

45:28'Cause they're gonna play the game for a very long time

§05Transcript · 45:31–54:01

45:31as well, which we've learned.

45:33And you can't go through and touch everything by hand,

45:38per se.

45:39So you have to rely on some systemic level of creation

45:44and a lot of systems that are robust enough

45:48so that when they touch another one,

45:49things aren't breaking apart.

45:52- So there's like a, what are the major systems?

45:55Is there like the physics of the game,

45:57the engine of how like stuff,

46:00yeah, like, yeah, the physics, the motion,

46:02and maybe how light is rendered and all that kind of stuff.

46:04- Right, so you have the rendering, right?

46:06Of like, okay, this is how I'm gonna render

46:09the data that I have.

46:11So a lot of people confuse engines with rendering.

46:15I mean, they're combined, obviously,

46:16but there's the data you're gonna give to a renderer,

46:19which is the thing, you know,

46:21that draws the pixels on the screen.

46:24So there's a, most of the engine is,

46:26how are you gonna bring in that data

46:29and give it to the renderer to draw it?

46:32So you have that whole system of walking through the world,

46:34feeding in the data and drawing it.

46:36You then obviously have the physics and the interactivity.

46:41What are the things that are there just to be drawn?

46:44And what are the things there

46:45that are meant to be interacted with and touched?

46:48We put a big premium on the ones

46:51that can be interacted with and touched,

46:53whether it's flowers, whether the trees move,

46:56whether you can sleep on the sofa, sit in this chair,

46:58pick up all this stuff, bake bread, blah, blah, blah.

47:01You then have the AI, which loops in the stuff

47:05we talked about earlier in terms of processing everybody,

47:08and combat systems, which is a lot of what,

47:13and the people end up doing,

47:14combat systems on top of that AI.

47:17How do they react to those types of things?

47:20And then how do they look at the things

47:24that can be interacted with?

47:25One of my favorite things is when NPCs

47:27will go pick up weapons in the world,

47:29which you don't see in other games.

47:30And the first time you see it in one of ours,

47:31it's very unexpected.

47:33You can drop a crazy weapon, be in a fight,

47:35and an NPC runs over, picks it up, and uses it on you.

47:38It's not something you would expect, but I love that stuff.

47:42- And that's integrated into a larger system,

47:45the ability to pick up, the NPC picking up,

47:48so it's not like a little quirk that's hard-coded in.

47:51It's part of a bigger system.

47:53- They have their own AI for scanning the environment,

47:56and that's one of the rules.

47:57Hey, is there a weapon that is better than the one I have?

48:02I'm gonna go get it.

48:03Now, we do lock off if it's in a chest,

48:05and that's treasure we left for the player.

48:07But it's in particular, 'cause what you don't want,

48:09we actually had this problem, started in Oblivion,

48:11I believe, which is we set up a level.

48:13Hey, let the enemies go pick up the weapons

48:16if they're better.

48:17So we make a level and go in,

48:18and all of the enemies are armed to the teeth,

48:21and there's no treasure for the player,

48:22because the enemies went and took all the good weapons.

48:25And you say, okay, they don't take those.

48:26They take the ones that are dropped

48:28by other NPCs or the player.

48:31- That's such a fascinating world

48:33of designing the experience for the NPC,

48:36because in part, that experience

48:39defines the experience of the player.

48:43So how they interact with their environment

48:45defines how the player experiences their environment.

48:49Is there room for further and further development

48:52of the AI that controls the NPC?

48:55- Sure, we're always iterating on it.

48:58And again, as we look in the future,

49:02it's more about us finding those,

49:06more reactivity to the player,

49:07and also understanding their roles in the world.

49:11So they're not just there.

49:14They're not just there for the player

49:16as a signpost for the player.

49:18- But they're reacting to the player.

49:20But what about some of the richest experiences we have

49:24with people is like the chaos of it,

49:26the push and pull, the unpredictability.

49:30Is there something, I don't know if you've been following,

49:32but the quick, amazing development of language models,

49:37the neural network, natural language processing systems,

49:42dialogue systems.

49:44Do you think there's some possibility of using

49:48sort of these incredible neural nets

49:50that can have open-ended dialogue, basically chatbots?

49:55- Yep, I've seen some incredible demos.

49:57I do think it's coming.

49:59I don't know when.

50:00And there's a little bit of a question,

50:03like what's ready for real deployment and release

50:09versus, hey, let's use that to generate some things

50:14that is then static that we're giving to the players,

50:17versus it's generated on the fly.

50:21But it's definitely coming.

50:23It's definitely coming.

50:24And I think you'll see it in the types of games that we do.

50:27It has great application.

50:29- I love the idea that you'll be using that

50:33to design different NPCs and then testing

50:35if they're good enough.

50:37If they're a little too crazy,

50:40you don't want the super--

50:41- Right, but if we go back to it being reactive,

50:43some of that bot stuff, it's incredible.

50:47It's then translating that into voice.

50:50And then is that being done by the client?

50:54Is it being done on a server?

50:56Is it baked into the game?

50:58There's different flavors of it.

51:00- So there's still computational challenges,

51:02like how do you actually make that happen?

51:03- Right.

51:04- Well, what about in terms of creating

51:07the feeling of an NPC,

51:09what's the role of voice actors?

51:12- Awesome, yeah.

51:14We work with a ton of voice actors

51:17and they bring so much to it.

51:19And that's the thing.

51:20We can write some stuff and the best ones get in there

51:26and make it so much better, or even ad lib things.

51:30And so we do a lot of voice recording.

51:33And we used to do it kind of like at the end of the project.

51:37And now we do it throughout.

51:39We start really early and we just start recording.

51:42So we're recording for years and years, literally.

51:46Probably three years, four years.

51:48- So part of the actual experience of the recording

51:51will help define the characters and the tone of the game.

51:53- Right, and we'll go back sometimes

51:55and, "Hey, we really like this.

51:56"We want more of this.

51:57"Let's write, let's do another session."

51:59Or, "Hey, we don't think this character's actually working.

52:02"We want you to do a different,

52:03"you're gonna be someone else now.

52:04"Sorry, that got cut."

52:06- Do you ever try to sort of imagine

52:10that people fall in love with the characters,

52:12with the NPCs?

52:13- I do.

52:13- Like, do they get really attached to the--

52:16- Oh yeah, I mean, I've done it in games.

52:18- These are like close friends, right?

52:20Like, you can, like you miss them.

52:23- 100%. - Isn't that part

52:24of the thing you miss? - I actually,

52:24like whenever I'm playing a game and there is, you know,

52:26if there's like a friendship option

52:28or make friends or a romance thing,

52:30I find those moments really, I enjoy them.

52:34I find them pretty impactful emotionally

52:36to what we're doing.

52:37And so we've done a little bit of it.

52:40It's one of the things that we actually have pushed

52:42in Starfield.

52:44So we have a number of companions, but for them,

52:48we go, you know, I won't say super complex romantic,

52:53but more complex relationships than we've had

52:56in terms of not just some, you know, state of they like you

53:01or they don't like you, but they can be in love with you

53:05and dislike something you did and be pissed

53:08at you temporarily and then come back to loving you.

53:11- So that relationship status, if it's complicated,

53:14that they're existing in that gray area, it's complicated.

53:18We're not dating, we're just, we're--

53:20- Well, it's in a lot of games, you know, previous stuff,

53:22you just work your way up, they like you more and more

53:24and more and more, and now you're in a relationship.

53:26- Now you're in, yeah.

53:27- And when you make them upset, you drift out of,

53:29like it never happened, you know, you drift out of it.

53:32Whereas we wanted one where, okay,

53:34we can be in a relationship and we've committed

53:38to each other in some way, but I just did something

53:40that really made you angry.

53:42And as opposed to just drifting out of that status,

53:44you're in a temporary, I don't like what you did state.

53:48- Wow, so some greater degree of complexity

53:50in the relationship with a companion.

53:52- A little bit.

53:53- A little bit, a little bit.

53:54Are we talking about--

53:55- I don't wanna oversell that part, but my point is,

53:58I think those things where you meet a character in a game

54:01and you do spend time with them, a companion in a game,

§06Transcript · 54:04–1:02:46

54:04and it leads to romance, you know, myself and others,

54:07and I find a lot of players,

54:09those moments are really, really impactful,

54:12and special to them 'cause they did put in the time.

54:15That's another thing that I always commit it with,

54:18which is, I think people who don't play video games,

54:20they sometimes think like, oh, that's, I don't know,

54:22that's a waste of time, or that's not real,

54:24or that's not like, you're not getting a lot out of that.

54:25Like, well, you haven't really experienced it

54:27in the way that you can,

54:29because these moments that I spent in games,

54:32not the ones I made, other ones when I was growing up,

54:35or even now, that is important time to me.

54:38Like, I love those moments.

54:40I felt really, like, proud of what I accomplished.

54:45And we want people to have that in our games,

54:49and the fact that they have had those experiences,

54:51and we hear from them, and how important it is to them,

54:54it's like, no, this is really, really special.

54:59- Yeah, it's fun.

55:01I mean, from a game design perspective,

55:03I wonder if you can honor the time you spent

55:05together with a game, because, you know,

55:10sometimes there's a heartbreak at the end of the game.

55:13Like, when you're, when you leave a game, there's a,

55:18yeah, it's a really complicated relationship, actually,

55:21because when you leave a game,

55:22it's almost like leaving a romantic partner,

55:25because it's like you spent so much meaningful time

55:29together, and there's a sense in which it was,

55:34it was ephemeral.

55:37Like, this is not, this doesn't--

55:40- It didn't happen.

55:41- Yeah, it didn't really happen.

55:42It was good, it was like you went to Vegas,

55:44you got drunk and stuff, and now life goes on.

55:49I wonder if there's a way to sort of

55:50always carry that with you.

55:52I mean, I guess with words, you can kinda

55:54share with others, like--

55:56- It's weird, I don't, like, now that we're in the age

55:59where you have achievements, and you can look

56:00at your library and see your hours in games,

56:03like, that's, like, it's almost like a scrapbook now.

56:07Like, I wish, one of my wishes was, like,

56:10I wish I had that achievement list for everything,

56:14like, back to the late '70s.

56:16- Like, every game you played--

56:17- Right, when, yeah.

56:19- Yeah, like, you, I mean, that's one of the cool things

56:22with Xbox, like, we're moving towards that direction.

56:25It'd be cool to be, from, like, childhood,

56:27the first time you play a video game,

56:29it will actually tell you what is the first game you played.

56:31- But you know what?

56:32Kids today, they will have that.

56:34- They will have that.

56:35And see--

56:37- But you could look back and see, oh my God,

56:39I put 1,000 hours in Daggerfall.

56:41- What is the first game--

56:41- And my last save was 1997.

56:46- Last save.

56:47Man, I don't know, Golden Axe, maybe?

56:51I'm trying to think, what was the first game I ever played?

56:54No, it was probably Commodore 64 games, yeah.

56:57Yeah, arcade games.

56:59Okay.

57:00You mentioned Starfield.

57:03What is Starfield?

57:04And what's the origin story of this game?

57:06- We had always wanted to do something

57:10where you explore space, you know?

57:12The explore space role-playing game.

57:14So take the kind of games that we make

57:16and give it a little bit of a different spin.

57:20And the other games that I love,

57:23there was a pen and paper RPG I loved, Traveler.

57:26It was one of the first games I made for the Apple II.

57:28I never finished it, right?

57:32I'm just doing it on my own.

57:33And I love this game, Starflight was one.

57:37Star Control II was a game that I loved.

57:41Sun Dog was a big one in the Apple II days

57:43that a lot of people don't know that I loved.

57:46And so a lot of us in the studio felt

57:50it was time to do something new.

57:52You know, we're going between Elder Scrolls and Fallout

57:53and going back and forth.

57:54And I mean, we love that, but hey,

57:57we've always wanted to do this,

57:59explore the galaxy science fiction game.

58:01You know, now is the time to do that.

58:06- And that's a brave move.

58:08So Fallout is post-apocalyptic

58:12on a single planet.

58:14You know, Elder Scrolls series is on a single planet.

58:20So this is going out into the open world

58:23of many star systems, many planets.

58:26I saw that it's thinking about a hundred star systems

58:30and a thousand planets available to explore.

58:33What is that world of stars and planets like?

58:37- Well, you mentioned Daggerfall.

58:38We go back to some of that.

58:39Well, the first when we did it was

58:42how are we gonna render a planet,

58:45like pull it off for the player?

58:46Like, can we?

58:47Or do we have to sort of do it

58:49where you can't land on all of them,

58:51where you're landing in a very controlled,

58:54small world space that we, you know,

58:56kind of craft and you would have a very limited set of those.

59:01You go back to tone, like,

59:02well, that's probably the wrong tone.

59:04And how can we say yes?

59:07Like, I want to land on that ice ball.

59:09So it started, we started the game

59:11right after Fallout 4, so 2016.

59:14And the first thing we did was,

59:17how can we have a system to generate these planets

59:22and make them look, you know,

59:24I'll say reasonable as opposed to, you know,

59:28fractally goop.

59:29- Well, what's the technical definition of goop?

59:34Fractally goop?

59:35- Fractally goop.

59:36You've probably seen a lot of like simulations,

59:38whether they're space things or landscape things,

59:40where they're using fractals

59:42and just the landscape does not look real.

59:43It just is like highs and lows and it's muddy.

59:47And so we did find a way, we came up with a way,

59:50had prototyped of building tiles,

59:53like large tiles of landscape,

59:55the way we would usually build them.

59:57We kind of generate them offline,

59:58hand do some things and end up with these

60:01very realistic looking tiles of landscape.

