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These are the user uploaded subtitles that are being translated: 1 00:00:00,795 --> 00:00:03,044 (clicking) 2 00:00:10,051 --> 00:00:12,801 (dramatic music) 3 00:00:34,097 --> 00:00:36,429 - So I played Daggerfall first and then got hooked 4 00:00:36,429 --> 00:00:38,630 and started playing all the other Bethesda games. 5 00:00:38,630 --> 00:00:40,359 But Arena at the time, I was like, oh, I don't know, 6 00:00:40,359 --> 00:00:42,630 that cover's so goofy, I don't think I could get into that. 7 00:00:42,630 --> 00:00:44,640 - You know, after we finished Redguard, the whole team, 8 00:00:44,640 --> 00:00:47,030 the whole entire company went downstairs into the basement 9 00:00:47,030 --> 00:00:49,939 and we would all package the games up to be shipped out 10 00:00:49,939 --> 00:00:52,179 and that was sort of how things worked back then. 11 00:00:52,179 --> 00:00:54,512 (whooshing) 12 00:00:55,936 --> 00:00:59,873 (game character grunting) 13 00:00:59,874 --> 00:01:02,722 - A girl, we've got a daughter, Catherine! 14 00:01:02,722 --> 00:01:04,156 (radroaches chittering) 15 00:01:04,156 --> 00:01:06,147 - Ow, that hurts! 16 00:01:06,147 --> 00:01:09,570 - We had to create gun combat from the ground up, 17 00:01:09,569 --> 00:01:11,629 something this company hadn't done 18 00:01:11,629 --> 00:01:15,209 since the Terminator games and so that was a big thing. 19 00:01:15,209 --> 00:01:18,449 And we knew with gun combat came combat spaces 20 00:01:18,450 --> 00:01:21,019 and that meant designers who knew how to make levels. 21 00:01:21,019 --> 00:01:22,016 - But I didn't wanna tell him, 22 00:01:22,016 --> 00:01:23,637 "Yeah, I'm actually taking pictures of this 23 00:01:23,637 --> 00:01:25,500 "so I can blow it up in a video game," 24 00:01:25,500 --> 00:01:27,599 which is exactly what I was about to do. 25 00:01:27,599 --> 00:01:30,866 - We have a lot of takes of Ron Perlman giving us, 26 00:01:30,867 --> 00:01:33,180 "War never changes," in many, many ways. 27 00:01:33,180 --> 00:01:36,904 - [Game Narrator] War, war never changes. 28 00:01:36,903 --> 00:01:39,515 (gun firing) 29 00:01:39,516 --> 00:01:42,321 (beeping) 30 00:01:42,320 --> 00:01:45,070 (raider yelping) 31 00:01:48,554 --> 00:01:51,054 (guns firing) 32 00:02:59,169 --> 00:03:01,519 - Hello friends and welcome to Rockville, Maryland, 33 00:03:01,520 --> 00:03:03,310 home of Bethesda Game Studios, 34 00:03:03,310 --> 00:03:05,210 creators of the Elder Scrolls series 35 00:03:05,210 --> 00:03:08,460 and proud adoptive parents of the Fallout franchise. 36 00:03:08,460 --> 00:03:10,560 If you've watched our documentaries in the past 37 00:03:10,560 --> 00:03:12,370 you know we like to travel to developers 38 00:03:12,370 --> 00:03:14,670 and interview them about the games they've made, 39 00:03:14,669 --> 00:03:17,109 but until now we've never had an opportunity 40 00:03:17,110 --> 00:03:20,400 to talk to a team while the sausage is still being made. 41 00:03:20,400 --> 00:03:23,039 That's why we're here, to talk to the people 42 00:03:23,039 --> 00:03:27,039 