60:04And then built a system that wraps those around a planet

60:10and blends them all together.

60:12And we had pretty successful results with that.

60:15And so we thought, yeah, we could do this.

60:17And so there was a big design kind of problem to solve

60:24in terms of, well, what's fun about landing on a planet

60:28where there's potentially nothing?

60:31'Cause there's a lot of planets and moons,

60:34if you kind of, right?

60:35In reality that, well, there's nothing on 'em,

60:38except resources.

60:39And so we spent a lot of time figuring out,

60:41okay, let's just lean in on that can A,

60:44be a lonely experience, as long as we tell the player,

60:47here's what's there, here are the resources that are there,

60:49go find them.

60:51But I equate it to that moment of we said about

60:54listening to the wind go and watching the sunset.

60:56And I do think there's a certain beauty

60:59to landing on a strange planet,

61:01being somewhat the only person there, building an outpost.

61:05And we are modeling all of the systems

61:08'cause that's how we like to do things.

61:09So you can watch whatever that gas giant or moon,

61:12it will rotate and go and sunrise, sunset,

61:17and all of those things that you would expect.

61:20And it's all really happening.

61:23And most people probably won't notice

61:25or appreciate all of that,

61:26but I think it gives them the ability to say,

61:31I wanna go do that and see that on that place,

61:36as long as we tell them,

61:37hey, the quest leads over here,

61:39here's where the handcrafted content is

61:41that you would expect,

61:42and then here's more of the open procedural

61:46planet experience.

61:47- So you're-- - Long answer,

61:48I don't know if I answered your question.

61:50- There's no, the questions are stupid

61:52and the answers are brilliant, so that's how this works.

61:55So this is the world's most immense simulator

61:58of the human condition of loneliness.

62:01'Cause I can't imagine a more lonely experience.

62:04- You mean you put it that way?

62:06I don't know if that was the goal, but--

62:07- Just on a planet alone,

62:09that must be a deep embodiment of what loneliness is like.

62:16I mean, both on, like when you hike alone,

62:21there's a deep loneliness to that.

62:24It's like, it's humbling that this thing

62:29will last much longer than you,

62:30it's been here way before you.

62:32- Is it the line from the moon landing?

62:35Beautiful desolation, the Buzz Aldrin, is it?

62:39- Beautiful desolation, is that what you said?

62:40- I think so. - Beautiful desolation.

62:42Well-- - Something like that.

62:44- But that's just words, there's a feeling to it,

62:46and you want that feeling to be real.

§07Transcript · 1:02:49–1:11:47

62:49You just hear, there's some resources here.

62:51I just feel like it'll hit people at a certain moment,

62:54like it does for me with Skyrim,

62:55like, holy shit, I'm here alone.

62:58And whatever cruel nature that's out there,

63:02it doesn't really care about me.

63:04(laughing)

63:05- Exactly. - That's the experience.

63:08So you wanna create the whole planet,

63:10and you wanna have many of them.

63:12- We have, we do have many,

63:15but once you build that system,

63:17I think the numbers become, I mean, honestly,

63:20a little bit, we wrap it in so we can name them all

63:23and have a finite set, even though

63:25it's a very, very large number,

63:27but a set that we can validate and know about,

63:33even though it's a huge number.

63:34But once you're building a system that can build a planet,

63:38I mean, a planet is sort of infinite space,

63:40we go back to the dagger fall analogy, right?

63:43If you have systems to build that much space,

63:45doing 100 planets or 1,000 or 10,000 or a million planets

63:48is not, it's just, you just press,

63:50you just change the number and press the button.

63:53But you can't name them all, you can't control,

63:56like, when you're getting in really big numbers,

63:59hey, what does this system way out here feel like

64:02if you take your ship and jump that far?

64:05We do level the systems, when you go to system,

64:08you'll see, oh, this is like a level 40 system.

64:11And us being able to at least control that scale

64:14is how we kind of ended up

64:15with the hundred-ish systems we have.

64:17- What are the levelings?

64:20What do you mean by level?

64:21- It would be like when you look at a map in a game

64:23and it says, this is the area for low-level players,

64:25this is level one. - Oh, got it, got it.

64:26- Yeah, yeah, so we do that on a system basis.

64:31Star system.

64:31- I read that space travel is considered dangerous

64:35in this game, can you explain?

64:37- That's more of, that goes back to a tone thing, right?

64:41When you actually play the game, 'cause it's a game,

64:43like, we don't really kill you when you fly out in space.

64:48But it has a tone of, there's some effort involved,

64:51and we've dialed it back as we've been making the game,

64:55whereas we used to run out of fuel,

64:57you'd jump and get stranded,

64:59which on paper was a great, like, it's a great moment

65:01when you get stranded and you have to press this beacon,

65:03you don't know who's gonna come.

65:04Turns out that's not, it just stops your game.

65:08We found, you'd be playing the game and I ran out of fuel,

65:11okay, I guess I'll just wander these planets

65:14trying to mine for fuel so I can get back

65:16to what I was doing.

65:18It just, it's a fun killer.

65:20- That's too realistic of a simulation

65:22of the human condition.

65:23- Yeah, no, the idea was, well, games do that.

65:27If you had a hardcore, you're right,

65:29a hardcore survival mode,

65:31that's the kind of thing you would do.

65:32Maybe we'll do it in the future.

65:34But it's more of a tone, how they build their ships,

65:37do they have all the right things for safety?

65:39We do get into environmental things on the planets,

65:44in your space suit, obviously,

65:45a lot of different space suits and buffs for the gases,

65:49the toxicity, or the temperature on various planets.

65:56- Are there robots?

65:57- Yes.

65:58- Those companions, are they robots by chance?

66:00Can you say?

66:01- One of the companions is a robot, Vosko, yeah.

66:03- Okay, so they have a name and a personality and so on.

66:07- Vosko does, and then there's a whole bunch of,

66:09I call 'em generic robots.

66:12We use them for utility.

66:15We actually dialed them back, 'cause if you think about,

66:19well, you know a lot about this more than me in terms of--

66:22- I'm offended right now, you're calling robots generic

66:25and you dialed them back. - No, no, no,

66:26the ones we use, the ones we use.

66:27We made them more generic.

66:28We didn't say actually-- - Sorry, I'm very sensitive

66:31about this stuff. - I understand.

66:32If you were to chart the future, you would say robots

66:36would have a much bigger role in our future

66:38than we are presenting.

66:40But that was a tone thing.

66:42So most of our robots are there as utility robots,

66:47and there are some combat ones as well as enemies.

66:49- So it's a deeply human world.

66:52- Very much, yes.

66:52- In terms of tone. - Yes.

66:55- So have you talked to Elon about this game?

67:00- A little bit.

67:02- How much of reality, like the work of SpaceX,

67:04is it an inspiration for the decisions made in this game?

67:08- I wouldn't say it's for the decisions we made,

67:12but visiting SpaceX and walking in there,

67:17it was, it's like the Avengers meet NASA.

67:21It's like the most amazing,

67:24and here we're building the next gen,

67:25like see the dragon stuff before it was,

67:29other people saw it.

67:31Like just, I was really in awe.

67:35This giant machine that looks for imperfections

67:41on the surface of these giant, you know, fuselage.

67:46Just whenever, and 'cause we're in DC,

67:50go to the Air and Space Museum a lot,

67:52and so whenever I look at those kind of things,

67:55or you'll visit the space shuttle,

67:57sort of overcome with how big it is,

67:59and I go stand back by the engines

68:01and think about that thing leaving orbit.

68:04And one of the things Elon really impresses,

68:07we're reaching the edge of physics on a lot of this stuff

68:10where how hard it is to leave orbit,

68:14the gravitational pull.

68:18And like so the engineering that has gone into that,

68:22our space program, what he's doing now,

68:24I just marvel at.

68:26I don't understand, right, I'm not at that level,

68:29but I marvel at the kind of human ingenuity and scale.

68:34I was on the Delaware coast last month,

68:40and I went, I was outside for some reason, it was dark,

68:44and I saw this crazy light in the sky.

68:48And I thought it was like a helicopter,

68:50and then it didn't go away.

68:52And I'm like, is someone, what is that?

68:54I call my, we had some friends,

68:56hey, does everybody see this?

68:58What is that?

68:59And we just stood dumbfounded

69:01looking at this thing in the sky.

69:02And like that is a UFO, nobody takes their phone out.

69:08Everyone, I'm with like four people,

69:11everyone is too dumbstruck.

69:12You would think, why don't you take a picture of this thing?

69:15And the next day we found out, it was in the news,

69:17it was the SpaceX launch in Florida.

69:20And I'm seeing it from Delaware, Maryland area.

69:26It was one of the most, it was incredible.

69:28It's just even just that, I am in complete awe of.

69:33- Is there some aspect to that that you can replicate,

69:36the majestic nature of that in a video game?

69:39- I wish I had the answer to that.

69:43I think some of it we were doing

69:46when you're standing on a planet

69:47and you see the other moons go by,

69:50and then you realize, I could get my ship blast off

69:52and land there and build myself a home.

69:55I think that's pretty cool.

69:57There's a minor thing we do,

69:58which is we have other ships come and go

70:01from the starports when you're there.

70:03So you'll be in a city and then you hear this,

70:05you hear the engine, you look up

70:06and a ship is taking off or coming.

70:08- That's great.

70:09- There's nothing for you to do,

70:10but I think it's awesome.

70:13- Yeah, yeah.

70:15And then that's all about creating the soundscape,

70:18the feel.

70:19- Seeing it and like, oh, that's real.

70:21That's a ship that, or you jump into a system

70:24and you see these freighters

70:25and sometimes they contact you.

70:27It's not all just like jump in and combat.

70:32- Do you ever think about the fact

70:34that science fiction seems to make,

70:36it has a way of creating reality,

70:41not just kind of predicting it or imagining it.

70:46It's almost like the thing you put out there

70:48with a video game like this, like Starfield,

70:51that you can't anticipate.

70:54It kind of fuels people's imagination of what is possible.

70:58- Maybe, I don't know.

71:02I don't know, I can't say.

71:04You're making me think now about other science fiction

71:07that, movie I love, "Minority Report."

71:10It's more of like a, not a space movie,

71:12but more like looking at the future.

71:15If you look at a lot of the things in that movie,

71:17it's almost like, I think those are coming true.

71:20- Yeah.

71:21I mean, is that the one that you do interface this like--

71:25- It's the interfaces and then the,

71:28the way he looks as a child's more like a holographic,

71:30almost AR, VR kind of thing, or digital billboards,

71:35or trying to predict human behavior.

71:40There's just a lot of future stuff in that movie.

71:43As it comes to sci-fi, to your other question,

71:45I don't know, I don't know.

71:47- Well, I think it does, and it's interesting.

§08Transcript · 1:11:50–1:20:47

71:50I mean, I suppose you're trying to create the most realistic,

71:55sticking to the tone, the most immersive, realistic world,

71:59and almost by accident,

72:01you create the thing that is possible,

72:03because you want it to be realistic in some deep sense.

72:05So, accidentally it can become the possible,

72:10and then that places, that idea in people's heads.

72:13I mean, if humans are ever to become

72:15a multi-planetary species, we need to play games.

72:20We need to read sci-fi to help imagine that that's possible,

72:26to look outside of Earth, to look outside,

72:29look up on the stars,

72:30then we can actually travel out there.

72:32I don't know, there's power to sci-fi to do that.

72:35I guess you shouldn't feel the pressure of that.

72:37- I don't know if I'd make the leap now, that's all,

72:42that what we're doing might.

72:43Now, maybe, you know, one of our,

72:47hopefully it might inspire some young people

72:50who are headed in that direction,

72:52are like, oh, I thought about getting into space

72:56and space exploration, and being an engineer,

72:58or doing these things, and I played this game,

73:00and it really sparked that interest in me,

73:04so I'm gonna go take that as a field,

73:06and maybe that's the person who goes

73:09and does some of these things.

73:10- Yeah, because in the next couple decades,

73:13likely a human being will step foot on Mars,

73:17which are the first steps

73:18towards us becoming multi-planetary.

73:22- And if you read some of the stuff they're doing

73:24with the James Webb Telescope,

73:26and them being able to look for signs of life

73:30on other planets, it's quite fascinating,

73:33and, you know, recent stuff I read say

73:35they think in 20 years they will.

73:37So it's actually quite encouraging to think,

73:41I almost have a dream in mind, like in our lifetimes,

73:45that we discover life on another planet.

73:49- Yeah, especially if it's intelligent life.

73:52I've been talking to a lot of biologists,

73:54and a lot of folks, I imagine there's life

73:56everywhere out there.

73:57- The numbers would say so, yes.

74:00- The challenging question is, what it looks like,

74:02and how much of it is intelligent.

74:04So a lot of biologists tell me the big difficult leap

74:08is from the Prokaryotes to the Eukaryotes,

74:11so like the complex life.

74:13It could be that a lot of our universe

74:15is just filled with bacteria.

74:17- I believe, if I'm understanding it right,

74:20that there's two ways they're gonna look at planets.

74:22When they can look, you know, they can read,

74:24hey, this planet has this kind of gas.

74:26They can now look at the ones that are created

74:28by potential life forms, and then the ones

74:31that are created, the byproducts of industry.

74:34There's only certain ones that are created

74:36if you have a society there,

74:38and that they can start looking on these types of,

74:42in these types of star systems, in these planets,

74:45but it takes a lot of time, 'cause you have to book time

74:47on that telescope, you have to like look at that planet

74:50over a long period of time, but in theory,

74:53given enough time, given the amount of space out there,

74:57we would find one.

75:01That would be a cool thing in this short life of ours

75:03to find out definitively that there is

75:06an industrial intelligent civilization out there

75:11before you contact them, so like die, end your life,

75:15not knowing the rest of the story,

75:18but just know that it's out there.

75:20That's a cool, and then if you have kids,

75:23be like, well, this one's on you.

75:25F this, I'm out.

75:28And I'm fascinated by what it would do to the way,

75:32I think in a positive way,

75:33the way humanity thinks about itself here.

75:37Like no, there is a definitively other life out there.

75:42- I mean, both things, if there isn't life out there,

75:46that's also a huge responsibility.

75:48Both are super exciting.

75:51If we're alone, it's super exciting

75:52because there's a responsibility to preserve

75:54whatever special thing we have going on here,

75:57this, whether you call it the flame of consciousness

76:01or whether it's consciousness or intelligence,

76:03that's a special thing, preserve it, have it expand.

76:07But if there's others out there,

76:10I mean, that sparks that drive for exploration

76:15of reaching out into the stars and meeting them.

76:18Most of them probably wanna kill us.

76:21(laughing)

76:23But luckily, we have the military industrial complex

76:26on Earth that builds bigger and better weapons

76:29all the time. - We have Space Force.

76:30- Space Force.

76:31It will both protect us and destroy all our enemies.

76:34(laughing)

76:38This is 100% a video game we're living in.

76:42Okay, back to dragons.

76:45So blink once if you know when Elder Scrolls VI

76:48is coming out, but are not going to tell me.

76:51- I have a vague idea.

76:55- Okay, vague idea.

76:56In, (laughing)

76:58so like if you have the quantum mechanical interpretation

77:01that allows for multiple universes,

77:03in the universe where you didn't blink,

77:05what would that, Todd, tell me about the year

77:09it's coming out?

77:10Would it be 2025? - That is a trick question.

77:13- Or 26? - I've been asked

77:14that question many ways, but never like that.

77:18- Yeah, I thought I would try to sneak it.

77:20I mean, there is, of course, no answer because--

77:24- I wish it was soon.

77:27- Soon. - Like we don't,

77:28we want 'em out too, you know?

77:30And I wish they didn't take as long as they did,

77:35but they do.

77:36And look, I mean, if I could go back in time,

77:40would never have been my plan to wait

77:42as long as it's taken for it.

77:46- So you love that world, the Elder Scrolls world?

77:48- Look, it's part of why I've spent more time there

77:51than anything else in my life probably, right?

77:54So I deeply love it.

77:59We all do, it's a part of us.

78:00And when you aren't doing it for a while,

78:04you really do miss it.

78:06And when I look at what we're doing,

78:11have planned for that game,

78:12and I was in a meeting yesterday,

78:16I was like, I just wanna play all this right now.

78:18(Todd laughs)

78:21But we're gonna make sure we do it right

78:23for everybody, and we do have to approach it.

78:27People are playing games for a long time.

78:29You know, Skyrim's 11 years old,

78:31still probably our most played game,

78:35and so we don't see it slowing down.

78:38And people will probably be playing it

78:4010 years from now also.

78:43So you have to think about, okay,

78:45people are gonna play the next Elder Scrolls game

78:49for a decade, two decades.

78:51And that does change the way you think about

78:55how you architect it from the get-go.

78:58- What are some elements that changed the way,

79:02like how do you make a game that's playable for 20 years?

79:05- Well, we're trying to figure that out.

79:08(laughs)

79:09- There are some elements, I should pause on that.

79:11You know, pardon me, I'm of course asking,

79:13jokingly, I'm excited for it,

79:15but I think Skyrim is an amazing game still.

79:18You know, I really enjoy it still.

79:20- Yeah, and you know what, the content,

79:22even if you step away from it for a while,

79:25then play, what I'll put, say,

79:26the vanilla version without mods.

79:28If you go and haven't played it in a while,

79:30there's always a new way to play it.

79:32But then if you look at the mods

79:33and what creators are doing to it,

79:35we think that is just awesome.

79:37It's something that we've always supported,

79:39we're gonna keep supporting.

79:41We've hired a large number of modders

79:45that are now professionals.

79:46We wanna support the people who are doing it on their own

79:49so they can be professionals on their own.

79:52- How do you create a world that's moddable?

79:56So you think of designing the game from the start

79:59as that enables mods.

80:03- Yeah, absolutely.

80:04So it starts with us, like everything we're doing,

80:07okay, a modder, a content creator,

80:10is gonna have to do it, use our tools.

80:12Now we do clean them up for release,

80:15'cause if you're like a developer in-house,

80:16you can deal with some kludginess

80:18when you're putting stuff together.

80:19When you put it out for people,

80:21we do clean a lot of it up.

80:23And there's still obviously a learning curve there.

80:26But look, we have people

80:27who've been doing it for 20 years with us.

80:29- What's involved with modding?

80:31I'm actually quite newbish at this.

80:34- Okay, so you-- - And I'm almost afraid

80:35to ask, 'cause now that you explained to me,

80:38I fear I will spend a very large amount of time

80:41creating mods.

80:42- Well, we have an editor you can download on Steam,

80:45the creation kit for our games,

80:47and then it loads up the world,

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80:48and you could do something really, really small,

80:50like change the color of the weather.

80:52And it creates a little plugin file, we call it,

80:54you know, a modification to the game.

80:56And then you can run your game with that.

80:59It's on console now, the mods, not the editing.

81:03And it's just been incredible.

81:06Our community there has been amazing

81:09what they do with the games.

81:11- So a lot of it is the visuals.

81:14- A lot of people do visual things,

81:15'cause it's the easiest thing to do first,

81:17or they're building new space.

81:19There's some great things with,

81:20like I love the Khajiit follower mod for Skyrim.

81:25It's awesome.

81:26There have been quest lines.

81:29Those things just take a really, really long time.

81:32And so someone who's gonna do that,

81:35that's almost like it takes them a long time.

81:37It's more than a hobby.

81:39And we're always looking at ways that we can make it like,

81:43hey, they can turn a career into it,

81:45'cause it's just awesome.

81:47- What about, is there any possibility in doing a mod

81:53for some of the AI stuff?

81:56- There is, and I've seen some,

81:59but to really move it along,

82:02if they're using the tools that we already put out there,

82:04so to really move the AI along,

82:05you'd have to get in the code,

82:07which some people have figured out ways to hack in

82:10and do things with script extenders.

82:12But for the most part, like really pushing it,

82:15it does take us, which is why you see

82:17when we have a new game come along,

82:20the palette that they have is there's so many more things

82:23they can do.

82:24- Well, I've built bots that play the driving games,

82:29but they do that by just taking, reading the screen

82:33and doing basic, not basic, it's actually pretty complicated

82:36but computer vision and doing the control,

82:38but you're basically simulating the human player.

82:40To do that for Skyrim or for some of the open world games,

82:44that's literally, you have to create AGI

82:46to be able to play those open, well, maybe not,

82:51maybe you can create a super dumb,

82:52like just a two handed sword

82:54and just keep swinging until everybody's dead.

82:56- Look, there's some bot stuff out there that does it.

82:58We have some very, very dumb bots that we use

83:01to run through the world to test it,

83:04that we'll deploy on a whole bunch of servers

83:06just to, we do it every day.

83:08We run through every space, we're doing it in Starfield.

83:10And then just running, they're all out there.

83:13- Well, it does it very quickly.

83:14It loads up every place in the game

83:18and runs around a little bit

83:19and then loads the next place and runs around a little bit.

83:21We're just testing, like, did it crash?

83:23What's the memory growth?

83:24What's the, get a report,

83:25here are all the places where the frame rate

83:27wasn't up to snuff.

83:29And then we do have one that will play on its own.

83:32It's heavily scripted, but it lets us test,

83:34every time we make a build,

83:36there's a bot that runs through

83:38the first one or two main quests.

83:40Like, it'll just play it.

83:42That way we know, did we break anything?

83:44'Cause you don't wanna waste QA's time,

83:47like you guys broke it again within five minutes, so yeah.

83:50- Yeah, so that's for broken stuff.

83:54I wonder if you can build a bot

83:56that estimates the quality of the experience.

83:59- Oh my gosh, okay, can you do that?

84:01- I don't know.

84:02But just like the number,

84:04like how boring or not boring, the boring meter.

84:07- How many times you die.

84:08- How many times you die.

84:09- Is death boring or exciting?

84:11That's the question.

84:12I mean, I feel like there's a balance to be struck there,

84:15'cause you always want to be in fear of death.

84:18- Yeah, we always, we have this chart at work we use,

84:20which is like, if you think about any game

84:22that you've played that you've put down,

84:24it's either about a frustration/confusion or boredom.

84:29You gotta put the player right in the middle of that.

84:34- But I've sometimes put down games from frustration

84:37only to return again stronger.

84:41- Dark Souls, yeah.

84:42- So I mean, the challenge, that's part of it.

84:48Well, I don't know, actually, Skyrim, I'm one of those,

84:51I mean, I'm sure there's all kinds of humans

84:53that you've interacted with about what they enjoy.

84:56But to me, I could enjoy Skyrim

84:59on any difficulty level.

85:02It doesn't, all of it, so it depends.

85:04The open world nature of it is what's really compelling.

85:08Not necessarily the challenge

85:10of the particular quest and so on.

85:12But I'm not sure if that's the same experience for everybody.

85:15- Do you play the survival mode?

85:16There's a survival mode in Skyrim.

85:18It was a creation club thing.

85:20It does some hunger, it does hot and cold,

85:24it does some other systems that make it,

85:26you know, in our minds, more believable.

85:31It was actually a creation club thing

85:34made by an external creator who is now full-time with us.

85:37- So can we actually, thinking about Starfield,

85:42thinking about Elder Scrolls VI,

85:44go through the full life of a video game you've created?

85:49So what's it take to take a game

85:53from the idea to finally the final product?

85:56What are the different steps along the way?

85:59- Great question.

86:01Well, usually it starts with,

86:04I mean, honestly, lunchtime conversations

86:06with a number of us.

86:08Hey, we think we wanna do this.

86:09This is what it's gonna be like.

86:11I mean, look, with an Elder Scrolls,

86:12you know you're gonna do it.

86:13It's a matter of when.

86:15You say, okay, what's the tone we're going for, right?

86:18Where is it set?

86:20So we usually start with the world.

86:22And then we're always overlapping.

86:26So while we're making one game,

86:29as we're getting in the throes of it or wrapping it,

86:34probably by the midpoint of one game,

86:37we've had enough conversations

86:38to understand what the next one's gonna be.

86:44What are the big ticket, like, where's it set?

86:46What's the tone?

86:47Is there a big ticket feature or two

86:49that make it really unique?

86:51And then when we're finishing one game,

86:55we start prototyping.

86:59Sorry, before that, we start concepting.

87:01So we'll do concept art.

87:03And for one reason or another,

87:06I usually have the beginning of the game worked out.

87:09I like to think about, okay, how's the game start?

87:11What's the player do first?

87:13We do music early.

87:15So take Elder Scrolls VI, we forgot where it's set.

87:18What's the tone?

87:19What are the big features?

87:20We discuss the beginning of the game,

87:22which we've had for a very long time.

87:24- Where's it set again?

87:25- Yep.

87:26(Luke laughs)

87:27In Tamriel.

87:28- Damn it.

87:32Well, at least we know we narrowed it down that.

87:34- Yeah.

87:35- That would be epic if it was like

87:36a portal into another dimension.

87:38Anyway.

87:39- Then I like to do music.

87:41So we've already done a take on the music

87:45for Elder Scrolls VI.

87:46- So you can sit there with the concept art

87:49and the music and you can feel it.

87:50- No, no, the music, we put in the teaser for it.

87:53This was 2018.

87:56We've taken that further, obviously.

87:58And again, we're working on the world.

88:03You're then doing concepting and design for the world.

88:06And then once we're wrapping up one game,

88:08we can really start prototyping the new one.

88:11And you're usually building kind of your initial spaces.

88:14And so we do like to do like a first playable,

88:16a smaller section of the game

88:18that we can sort of prove out and show to people,

88:21hey, this is how it feels different.

88:23This is what it looks like.

88:23This is what's unique about it.

88:25Then we turn that into a larger chunk

88:27when more of the team comes on, when the other game is done.

88:30And that's still what we call a VS, vertical slice.

88:34So you still don't have the full team on it.

88:37And it's a larger chunk of the game that you can play.

88:40And then once you feel good about that,

88:42you're gonna bring on the rest of the team.

88:46And we're fortunate that the other games we've done

88:48are popular enough that we can be doing DLC and content

88:51and those kinds of things while we're getting the one going.

88:53And then we're at full production

88:55where we're sort of at maximum size.

88:58We just call that production.

88:59That's like the full production period.

89:01And that, depending on the game,

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89:05you know, can run a year, two years, maybe more.

89:08And then you kind of have a finalizing final six months

89:14to a year on a game, which is,

89:15okay, we've built everything now.

89:17And usually it needs a lot of glue

89:23where we have a lot of very different elements

89:26that maybe aren't clicking together the way you want

89:28outside of the regular polish for levels and features.

89:31And we're shaving and gluing and sticking things together

89:34so that it's not the schizophrenic game experience

89:37that things flow from one into another.

89:40- In terms of story, like on that level?

89:42- It's really, no, usually the story,

89:43the designers have done a really good job.

89:45It's more about game features, you know,

89:48and then how they interact with the story or,

89:50hey, I went from this experience to this experience,

89:53or picking flowers in alchemy feels like a different game

89:56and then how is another character referencing that?

90:01And how is that intersecting with the skill system

90:05and the interface?

90:07Like the skill system and the interface is the party host.

90:11If you think about a game, most games,

90:14particularly what I like to do,

90:17is that's your person that says,

90:19welcome, do this, go here, check this out.

90:22And the skill system and the way it reacts on the HUD,

90:26the interface of the game,

90:28is sort of leading you to the next thing.

90:31And once you get that flow down

90:34and the rate at which the game is giving you activities,

90:39then you're in like what we describe as a game flow.

90:43And it's not till really that last year.

90:46Before that, the game flow was just,

90:48it doesn't even exist in the way that you see it

90:52in the final game.

90:54And that's what we were working on a lot that last year.

90:57- So at which point is like the set of skills,

91:00a skill tree, the characteristics

91:03of the role-playing aspect of it,

91:05when is that set, the ideas?

91:07- We usually have it in the beginning,

91:08but it's just, we know it won't be done

91:11until that last year.

91:12We'll have one, but we know it's gonna get honed

91:15because it's not until you really see,

91:18okay, how impactful is that one?

91:20How much are you doing it?

91:21Like how much are you really,

91:22and the main combat ones, they always win.

91:25You always know the players will drift

91:26toward the combat type skills

91:28'cause every character needs some amount of that.

91:31But okay, well, how important is cooking?

91:34How important is alchemy?

91:35How important is these other type of activities?

91:39And then how do you balance them

91:40where when you load up the skill menu,

91:42it isn't automatically give me plus 10 damage?

91:47- How do you get the, what about the combat system?

91:51That does seem to be an important part of a lot of games.

91:53- You start it in the beginning, yeah, every time, yep.

91:56So usually when we're making that first playable,

91:59it's an area you can go through,

92:01some amount of dialogue, some amount of combat.

92:03- How do you get the combat right?

92:06What's the secret to a great combat system?

92:09- Well, first on a control side,

92:12helping the player when they don't realize it.

92:15There's a lot of tricks you can do with magnetism

92:17in terms of the controller and where the attacks go.

92:20So it has to feel, the minute to minute

92:22has to feel really good in your hand.

92:23So there's a lot of animation time, right?

92:26And changing animation so they're impactful

92:28and they happen at a rate that the player feels

92:32like they're really doing it.

92:35And then ultimately it's the illusion

92:38that the enemies are smart,

92:41but they really are there for you to kill them, right?

92:46So they do a lot of things to just let themselves get killed.

92:51They're not near as smart as we can make them

92:54'cause it turns out that is not fun.

92:56- Right, so there's a balance between,

92:59but that is, I guess, a kind of AI

93:04and it's a very intimate interaction with an AI

93:09'cause there's a lot of stuff going on.

93:11It's not just very kind of shallow,

93:13like a dialogue or something like that.

93:15It's like, there's a time critical nature

93:19where a lot of stuff is happening.

93:20And if anything feels off, it's gonna feel wrong.

93:25- Yep, all the games do it.

93:26It's not unique to what we do

93:29in terms of how they handle combat scenarios.

93:32And there's some games that just do it extremely well

93:35in terms of, even in multiplayer where you're playing bots

93:39and most people don't know it,

93:40or how a multiple enemy scenario is really,

93:46they don't all shoot you, they trade off.

93:49They're gonna wait.

93:50And I was like, "All right, I'll just wait my turn

93:52"'cause we don't wanna overwhelm them."

93:53But you feel like you're overwhelmed

93:55when there's six enemies, but a good game will,

93:59no, they're gonna take their time.

94:02- Is there a science to it?

94:04Is it art?

94:05Is it like, how do you--

94:08- Yes, I mean, it's all of that.

94:11- So it's like an iterative process

94:12where you try different things, you have different ideas.

94:14- There's a lot of-- - Mixture of animation.

94:16- There's a lot of timing, animation work, HUD work also.

94:20How does the reticule change?

94:22What are the little sound effects?

94:26- What about the gamify, like that is fun?

94:30That aspect. - Again, that goes back

94:31to the winning.

94:32- So winning is fun.

94:34- Yes. - Death is not.

94:36- Yes, let the Wookiee win.

94:38(laughing)

94:39I like how you have to dumb down the AI

94:41to make it fun for humans.

94:42Because if you didn't, it would just be just slaughter

94:47nonstop for all humans.

94:50That's good to know.

94:51What about things like, you said cooking, like crafting,

94:56making potions and poisons and smithing,

95:03weapons and armor, cooking?

95:06How do you get that right?

95:07What's interesting there?

95:08It's such an interesting, a lot of games

95:13don't have that kind of thing.

95:14So what role does that play in the game's creation?

95:16- I think we really cracked it in a way I like

95:20with Fallout 4, actually, where when we're doing

95:23Elder Scrolls, we have the flowers and things

95:26and you have alchemy, and we took this to,

95:29okay, if it's post-apocalyptic, what if everything

95:32in the world was an alchemical ingredient in some kind?

95:36So breaking it down to their components.

95:38So when you walk around a world, again,

95:40we like the simulation, we like the forks and the spoons

95:43and the cups and all that.

95:43Okay, how can I use those to create?

95:46So I love how it starts working in Fallout 4,

95:49where, okay, all these things I find,

95:53they have some value in creating or crafting

95:57outside of a cup is worth one gold piece or one cap.

96:02- By the way, I have to be honest,

96:05I haven't played Fallout 4.

96:06I played Fallout 3.

96:07I thought that was a legendary game.

96:09Can you make a case for Fallout 4?

96:13Or should I just wait till Fallout 5?

96:15And when does that come back?

96:16- I think you should play Fallout 4.

96:17Love to hear your thoughts.

96:18It's a different game.

96:20- Skyrim is too.

96:20I mean, it's--

96:21- We try to make them all different.

96:23They all have-- - They are fundamentally

96:25different. - They all have

96:25their own tone. - Keep the tone.

96:26- So Fallout 3 and Fallout 4 are intentionally

96:28a very different tone.

96:29- Oh, really?

96:30Interesting.

96:31So what's that world like?

96:33What's the post-apocalyptic world of Fallout,

96:37if you can just briefly take a stroll

96:39into that world, tone-wise?

96:41- Well, there's, look, in entertainment,

96:43there's a lot of post-apocalyptic stuff.

96:45And what makes Fallout tick is the world

96:50that was left behind, the world that blew itself up,

96:53this utopian world of nuclear energy,

96:56and it all goes wrong.

96:57So I love the American dream of that,

97:00like how they visioned the future in the '50s

97:03and that blowing itself up.

97:05I think that's a super interesting place to explore,

97:08which is why we always wanted to play in that world.

97:11And it does an amazing job of sort of weaving

97:15the drama and darkness of a post-apocalyptic world

97:21with B-movie humor.

97:26Winks at the camera sometimes, often, actually.

97:30And that when you're in that world,

97:35it just has its own unique flow and vibe

97:41outside of anything else kind of in that genre.

97:45- So Elder Scrolls has, or at least Skyrim has,

97:47some humor.

97:49- Has a little bit.

97:50- But Fallout leans into it a little more.

97:52- A little bit more, a little bit more.

97:54Yeah, yeah, it does.

97:55It's like ironic humor.

§11Transcript · 1:37:56–1:46:48

97:56It's the duck and cover.

97:57It's a get under your desk if the bomb comes

97:59and everything will be fine.

98:01It's that type of humor.

98:02- So the funny thing is, I do think Fallout 3

98:05is one of the greatest games ever.

98:07You've said that, quote,

98:10"When we started Fallout 3 in 2004,

98:13"we obviously had big ideas of what we could do with it,

98:16"and I talked to a lot of people,

98:17"from ex-developers to press folks to fans,

98:20"what made it special?

98:22"What are the key things you'd want out in a new one?

98:26"The opinions," and I'll put this mildly, "varied a lot,

98:30"but they would all end the same,

98:33"like a stern father pausing for effect,

98:35"but do not screw it up."

98:38How do you not screw up a game?

98:41You have not screwed up many games yet.

98:44- I mean, back to the Fallout one.

98:47- Yeah.

98:48- Yeah, that was, look, I remember that.

98:52We were met with a lot of skepticism in terms of,

98:55"Oh, what are they gonna do with this?"

98:56It was a beloved kind of isometric,

98:58turn-based role-playing game.

99:00You know, awesome for when it came out.

99:02And actually, it was announced,

99:05we had finished Morrowind, but not announced Oblivion.

99:08But because we'd acquired the rights,

99:10we had to announce it,

99:12'cause I think Interplay was a public company.

99:14I don't remember.

99:15I just remember we had to announce it,

99:17and we're thinking there,

99:18"Well, we're gonna piss off all the Elder Scrolls fans,

99:21"'cause we're announcing a Fallout game.

99:22"We're probably gonna piss off the hardcore Fallout fans,

99:25"'cause we didn't make the original,

99:27"and clearly we'll probably make a different kind of game."

99:30So I do remember, you know,

99:32there was a lot of concern with all of our fans,

99:37and fans of Fallout at the time.

99:39And so, I think it was pretty rewarding for us

99:44that that game found the audience and success that it did.

99:50It's one of my favorite projects that I've ever worked on.

99:54And because it was so fresh for us,

99:57and we had a very clear,

99:59even before we had the rights,

100:01this is the game we're gonna make.

100:03This is the kind of thing we're gonna do.

100:05And we had done Morrowind,

100:07and we were working on Oblivion.

100:09And it was kind of a breath of fresh air to do it.

100:13And what's kind of remarkable is,

100:15Fallout 3 comes out just two and a half years after Oblivion.

100:19And we did all this DLC for Oblivion.

100:21So we were really, really kind of prolific

100:24in how our development, how it was going.

100:27So, I just remember enjoying making that game so much,

100:32'cause it was, everything we were doing was new.

100:37- Which, as to the world creation,

100:40was there some innovation,

100:42like technically that was happening to it?

100:43- The world creation, like it was, you know,

100:45obviously a different look,

100:46even though some of us,

100:48very few of us had worked on the Terminator things.

100:51The VAT system, the skill system,

100:53and we loved the original game so much.

100:55So you felt this responsibility

100:58to bring it back in a big way,

101:00and reintroduce it in a way that, you know,

101:03as much as we could, scratch the same itch

101:07when you played the original game,

101:10that it had the same tone.

101:11- Are there some favorite things to you about that world

101:14that just kind of connect you to the humor?

101:16- Fallout 3, I love,

101:17again, I usually start with the beginning.

101:19I love the beginning.

101:20I love the character generation.

101:22If you go, if you played it a lot,

101:24or you're developing it,

101:26it starts to feel really long.

101:28But the first time you play it, or second,

101:31I just think it's awesome.

101:34And this idea, it's a hard thing to say,

101:37okay, we want you to feel like your character on the screen.

101:42Even when you play like a Skyrim,

101:44you don't know what you were doing before that.

101:46But Fallout 3, you were born in the vault,

101:50and you raised in the vault, and you lived in the vault,

101:53but you experience a part of that.

101:55So it's a very different, when you step out,

101:58I think you're really,

101:59I mean, the visuals are the visuals,

102:02but the emotional moment of stepping out of the vault,

102:05you feel like you lived your whole life in the vault.

102:08- And you feel like you have a sense of your past.

102:13- Right, and I need to find my father.

102:16- Isn't it possible to have that sense

102:20with Elder Scrolls, like a life story,

102:23like childhood trauma and stuff?

102:25Back to the human condition.

102:27- I mean, you'd have to, look, you do some of that stuff,

102:30but they go through menus.

102:31Pick your background.

102:32We're doing that in Starfield.

102:33Hey, pick your background.

102:33What were you doing before this moment?

102:35- Can you pick your traumas and stuff?

102:36(laughing)

102:39- Say hey, if you wanna make a mod, you wanna make a mod.

102:40- Yeah, thank you.

102:41- Go for that.

102:42- And then also make a mod for a therapist.

102:44- But a lot of it is in your head,

102:45so you're gonna pick this background,

102:47and you do these things,

102:48and you're sort of like, this is who I was.

102:49And we intentionally with Elder Scrolls

102:51kind of make it as much of a blank slate.

102:54Elder Scrolls is a little bit more of a blank slate game

102:56to who you are, which has a lot of positives,

103:00and Fallout for us has been more of a,

103:02this was your life before.

103:04Here's who you were.

103:06Go be who you wanna be, but this is the background.

103:08It's a little more strict.

103:10- Now, this might reveal something about me,

103:14and speaking of childhood trauma,

103:18but I feel like there's a lot of the meaningful experience

103:23of a role-playing game is not just the development

103:28of the character throughout the game,

103:30but the initial character creation, like you said.

103:33Is there something to that process

103:35that you found to be powerful?

103:39Like the design of that process,

103:41because you think so much about that beginning.

103:44How much should be controlled?

103:46How much should be defined?

103:48The interface itself?

103:50The visual appearance of the character, too?

103:53'Cause I feel like that you're loading in,

103:55you start to load in the world that you're about to enter

103:58by creating that character, right?

104:00- Yeah, we think about it a lot.

104:03It's a really, really good comment and question.

104:07And it's more than, it has to set the whole stage.

104:12Has to peak your interest for the world you're gonna enter.

104:15And we've done it so many different ways

104:21in terms of when you actually go to make your character,

104:26when you're making the choice.

104:28And one of the things over time that we've wanted to avoid

104:35is people starting over.

104:39So there's a lot of intentionality around

104:43the types of choices you have

104:45that can be undone or not undone.

104:48'Cause what game players want to is,

104:50I'll play it and then I'll make a new character.

104:53But sometimes they do that because they realize

104:55they made the wrong type of character.

104:58And as a designer, you don't want that to happen.

105:01So some people, and we get this comment in Elder Scrolls,

105:07like, oh, you simplified it.

105:08No, no, no, no, we moved those choices into the gameplay

105:12so that you don't make this character in the beginning

105:17and then eight hours later realize

105:19you make a horrible mistake.

105:22And so, okay, I'm gonna start out like that,

105:24to me is a really, really bad experience.

105:26- Also like life itself, but yes, go ahead.

105:31- But like life is, okay, so you can then--

105:34- Fix it in game.

105:35- Right, I wish I had learned archery.

105:38- Well, I'm gonna start tomorrow.

105:40So you can do that, like the Skyrim character system,

105:44it was really designed around that.

105:46All you pick is like, what's your race?

105:48And that gives you some things,

105:49but there's nothing you can't get then on your own.

105:52Mostly, it sounds weird, but you mostly want that

105:57beginning character generation to be visual,

106:00which you then can also change in the game.

106:03And some starting skills that get you off

106:07to the type of play that you want,

106:10but if you discover you don't like that type of play

106:13as you play, you can move your character along.

106:16So we have moved away, post-Oblivion, to a classless,

106:21meaning you don't have a strict character class,

106:27warrior, mage, thief, whatever, in our games.

106:30- And that's continuing for the,

106:32are you like thinking of Elder Scrolls VI,

106:36you're already thinking about that kind of stuff?

106:39So you think of early on, like you said,

106:42the first few experiences in the game,

106:44you're already thinking through them.

106:45- Yeah, yeah, we know what the first few hours are like,

106:48we know what the character system is basically like.

§12Transcript · 1:46:53–1:55:17

106:53- So tonally, what's the difference to you

106:57between Oblivion, Skyrim, Morrowind, Oblivion, Skyrim,

107:01and Elder Scrolls VI?

107:04- Like, to me, man, stuff blends together.

107:08- Yeah.

107:09- But Oblivion, that's when you could make spells and stuff.

107:14- You could, you could do it in Morrowind as well.

107:16Oblivion has some more guardrails on it.

107:19Morrowind's where you can really go, and Daggerfall.

107:21I don't remember if you can make spells in Arena.

107:25I think you can.

107:27Someone will correct me.

107:28You definitely can in Daggerfall, it gets crazy.

107:29Morrowind, you can somewhat.

107:32And then we start putting guardrails on it,

107:34'cause people started breaking the game in certain ways.

107:37- Yeah, why is it bad to break the game?

107:39Like, you always want it to be--

107:41- Well, there's like one people love in Morrowind

107:43where you can make these recall stones,

107:47and you could teleport to different areas,

107:51which you really need in that game.

107:53It breaks so many quests.

107:55- Yeah.

107:55- And so as we, any quests, we would do this exercise

108:00of designing a quest, and then someone would say,

108:02"And then I recall away."

108:03And you're like, "Oh, okay, the quest is broken."

108:06And then one day someone says,

108:07"Can we just get rid of that spell effect?"

108:09Everyone's like, "Yes, please."

108:11And so it allowed us to make better content.

108:13- So, a tangent upon a tangent upon a tangent.

108:17How do you create a compelling quest?

108:19'Cause there's all kinds of personalities of humans

108:22that play these games, right?

108:23'Cause I like the grind.

108:25- Well, there's, look, there's multiple flavors

108:29of a compelling quest.

108:33Some of them have very good upfront storytelling.

108:35You just like the story and the NPC

108:38that's giving you this task.

108:40And you'll go through a more handcrafted experience

108:45that the designers have done a really, really good job

108:48on the space.

108:49It has some twist or surprise in the middle,

108:52and then the ending has some multiple options

108:57that the player feels like they got to do something,

109:00they made an interesting choice.

109:02But the best ones for me are actually where

109:05all of that was far more open-ended.

109:09The how I am going to accomplish this task

109:12is completely up to me,

109:18and I'm gonna find some ingenious solution.

109:21A silly, this sounds very basic.

109:24It's gonna sound quite cliche and silly.

109:26It's like, "Go find me five daedric hearts," or whatever.

109:30Like, "Find me X of something that's hard to get."

109:33It's a very simple,

109:35you can give a simple story set up for that.

109:38And we're not telling the player where to get those,

109:40and they're thinking, "Now, where could I get those?"

109:44And I actually find those to be just as rewarding

109:48as the really handcrafted, well-done,

109:51little bit more linear with an interesting choice

109:54at the end, if those objects are in the world

109:57in some believable way,

110:00that there's usually some challenge at getting them.

110:04- How do you place objects in a world in an interesting way?

110:08'Cause it's a big part.

110:09- We have a level design.

110:11You cannot, people, if they only knew how much we spend,

110:16we have a clutter group, a group of people who clutter.

110:19- What's clutter?

110:21- Clutter is all the stuff around.

110:22It's like interior decorators for treasure and stuff

110:26and trash, and they go through every space

110:30and they clutter it.

110:32Our level designers think about it a lot.

110:34These also become landmarks for the player

110:37when you're walking through a space and,

110:39"Oh, this is the place with this."

110:40And there is a logic to making a good level,

110:44as they say, with, even if you walk by

110:48like a little T intersection,

110:49that becomes like a decision point in the player's head.

110:52Like, "Oh, I didn't go down that way."

110:54But the more you do that, it looks easy on paper,

110:56but when you're playing a game,

110:58you actually kind of want to limit those

111:01because he's trying to keep track

111:03of all these decision points, then they get lost.

111:07And yes, we have maps, but anytime the player's going

111:09to check a map in a place like that,

111:10I feel that it's more of like a backstop

111:13for certain players.

111:14If they need to check the map,

111:17I feel like we've kind of failed.

111:18- Got it.

111:21There's a momentum to it, just pulls them in.

111:25It doesn't feel like they're-

111:26- And you know, look, you played a lot of games,

111:27you played a lot of levels where you're just like,

111:28"I'm a little confused," or, "I don't know."

111:30And you play other levels where like,

111:31"Man, it was great.

111:34"I went through it.

111:34"It was well-balanced.

111:36"I knew where I was going."

111:37And you don't want to ever be mazy.

111:39As long as you know where you're going,

111:41as long as you know you made those choices,

111:44then it feels fine.

111:46But as far as the treasure and all of the loot,

111:50it is really an art.

111:52We will not do enough clutter,

111:55and then we will over clutter,

111:57and then there's too much stuff everywhere,

111:58and then we declutter every single game.

112:01I wish we got better at it.

112:02It would save us a lot of time.

112:04- But you're constantly going by feel,

112:06like this is not, this is too much, this is not enough.

112:08- Right, right, because the other thing is,

112:10look, it creates, people want to pick everything up.

112:13They want to click everything.

112:15So if you have too many things of importance in a room,

112:19it's like, it actually makes you feel

112:22a little tight as a player.

112:23You're like, "Well, I'm basically an idiot

112:25"if I don't pick all this stuff up."

112:28You probably felt this way.

112:29- Yeah, yeah, yeah, for sure.

112:30- And the moment where you decide,

112:32that you're just like, "I've clicked so many things

112:34"in this room, I actually am gonna leave

112:36"that ammo canister there," but you feel like a dope.

112:39You've probably experienced this.

112:41- Yes, but also you have a joy from,

112:45if there's not many items, and you found the one,

112:47and you got it, and you feel good.

112:49- I got it.

112:49- And then it's finding, like,

112:50"Oh, I stuck my head in this corner,

112:51"and I picked this lock, and I opened this locker,

112:54"and oh, there was this thing I've been waiting for."

112:57- Yeah, what about rare and rare items?

113:01- That's an art, even more so of an art.

113:03I will say we have a ways to go there

113:07in terms of finding the right drop rate

113:11for special items, we call them,

113:13and your epic rare legendary.

113:16You look at games, so many games do it,

113:19and there are ones that you just play and love

113:23'cause they have it down.

113:25Destiny 2 is great at it.

113:27Diablo, a series I love, sort of famously,

113:32Diablo III, which I think is great,

113:34and they did an update, it mostly just changed

113:36the loot drops, and it's like this whole new experience,

113:39and there's a really, real art to it.

113:42I think that we're still learning.

113:44We're still learning a lot, and we're trying

113:46to get better at it 'cause it's one of those things

113:49where it drives you through the game.

113:51It's fun to get the treasure in.

113:54- Diablo and Skyrim have this interesting quality

113:56of being extremely popular,

114:00and there's a lore around rare items,

114:04so it changes the dynamic of you could afford

114:08to have really rare items,

114:10- Yes.

114:11- and then somebody finds it,

114:14and that becomes a thing.

114:16I mean, as you release a game,

114:18a lot of people play, and they start sharing stories,

114:22and so on.

114:22It's so interesting 'cause that's part

114:24of the game experience is the stories of others, right?

114:26- For us, 100%.

114:28Because we've been classically,

114:30with most of our stuff, single player,

114:32that that water cooler shared experience,

114:35we would have a thing where we call them

114:36did you know moments.

114:38Like, we gotta have a bunch.

114:39So, you meet someone, they do, what are you doing?

114:42And then they say, did you know?

114:45If you go here and do this, what did you know?

114:49And that, to us, is where a lot of our community

114:54has been sharing their stories,

114:56and here's what you can do.

114:58- Has there ever been a temptation to create

115:00not a single player game that's gigantic,

115:05that's open world? - Well, we did Fallout 76.

115:08We have Elder Scrolls Online, not a game I created,

115:11but look, that started as more classic MMO.

115:14Know the folks, they're part of our company

115:16who made that game.

115:17And it's insanely, insanely popular.

§13Transcript · 1:55:21–2:03:44

115:21- It is, okay, so I should try it out.

115:22- They do some great storytelling quests.

115:25Like, the actual mechanics aren't the same as Skyrim,

115:27but the world is awesome.

115:29They've just done an incredible job.

115:31You know, it's about to be 10 years for that game as well.

115:36And it's just, you know, great community around that.

115:40- Yeah, it's, I haven't played,

115:43'cause there's a mobile Fallout game, right?

115:46I need to play that.

115:48I was thinking of playing Diablo Mobile too.

115:50- I mean, you can debate the monetization,

115:52but I would not, it's, I think they did a phenomenal,

115:55it's really fun. - On Fallout?

115:56What's it? - Diablo.

115:57- Oh, Diablo? - Yeah, well, Fallout,

115:58I definitely recommend that one.

116:00Fallout Shelter, completely different game.

116:02Diablo Immortal is, I was very, very impressed with it.

116:05I had a lot of fun. - On the mobile?

116:06- Yeah. - What's the challenge

116:08of designing a game for mobile versus the PC and console?

116:12- Well, obviously the screen size, right?

116:15- Is that what you feel first?

116:16What's the fundamental change in the philosophy of design?

116:21Does it constrain, does it change the tone of the game?

116:26- Well, we've done a few things,

116:29and we have a new mobile game that we're working on

116:31that we haven't announced yet that I'm in love with.

116:34There are a couple of things that you approach on mobile.

116:38Now, I can give you sort of the classic mobile gaming thing

116:41than what we do.

116:42You know, a classic mobile gaming

116:46is really for short play sessions.

116:51'Cause for the amount of people you're gonna get,

116:56the number that have the amount of time to sit there

117:00for a long time and play it,

117:01like a console game or a PC game, is lower,

117:04'cause people are playing mobile games

117:05on the move or whatever.

117:07And how it onboards you,

117:09'cause obviously most of them are free,

117:11so how the tutorial works, how it gets you into the game,

117:16because you haven't bought it,

117:17you haven't done this investment of buying it

117:19and then saying, "No, I'm gonna learn it."

117:20People don't care.

117:22So really understanding how they get into the game.

117:24Those two things are really the magic to mobile gaming.

117:28We have found, though, with our games,

117:29you know, particularly "Fallout Shelter,"

117:31people will sit there for an hour or two.

117:33Like, they will just sit there and play it.

117:35Like, large numbers of people will play it for hours a day.

117:39- So there is a more, I don't know,

117:42addicting element to the mobile?

117:44'Cause I guess you can spend more time with it.

117:45- And if you look at, you know,

117:47if you look at kids these days,

117:49they can stare at their phone for hours.

117:51That's all they do.

117:52That's where they watch everything.

117:53So it's also like a demographic thing.

117:55The younger audience,

117:57they would rather sit and stare at their phone

118:00than play it on a big screen.

118:02- I would just love to sort of list out

118:05throughout human history the evolution of sentences

118:09that began with, if you look at kids these days.

118:11(laughing)

118:12- It's true, it's true.

118:14- The kids of the kids these days

118:17will probably be talking about,

118:19be doing like virtual reality.

118:20- Like, I love mobile games, though.

118:22I play a ton of 'em.

118:24I am, like, my favorite game this year is "Marvel Snap,"

118:28this card game from the folks who did "Hearthstone."

118:32You should really play it.

118:33If you like, do you like card games?

118:35- Yeah.

118:36- Do you like superheroes?

118:37- No.

118:38- It's genius.

118:39- You don't like superheroes?

118:39- No, I don't like superheroes.

118:41I never understood, listen, this never,

118:43this is growing up in the Soviet Union.

118:47What, I don't understand the,

118:49all right, well, I don't understand,

118:51you're wearing a costume, it's silly to me.

118:54I can't, so you have to suspend,

118:56like, you have to be able to immerse yourself,

119:01and for some reason there's something about costumes,

119:03it doesn't get me.

119:04But then again, I'm like into elves and dragons,

119:06so I don't understand, and I'm fine.

119:08- I think I get it.

119:09- Yeah, but the rest, at least the American,

119:13the Western world disagrees with me, so.

119:15Even Batman, you have, like, little ears,

119:17but all right, that's fine.

119:19Well, back to "Elder Scrolls Starfield."

119:26So one thing I didn't ask you about,

119:29when you look at the timeline of five, six, seven,

119:32eight years, whatever it is, to create a game,

119:35what's the role of the deadline internally,

119:38not publicly announced? - Keeps you honest.

119:40- Do you try to keep, in your own brain, a deadline,

119:43for the team, a deadline?

119:44- Yeah, all the time.

119:46- And when you set that deadline early in the development,

119:50do you try to set deadline, like,

119:53that's really tough to reach?

119:55- No, we try to make it, like, hey, this is our best guess.

119:58If you make it tough to reach, it's sort of,

120:00you know you're gonna miss it, it's arbitrary.

120:02We really try to, you know, keep ourselves honest,

120:05'cause it'll let you know where you're at, right?

120:08We wanna have first playable,

120:08we wanna be done with prototyping or design by this date,

120:11we wanna have first playable this date, we wanna have this.

120:13But, look, you know, things happen.

120:15Pandemic happens, people go home, it throws everything off.

120:18Or, you know, what you needed to do,

120:21because we're not just like making a game

120:23and then moving everybody on, you know,

120:25what you needed to do, like Skyrim was so popular,

120:27we kept people on that game for longer.

120:30So it delayed a little bit,

120:31we were doing with "Fallout 4" at the time,

120:33'cause we can't, you know, hey,

120:35we really shouldn't move the people on to "Fallout" yet,

120:38'cause we're doing these things in Skyrim and we should.

120:40So it just sort of keeps you honest for where you're at.

120:43- Does it get super stressful as you get closer?

120:46You try to avoid announcing anything?

120:48Is there a temptation to announce?

120:49- Well, I've done it all ways, right?

120:51I've announced, you know, "Starfield,"

120:53we were pretty loud with a release date

120:55that we then had to delay, so.

120:58- Was that tough?

121:01- It was, it was, but it was the right thing to do.

121:05- How do you know it's the right thing to do?

121:07Like when you sat down and looked at it,

121:10like, this is not ready?

121:12- It's not an exact science,

121:13but you can look at what needs to be done

121:15and the amount of time you have.

121:17And, you know, we've done it in the past

121:20where we can get it done, we believe we can.

121:23And so you're fighting that personal belief

121:25that you can get something done.

121:28But there's a lot of things that go into release date

121:30with marketing and publishing.

121:33And, you know, we've reached a point where on "Starfield"

121:37where it was pretty clear to us,

121:41even though you wanna say you can get it done,

121:43that the risk involved with that to the fans,

121:47to the game, to the team, to the company,

121:49we're part of Xbox now, to everybody was,

121:52we should really move it and give it the time it needs.

121:57- So you mentioned part of Xbox,

122:02Microsoft bought Bethesda and ZeniMax for $7.5 billion.

122:07Well, what's it like joining the Xbox team?

122:14You've, I think, written about it.

122:17What are the exciting aspects of that?

122:22- You know, when your company goes through a change like that

122:25no matter what it is,

122:26even if it's somebody that you've worked with

122:28for a long time, you never know what you're in for.

122:31You hope, and I had worked with them for,

122:36since we started doing console stuff with "Morrowind"

122:38was, you know, they came to us, came to me and,

122:40"Hey, you should make this game for the Xbox."

122:42And so when they were making that console,

122:45had a great experience with them.

122:48And then on the 360 with "Oblivion,"

122:50and so I guess the point is,

122:52we felt that we had a very good relationship

122:55with everybody there,

122:57and we understood what their culture was,

123:00but you never really know.

123:01And I mean this honestly, it's been awesome.

123:06That the culture inside of Microsoft and Xbox

123:09that people see from the outside is the culture inside,

123:12the way they talk about players,

123:14the way they'll invest in the players,

123:17the risks they'll take,

123:19the thoughtfulness from Phil Spencer on down

123:23has been, you know, Phil really, really lucky.

123:27And then a game like "Starfield" where,

123:28look, we've had a lot of success

123:30with the games that you talked about,

123:31but we've never been kind of the platform seller,

123:36you know, the game for a platform for a period of time.

123:40And so, you know, there is a lot of pressure there.

123:43There's a lot of responsibility there

123:44to make sure we deliver for everybody.

§14Transcript · 2:03:46–2:12:35

123:46- Is there a chance that "Starfield" is exclusive to Xbox?

123:51- It is exclusive.

123:52- It's officially ready. - Xbox PC, yep, yes.

123:55- So you're...

123:58I get it.

123:59So extra pressure also creating a new world.

124:03- Yeah, it's new, but keep in mind,

124:05for us that exclusivity is not unique,

124:08even though we've done PlayStation stuff.

124:09And I think the PlayStation 5 is just an insane machine.

124:12They've done a great job

124:13and we've had great success on PlayStation.

124:16We were traditionally a PC developers in the beginning.

124:21We transitioned to Xbox, became our lead platform.

124:23Like "Morrowind" is basically exclusive to Xbox.

124:25"Oblivion" was exclusive to Xbox for a long period of time.

124:29"Skyrim" DLC was exclusive.

124:31So we've done a lot of like,

124:32our initial stuff is all Xbox.

124:33So we get into development and saying,

124:36we're focused on Xbox

124:37and it's not abnormal for us in any way.

124:41It's been kind of the norm.

124:42And from a development side, I, you know,

124:46I like the ability to focus.

124:48So our ability to focus and say, and have help from them,

124:52you know, the top engineers at Xbox to say,

124:54we are gonna make this look incredible on the new systems

124:58is like, from my standpoint, it's just awesome.

125:02- What's the difference in creating the console

125:04versus the PC?

125:05I also have to admit, I've never, is this shameful?

125:10Actually, you should recommend to me.

125:11I've never played "Skyrim"

125:13or any of the games you've created on Xbox.

125:17- Really?

125:18- Yeah, and on console.

125:19I played, I mean, I've played very little Xbox.

125:21- Yeah, sure.

125:22I mean, look, there's the obvious interface part.

125:24- Yeah. - Between mouse and keyboard

125:25and then a controller.

125:27But when you're looking at hardware, PCs, it's tough, right?

125:30'Cause you're looking at, well,

125:32you know, what are their driver versions?

125:35You know, what kind of monitor do they have?

125:37What is the actual refresh rate of X, Y, and Z?

125:41We're used to it.

125:43- Yeah. - But if, you know,

125:44anyone will tell you, give me the hardware

125:46that I know I'm writing it for, you know this.

125:49And the Series X is just a incredible machine.

125:54And now that- - And you know what it is.

125:57You know- - You know what it is.

125:58And now that we're part of Xbox,

126:00getting the people who built it to show you

126:03how to make it really, really dance is just awesome.

126:07- Is there a case to be made?

126:10Do you get people that enjoy,

126:12people that do both PC and Xbox,

126:14that enjoy Xbox more?

126:16Like if they have a choice- - Yeah, absolutely.

126:18- That they enjoy it?

126:19- I think that depends on,

126:21and look, now that you can kind of cross,

126:25you can take your save and go between and all those things.

126:27- You can? - Yeah.

126:28Depends on if- - For which games?

126:33So for Skyrim?

126:34- If you have the Game Pass PC version of it versus Steam.

126:39Not via Steam right now.

126:41Not via Steam. - Got it, got it.

126:42And so there's the Game Pass.

126:43So I'm like learning about this.

126:44So there's a Microsoft, so this is gonna be on Game Pass.

126:48And then you can, yeah, if you can take it from PC

126:50through Game Pass- - But I think it depends on,

126:52like for me, what's my physical mood?

126:57Do I wanna lean back on a sofa?

126:58- Exactly. - Right?

126:59Like the actual physicality of it

127:01is what determines where I wanna play.

127:04Do I wanna be two feet from a thing right now?

127:07And sometimes I like that.

127:09I am more of a console player just because

127:12I sit at my PC at work all day.

127:14Like I play a lot of video games.

127:17So when I get home and I wanna play something else,

127:18like I am a sofa, screen, controller person.

127:22- Let me ask you a ridiculous question.

127:26So you've created some of the greatest games ever.

127:28I think there's, the question would be

127:31what's the best game of all time?

127:32All right, all right, just give me a second.

127:34- Tetris. - Tetris?

127:36All right, yeah, that's interesting.

127:37- Have you read the book on Tetris?

127:38- No. - You should read it.

127:39Basically someone who grew up in Russia.

127:42- Yeah, I'm sure there's an interesting story.

127:44The fact that there's a book about Tetris

127:46is fascinating.

127:47Is there a book about Mario?

127:49I would love to find out more,

127:53but I think I would put, personally I would put Skyrim.

127:57- I'll take that, good answer.

127:58- At number one for me,

128:01which is tough, however you put it,

128:04'cause you could also make the case

128:06out of the Elder Scrolls series.

128:08Like what do you actually value more?

128:09If you put Tetris and Super Mario up there,

128:12then like the credit goes to Morrowind maybe over Skyrim.

128:16I don't know where the biggest leaps are,

128:18but overall I think it's Skyrim.

128:21But for you, if you're not allowed to pick

128:24any of the games you were involved with,

128:27what are some interesting candidates for you

128:29that are just games that inspired the world,

128:34impacted the world, shook the world

128:37in terms of what video games are able to do?

128:40- Well, first, I'm just sort of like hearing you say

128:44that you think Skyrim's the best game of all time

128:46is quite, like thank you.

128:49And it's an incredible thing to hear.

128:52And when I think about,

128:57well, I have a couple of answers.

128:59There's ones that are like personal to me.

129:01Ultima VII is probably my--

129:03- Yeah, can you talk about Ultima?

129:04Like you said that as an inspiration.

129:06I never crossed that world.

129:09- Well, it was-- - What kind of game is it?

129:12- It's a role-playing game.

129:13Circa 1992, '93, '94, Ultima Online,

129:18first really visual online world in that way.

129:22But for me, that was a virtual fantasy world

129:26where you could bake bread, you could pick all this stuff up.

129:28I mean, anyone who's played Ultimas and plays our stuff

129:31can see the kind of touchstones

129:35and callbacks to that or inspirations.

129:38And the other thing that I loved about Ultima

129:42was, they were all different, right?

129:47That they iterated and there weren't necessarily

129:51what I'll call a plus one sequel

129:52outside of Ultima VII part two,

129:54clearly a plus one sequel,

129:56but they each had their own tone.

129:58I love like the boxes.

130:01It's something that we get into as well.

130:03I love this idea that a game also is this tangible thing.

130:08- Oh, when you buy it--

130:10- You buy the cardboard boxes

130:11and the way they were designed,

130:12and Ultima VII is black and Ultima VIII is the fiery gate

130:16and the paintings on them.

130:18- Does that break your heart a little bit

130:21that that culture is a bit gone?

130:23- A little bit, a little bit.

130:25And that's also why I like,

130:27this goes to video gaming or any other digital things

130:31where digital ownership has great value to people.

130:34So I like looking at my collections of games,

130:37even digitally, I wanna see nice,

130:41in the same way you wanna see nice album art,

130:43wanna see nice cover art for our games.

130:47And we spend a lot of time in them

130:48so that you take a look at Elder Scrolls

130:50and Mormon Oblivion and Skyrim.

130:52We want those boxes to look good next to each other.

130:55Going back to the video games,

130:57I always mentioned Tetris because I think it's,

131:01obviously I love virtual worlds and those kinds of things,

131:05but for the time and what an interactive like video games

131:10for the simplest form,

131:11I sort of think you can put Tetris

131:14in front of just about anybody and they'll enjoy it.

131:19It's got some moment of challenge and it's just so elegant.

131:27It's like to me, like this very pure game

131:32that only works 'cause it's a video game.

131:34- And I think mobile games figured out

131:38some of the magic of Tetris,

131:39the simple-- - Some of them have, yeah.

131:43- But Tetris did it a long, long time ago.

131:46You can really create that immersive experience without--

131:49- But for me, the ultimate civilization

131:52as far as a grand strategy game.

131:58Pac-Man I mentioned in terms of bringing games

132:03into the mainstream in a way that captured people

132:06that nothing before it had.

132:09Super Mario, Donkey Kong, everything.

132:10Nintendo, probably the best game makers in the world still.

132:13They know who they are, they know what they wanna do,

132:17always in awe of what they create.

132:20- I gotta ask you about a game I haven't played

132:25but people put up there as one of the greats,

132:29Zelda Breath of the Wild.

132:30Have you gotten a chance to play?

132:32- A lot of it, yes, yes, it's fantastic, it's fantastic.

132:35- What do you think about, I mean,

§15Transcript · 2:12:36–2:20:36

132:36it's a very different experience.

132:37I've played other Zeldas than the open worlds

132:39you've created but it is also an open world.

132:42- It is, it's my favorite Zelda

132:45'cause I obviously like open world stuff.

132:47And the one thing that they do really, really well

132:52is they don't constrain you.

132:53Some people, you know, even some of the things we do

132:55constrain you a little bit more.

132:57Zelda says, here's the whole thing.

132:58And you are constrained by the actual

133:05player abilities you haven't earned yet,

133:07not some arbitrary barriers.

133:11And so I think they just did a phenomenal job.

133:13It's a magical game.

133:15- It really feels open.

133:16- It's 'cause it truly is, yes.

133:19- What about, I mean, I just like asking

133:21about some open world.

133:24A very different one is the world of either

133:28Grand Theft Auto or Red Dead Redemption.

133:30- Both love.

133:32I would put GTA 3, Grand Theft Auto 3 up there

133:35with the landmark kind of usher in the open world.

133:38When that comes out on the PlayStation 2,

133:41even though there was GTA 1 and 2,

133:43this was an all new thing with the mobster storytelling.

133:46- Is that the first 3D version, I guess?

133:49- It was, then Vice City's kind of a fast follow,

133:51which could be my favorite one.

133:55I loved all the Grand Theft Autos.

133:58I think they're really phenomenally well-made games.

134:01Same with Red Dead.

134:03I think Red Dead Redemption 1 could be my favorite story.

134:08Highly recommend finishing that game.

134:14- So you like both the story.

134:15You like the grittiness of that,

134:16'cause they have a bit of the,

134:18I guess if you like the fallout, there's the humor.

134:22I don't know what it is.

134:25It's the lighthearted humor of it,

134:27but also the brutality of human nature's in there too.

134:31But it's like, and also some of the fun

134:35they create with the music when you drive

134:36and stuff like that.

134:37They create a world.

134:39There's a tone.

134:40There's a very strong tone.

134:41- There is a very strong tone.

134:43The satire on the world is just so well done.

134:48The gameplay is great.

134:49I think they've just done a phenomenal job.

134:54- And yeah, there's that Pop to Mind.

134:57- Portal.

134:58- Portal, yeah.

135:01That's another weird creation.

135:04- I could just sit here and list games forever.

135:06- For a while, I'm enjoying this.

135:08- Hearthstone's a game I love.

135:10I love all type, like sports.

135:11College football, NCAA football was my favorite.

135:14It's like, I would say this is a great role-playing game.

135:15- Oh, you would actually keep getting role-playing?

135:17- It's a role-playing game,

135:18'cause I have all these characters.

135:19I have like 60 characters, and they're all leveling up,

135:24and then I have to play them.

135:25And then the college ones, I like college football.

135:26They graduate, so you lose your players,

135:28and then they stop making the series.

135:30You know the folks at EA, and they will say,

135:32"I have bugged them.

135:33"When is this coming?"

135:34And they're doing it, so it's finally coming back.

135:35- Nice.

135:36What would you say is the greatest sports game of all time?

135:40- Well, it's NCAA football.

135:45I have to pick the year.

135:46- NCAA versus Madden?

135:50- Oh, yeah.

135:51Yeah, but there's more teams.

135:52You get the college fight songs.

135:55There's more pageantry, and the players turn over.

135:58They're only there for four seasons,

136:00so you have to,

136:01so it's more dynamic.

136:05- So you like variety versus--

136:07- So what was the last one?

136:082014, maybe it was.

136:10- And you don't like FIFA?

136:15- I like, look, FIFA's incredible.

136:18Look, I'm a college football fan.

136:19They give you that fantasy.

136:21If you like European football/soccer, FIFA's incredible.

136:25Yeah, I love that game, too.

136:27- Have you been paying attention

136:28to the game design of that world, of those worlds?

136:32- Yeah, and the thing people, I think,

136:33with those kind of games, it is really,

136:37or racing games, Forza, put up there.

136:39I love Forza.

136:40Play them all.

136:42When you have to recreate something that's real

136:44in the real world, say it's cars or it's sports games,

136:47everybody knows how it should work.

136:48That's a really difficult task

136:52when people know how it should work.

136:54Then you're gonna balance it for single player.

136:56The multiplayer parts of it, they're very, very competitive.

137:00In many respects, you're forced

137:03to put out a new version every year.

137:04I say forced in quotes 'cause they're,

137:09you count them as big updates.

137:10But it's a much more difficult development process

137:14than I think people understand

137:19and how hard those teams work.

137:21I know a lot of people who do it,

137:22and I think they just do.

137:25I've enjoyed them all.

137:25I buy Madden every year.

137:27- Yeah, every single year.

137:30Yeah, they do refresh it.

137:31There's a feeling of freshness.

137:32I don't know what that is.

137:33- Yeah, look, there have been years

137:34where it feels like less was done and more was done,

137:36but I enjoy it every year.

137:38- Yeah, yeah.

137:40What does a perfectly productive day

137:43in the life of Todd Howard look like?

137:45Maybe not perfectly,

137:49but just like a perfectly average productive day.

137:53Are you a morning person, evening person?

137:55Is it chaos?

137:57Is it pretty regular schedule?

138:00- I'm in a good flow right now.

138:02I'm still doing a lot of stuff.

138:03So there's things I'm executive producing

138:06and then Starfield I'm directing.

138:09So I sort of view that as that's an everyday thing.

138:13Fortunately, I get to do a lot of stuff

138:14from look at the TV show we're making

138:18and this Indiana Jones game

138:21that's being developed at Machine Game.

138:23So we get to look at that.

138:24But the best really day or where I feel it's fulfilling

138:30is get to play some of a game,

138:35the game we'll say Starfield,

138:36get to play some of Starfield,

138:37look at the problem set of what it is doing

138:42and then get in a room with the other developers

138:46that I work closely with

138:47and we solve that problem together.

138:50So that's the most rewarding thing

138:53when you can say, okay, what do we want this to do?

138:55What's the real player experience we want?

138:58What are all the pieces in front of us?

139:00Where you know the actual tangible pieces

139:02as opposed to the beginning,

139:04the pie in the sky part is always fun.

139:08But it's like anything is possible, that's fun,

139:10but it's not rewarding in the same way

139:14'cause you haven't solved something.

139:15Whereas these are the elements you have to play with.

139:18How do we make this all work together?

139:20And you come out of it at the end of the day

139:22like now that feels great.

139:24- So brainstorming about specific big picture,

139:30both big picture and very specific detail

139:34of a game that's not working,

139:35something's not working,

139:36you wanna fix it, that kind of stuff.

139:38- 'Cause you feel like, okay,

139:39you've made tangible progress

139:41on the actual build of the game.

139:42Where something you played in the beginning of the day

139:44didn't feel great, you've figured out a solution

139:48with a group of people, it's always with a group.

139:51And then the next day you're like, yeah,

139:52that worked out.

139:55- Who's on the team?

139:56Is it designers, engineers?

139:58- All of the above.

139:59- Artists, voice, over folks?

140:01- So internal to the studio,

140:03it's a lot of programming, a lot of art,

140:06you have design, which breaks into some quest design,

140:09writing, systems design,

140:11who are doing all the treasure and the loot

140:14and the skill systems.

140:15And then level design is making the spaces like those

140:18that you'll play through.

140:20Production is a big part of it,

140:21the producers who organize everything.

140:23Can't remember if I mentioned art, a lot of artists.

140:27QA staff as well, they're hugely valuable in saying,

140:30hey, we broke your game in these magical ways,

140:32what are you gonna do about it?

140:34- Is the loot design team still hiring?

140:36How do I apply?

§16Transcript · 2:20:38–2:29:56

140:38That seems like the most fun job.

140:40- Always.

140:40- I mean, all of this seems like a super fun job.

140:43- You know what, it's the best.

140:44Then you have audio and it by far is the greatest job

140:49you could possibly have.

140:51Even if you're into technology, it's great.

140:54If you're into storytelling and creativity and art,

140:56it's great.

140:57And it's really the gaming, the combination of that.

141:01- And like I mentioned to you offline,

141:03I think of video games, to me,

141:06it's brought thousands of hours of happiness.

141:09And so when you're designing the game,

141:11whatever you're doing,

141:12you have a part to play in a thing that's going to bring

141:15like millions, hundreds of millions of hours

141:21of happiness to people.

141:23It's crazy, right?

141:24- It is, and I'm gonna play you saying that back to our team

141:28'cause people forget, your head's down,

141:30you're trying to solve these problems,

141:32and then you do forget how many people it touches.

141:37- Like even tiny decisions.

141:39You make tiny little things, you create.

141:41- Yeah, it's weird.

141:42I wish there was a way to like,

141:44I would notice things in a video game,

141:47and it's like, huh, okay.

141:48It feels good, but you don't get that signal.

141:52The creator doesn't get that signal.

141:55I wish they did.

141:57I guess you could get that signal by,

141:59why is Lux stuck in this room,

142:02like digging through the loot?

142:04- We do now get a lot of good data

142:06on what the players are doing.

142:08- Enjoying and not that kind of--

142:09- Well, we know where they've been and where they've died

142:11and how long they play in certain sections,

142:13and we can sort of tell, outside of people just telling us

142:16on forums or calling or other things,

142:19we can tell for some data where people are dropping off

142:23or having a, we can tell if there's a key frustration point.

142:27- Do you ever think about making people feel

142:33like human feelings when they play?

142:36Like designing, like make them feel fear or excitement,

142:41anger, longing, loneliness, stuff.

142:45- All of the above, yeah, of course.

142:47The big one I like to say is the video games give you

142:50is pride outside of other, you know,

142:54if you watch movies or things like that,

142:56like, yeah, but you never think like, look what I did.

142:59And that feeling of like accomplishment and pride

143:04in what you did or you overcame,

143:07you talked about going back to a game that,

143:09like, those are real feelings of like accomplishment

143:13that I've felt in games that I've played.

143:18And when we get to see a player feel that,

143:23it's really, really special.

143:26The other one is there is a, you know,

143:30there is an escape or to be someone else

143:33that's more powerful in our games

143:36that you aren't in real life

143:38that gives you a confidence or a perspective.

143:41We're doing one next week,

143:45we've done a number of make a wish visits,

143:47kids who could wish for anything,

143:50and they wanna come and I wanna see the next game

143:53and meet the creators and see how you do it.

143:55And they come with their family.

143:58And it is like the greatest thing that we do.

144:02And it reminds you of like how important it is.

144:07And the other really awesome thing is

144:09that you can see like the family change

144:13by the end of the day.

144:14Like they don't, they didn't even realize what it meant

144:17to their child or what went into it.

144:19And it's just, that to me is like,

144:23been involved with that foundation for a number of years.

144:26And it's been really good, you know,

144:29reminder of how lucky we are.

144:33- And in general for young people,

144:35that sense of accomplishment is hard to find.

144:37- Yeah, where they don't,

144:40not everybody has it in the outlets that real life provides.

144:45- Well, that's the thing.

144:47I mean, the world is cruel to when you're young.

144:51Nobody takes you seriously.

144:53You don't get like,

144:55that's why you, everybody always wants to grow up

144:57and get old as quickly as possible.

144:59It's the hardest, it's hard.

145:02- And then video games allow you,

145:04I mean, to build that sense of confidence,

145:06a sense of pride in something.

145:08That's why when people talk down to video games,

145:11like it's a culture and so on,

145:12it's not, it misses out

145:15on that really deeply meaningful thing.

145:18Especially with like single player,

145:20there's some darker aspects to multiplayer

145:22that people create communities and, you know,

145:24it can go off the rails a bit,

145:26but the actual experience of the game,

145:29especially one where you stick with for a while,

145:32that's really beautiful.

145:33Do you have advice for those same young folks?

145:38Given that your life is an interesting one,

145:43given what kind of degree you got

145:45and being a legendary game designer,

145:47do you have advice for young folks in high school,

145:49maybe college, how to have a career or a life

145:53they can be proud of?

145:56- Well, you have to find something that you love so much

146:00that it's never gonna feel like a job.

146:04And don't do it for money,

146:07don't do it for, find something you love

146:08and the rest of it will come.

146:13It won't be a straight path.

146:15And do not ever underestimate yourself.

146:21It's gonna take hard work,

146:25but the worst thing that young people do

146:28is think they can't accomplish something

146:30or they underestimate themselves.

146:32And maybe those first few times through

146:36where they do fail, if they love it enough,

146:40they're gonna be resilient and push past that.

146:43Anyone who's had success or gotten somewhere,

146:46they've had those times, right?

146:49And they've stayed resilient because they love it so much

146:54that this is what they wanna do.

146:56When you do it for other reasons,

146:59just don't think it's gonna work out the same.

147:01- Did you have low points in your life,

147:06dark points where your mind went to a dark place,

147:10whether it's struggling to get a job,

147:12but that's the soft works,

147:14or maybe with a red guard flop

147:19where you kind of started to doubt yourself

147:23or any of that?

147:24- Well, I think what's weird looking back,

147:27I was always so in love with doing this

147:32that I didn't view them as dark per se.

147:37Looking back, I was like, oh, that was,

147:41I just wanted to, okay, let me find a way to make this work.

147:45- Even when it's hard and it's failing

147:47and all that kind of stuff, you just kind of like,

147:49it's a problem before you to solve.

147:51- Yeah, when I started at Bethesda,

147:54I don't know, my father had moved nearby to the office.

147:57I was moving and I slept on a sofa.

148:01I didn't care.

148:03I don't need a bedroom.

148:03I'll sleep on the sofa and work there.

148:06It's all I wanna do.

148:07When the company almost went out of business,

148:10it was, well, I hope it doesn't.

148:12I feel somewhat responsible,

148:15but hey, let's, okay, that's a learning lesson.

148:19Let's go.

148:20I think I was pretty resilient to it all.

148:23Fallout 76, really bad launch.

148:27And okay, what did we do wrong?

148:29What can we learn?

148:30Let's go at it.

148:31Now it's a success.

148:33But those kind of ups and downs

148:35for the length of developments that we have,

148:38people don't see them, but we have them all the time.

148:43And so it's that sort of belief that with the team

148:46having done it time and time again,

148:49to know that now we're gonna make it

148:52as good as we possibly can.

148:53And whatever we're experiencing now,

148:56when we solve it and we get it out,

148:57and we see the millions of people who love it,

149:00it's all worth it.

149:01- And you're getting into new spaces.

149:05First of all, new worlds with Starfield,

149:06but also new, I saw the TV show you're working on.

149:09On Fallout with Amazon.

149:15What's that like?

149:16Worlds that you created in the digital realm

149:20becoming, going on the screen.

149:23- Yeah, people asked, I can remember 10 years ago

149:26after Fallout 3 was a hit,

149:28movie producers coming and,

149:29"Hey, we think this would make a great movie."

149:32And taking a lot of meetings.

149:33And I think most people would jump at that.

149:35Like, sweet.

149:37And I sort of paused and like, I don't know.

149:41What is this gonna do?

149:44I feel like they're gonna synthesize.

149:45I met great people, like well-known creatives.

149:48Like, it's gonna get synthesized into this two hour,

149:50I don't know.

149:51I'm not seeing the great thing here yet.

149:56So, I think the advent of television

§17Transcript · 2:30:01–2:39:24

150:01in terms of what it's become nowadays

150:04with big budget TV series,

150:06it kind of came up again and met with people.

150:08And Jonathan Nolan and Lisa Joy who do Westworld.

150:11And I always love the work he did

150:16writing Interstellar and the Dark,

150:17like movies I just love.

150:18- Wait, Jonathan Nolan's involved with this?

150:20- Yeah, he's the EP.

150:23- That's epic.

150:24- And he's directed the first--

150:24- Westworld's incredible.

150:25- Yeah. - Okay, this is awesome.

150:27- And he's the EP, he's directed the first few episodes.

150:32And when I connected with him, Jonah,

150:37he was like, "Hey, you're the person I want to do this."

150:42So, I met with people, kept saying like,

150:44just let me see if he wants to do it.

150:47And to my joy, he was like,

150:49"Oh yeah, Fall 3 is one of my, yeah, sign me up."

150:51It was like, "No, how do we get this done?"

150:53And at that time, he was at HBO

150:56and we were trying to figure out,

150:59it was put a little pause on it.

151:01And got to visit the sets, reading scripts

151:07and things like that, it's all new to me.

151:09But they're doing such an incredible job.

151:13Like, I think if you like this world,

151:15you are gonna be just blown away.

151:18- Some of the tone. - I've never made

151:19a TV show. - Right.

151:20- Those are all the best, no one ever does it

151:22wanting it to not be great,

151:24but they've just done their attention to detail

151:27and just obsessive with what's on the screen

151:32and the storytelling and how it looks, the whole thing.

151:36- Yeah, I think obsession is really a prerequisite

151:40for greatness, what they did, HBO did with Chernobyl.

151:45Like, the attention to detail. - Great series.

151:47- It's just incredible. - And he's doing

151:48The Last of Us now, that showrunner.

151:51- If you really care and you really put a lot of effort

151:55into the details, you can basically truly expect it.

151:57- I was stunned.

151:58I mean, I don't wanna spoil it, but when people see it,

152:03I think they'll just be like, "Wow."

152:06The other thing, we were approaching it,

152:07it's very different where when it was,

152:09people would say they wanna make a movie,

152:10they wanted to tell the story of Fallout 3

152:13or then tell the story of Fallout 4.

152:15And for this, it was, hey, let's do something

152:18that exists in the world of Fallout.

152:20It's not retelling a game story.

152:22It's basically an area of the map

152:26and let's tell a story here that fits in the world

152:30that we have built, doesn't break any of the rules,

152:35can reference things in the games,

152:37but isn't a retelling of the games

152:39that exists in the same world, but is its own unique thing.

152:43So it adds to it, while also people who don't,

152:46haven't played the games, who can't experience

152:48how crazy cool Fallout is, can watch the series.

152:52- Are there some similarities or interesting differences

152:58between the creation of a game and a TV show

153:00that you notice from the story perspective?

153:03- Well, for them, it's much more character-driven.

153:06You can do all these things with the world

153:08and stuff that we already have.

153:10It's the main characters, who they are,

153:13what their motivations are, that really is the engine.

153:18Finding the right actors to do those, yeah.

153:23- 'Cause there's no interaction.

153:26You don't get to enter that world.

153:30They have to do the work for you.

153:32The NPCs are on the show.

153:34Yeah, I can't wait to see how it turns out.

153:35You also mentioned Indiana Jones.

153:38That's a weird, that's a different one.

153:40How do you work with a famous protagonist?

153:44When the character's known, how do you work with that?

153:49- Well, it's different.

153:53Indiana Jones is different where the name,

153:57it is the, it's Indiana Jones, not a world, it's him.

154:00Right, you can talk about the world of Indiana Jones,

154:01but at the end of the day, it's about this character.

154:05And Raiders, still my favorite movie of all time.

154:09No debate, it's the best movie ever.

154:11- Best movie ever. - Ever.

154:13- On a tangent, what do you love about it?

154:16- Well, I saw it, obviously, when I was younger,

154:20and I believed it.

154:21I believed this happened.

154:23And when they found the Ark, I literally,

154:25I could not believe that they found it.

154:29And I have found over my life,

154:31it's still really watchable every time.

154:35I enjoy it every single time.

154:38Love the character, love the story.

154:41The opening is the greatest movie opening ever.

154:45And I just love everything, I love everything about it.

154:49- What was the opening?

154:50Is this when the-- - What?

154:51It's the temple, and then the ball rolls

154:53and tries to crush him.

154:54- Oh, that's the opening. - That's the opening

154:55of Raiders, yeah, he steals the idol.

154:58- I think you're deeply offended.

155:00- I was like, what's the opening of Raiders?

155:03So I've always wanted to, it's one of those things,

155:06like what's on your bucket list?

155:07Like, oh, I wanna make an Indiana Jones game.

155:10And I had pitched Lucas, I met some people there

155:12and pitched them back in '09,

155:15this Indiana Jones game concept.

155:17And they wanted to publish, kind of the deal fell apart.

155:23They wanted to publish it, and we were a publisher,

155:24and so we didn't do it.

155:26And I didn't really have the team to do it,

155:28I just was gonna figure that out after we agreed to a deal.

155:32And well, we made Skyrim, so it worked out.

155:35And then, fast forward 10 years plus,

155:38and Lucas, now part of Disney,

155:41and they're doing a lot more of licensing

155:43and working with people, and so I knew some folks there

155:45and said, oh, I have this idea

155:48that I pitched a long time ago.

155:50And they loved it, and again,

155:54the internal team that I had,

155:56not only didn't have the time,

155:57they probably weren't as good a fit as Machine Games,

156:01who's done the Wolfenstein series,

156:03who is the perfect fit for this game,

156:06with storytelling and how they record it.

156:08And they are, it's awesome,

156:10they're just doing an incredible job with that game.

156:14People are gonna be, if you like Indiana Jones,

156:17it is a definite love letter to Indiana Jones

156:20and everything with it.

156:22- Can you say if it's more on the action adventure side,

156:27like the actual experience of the game?

156:29- I could go back, I would just say it is a mashup.

156:33It is a unique, it isn't one thing intentionally.

156:37So it does a lot of different things

156:42that we've, myself and Jurek

156:46and the folks at Machine Games have wanted to do in a game.

156:50So it's a unique thing.

156:52- Before I forget, who do I,

156:55how many humans do I have to kill,

156:59I mean dragons do I have to kill

157:00to get myself somehow into Elder Scrolls VI?

157:04So mod, if anyone wants to create mods of me,

157:08and is that possible?

157:09- Yeah, of course. - Yeah, it's possible.

157:12While maintaining realism somehow.

157:14You don't want a person in a suit and tie.

157:17Doesn't make sense. - You put you in both,

157:19put you in Fallout, you can wear that.

157:21- Yeah, please put me, so Fallout,

157:25there's also a culture of--

157:26- You do a mod where you replace the mysterious stranger.

157:30- There you go.

157:32That's a to-do task. - Top mod, right there.

157:35- And you will have my deep gratitude

157:38and more, dear stranger, for doing so.

157:41What's the programming language for mods?

157:44Is it mostly-- - They use our internal

157:47scripting language that's built into the tool.

157:50- Okay, I'm almost afraid to explore that world,

157:53'cause you will never, never, never turn back.

157:55How long, you've created so many incredible games,

158:01is there, what does the future hold?

158:06Is there, so going through this process,

158:09do you still have the energy, the passion, the drive--

158:12- I do. - To keep creating?

158:13- I cannot imagine doing anything else.

158:16I'd like to do it as long as possible.

158:20I will say, though, as I've done it,

158:22soon it'll be 30 years at Bethesda,

158:27I've learned that to appreciate the developments

158:32a little bit more, that the time it takes,

158:36I should prioritize all of us enjoying

158:42the development process more than I did in the past.

158:45It was like, just wanted to, the end,

158:49that's all that mattered.

158:50And the more you do it, you realize,

158:52no, I'm spending the majority of my life

158:55in Tamriel and the Wasteland and Fallout,

158:58so the moments that we're all doing this together,

159:02we need to enjoy it.

159:03It's a lot of work finishing Starfield,

159:05but hey, we gotta enjoy this.

159:07This is incredible.

159:08We don't get that many shots.

159:12So the actual process of creating the struggles

159:14along the way of stuff not working,

159:16like you said, at this point,

159:18with Starfield probably creating some of the glue

159:20of how stuff feels and going back again and again and again

159:24to try to make the beginning better,

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159:25all that kind of stuff.

159:26- And I would say it for anybody's vocation,

159:28whatever you're doing, whatever people do,

159:31you're gonna have harder times.

159:33And sometimes people, you gotta maybe recalibrate yourself

159:39to like, okay, how can we make this more enjoyable

159:42for all of us, no matter what you're doing, and rewarding.

159:46- So if life is a video game, which it most likely is,

159:49what do you think is the meaning of life?

159:51From having created so many games,

159:53or the character has to try to figure out,

159:58I mean, there's bigger questions

160:00than just solving the quest.

160:02You're asking the big questions of why am I here?

160:04I feel like that's good practice

160:06for answering the same question for this video game we're in.

160:10What do you think is the meaning of life, Todd Howard?

160:13- That's a very...

160:17I can say what motivates me.

160:27- That's a good start.

160:31- Having a curiosity.

160:34The ability to not assume a lot

160:38and be curious about the world around you.

160:42It's more, it's not the same

160:47as just wanting to learn everything,

160:49but what makes other humans tick?

160:52How do they feel, how do they love?

160:55It might be cliche to say the meaning of life is to love.

160:58- So that curiosity is just, is about--

161:04- Noticing the world.

161:06- Noticing the world around you.

161:08Look, there's an anecdote someone says,

161:11everybody has two lives,

161:13and the second one starts when you realize there's only one.

161:17And I think, I usually preach to my children

161:21and everything else, like have a curiosity

161:24to the world around you,

161:25and you'll have the most fulfilling days.

161:28- Are you able to be inside the worlds that you've created

161:32and be able to notice them, like really enjoy them?

161:37- It takes time, so Skyrim had its 10th anniversary,

161:40so when I went back into it,

161:42I think I got to see it for what it is.

161:45My younger son got really into it

161:47a few years back on the Switch.

161:50That's what we noticed, people age up into it.

161:52So one of the reasons it's so popular is,

161:56you know, people come into,

161:57they're now becoming teenagers,

162:01and oh, okay, I'll finally play Skyrim.

162:03And, you know, he got obsessed with it.

162:07And he wasn't, usually I'd say, hey, check out my games,

162:10and he'd be like, ah, shut up, Dad,

162:12we're playing this other stuff.

162:13And he got obsessed with Skyrim,

162:14like we're having deep Elder Scrolls lore conversations

162:18at dinner, and I saw it through his eyes,

162:22and that was pretty special.

162:25And then the mods he was downloading,

162:26and the YouTubers he was following, talking about stuff.

162:29So the people who like the Elder Scrolls people

162:31don't realize how much of that I have watched with my son.

162:35And then I kind of, when the 10th anniversary came out,

162:37like, oh, I'm gonna check out a build,

162:39I have to check out the build out,

162:40but I hadn't played it in so long.

162:42And it was like, it does, it has this flow,

162:47where like, oh my God, I just played for four hours.

162:49I need to turn it off.

162:51- Yeah, I mean, there's something about enjoying

162:56video games with the people you love, too,

162:57or the water cooler discussion, and with kids.

163:02So I actually, I would love to have kids,

163:04and hopefully soon in the future.

163:06So I guess the thing I need your advice on

163:09is how do I time it in such a way

163:12when they're old enough,

163:14right at the age they're old enough,

163:16like, I wanna know when to have them

163:18so that when they're old enough,

163:21that's exactly when Elder Scrolls VI comes out.

163:24So I wanna, can you give me a hint when I should have kids?

163:26All right, nevermind.

163:27- You are a genius at how to ask that question.

163:30- The number of times.

163:32Yeah, you told the anecdote

163:33that your son asked you the same question.

163:36But of course, it's all for good fun.

163:39Take as much time as is needed.

163:42Skyrim is still an incredible game,

163:43and it has an impact on millions of people,

163:46as do all of your games.

163:48Thank you for everything you've done for the world.

163:51- Thank you.

163:52- It's a huge honor that you would talk with me.

163:54- This has been an honor.

163:55And it has to be said,

163:57look, I have a huge team of people I've worked with

164:00for some of them for 20 years,

164:03and it's really all of us together.

164:08- Keep doing a great job.

164:10Guys and gals, I can't wait to see what you create next.

164:13It really, really does have an impact

164:15on silly kids like me,

164:17and millions of silly kids like me.

164:19So I really appreciate everything.

164:21- Thank you.

164:22- Thanks, Todd.

164:23Thanks for listening to this conversation

164:24with Todd Howard.

164:25To support this podcast,

164:27please check out our sponsors in the description.

164:29And now, let me leave you with some words from Tolkien.

164:32So come snow after fire,

164:36and even dragons have their end.

164:38Thank you for listening,

164:40and hope to see you next time.

164:42(upbeat music)

164:45(upbeat music)

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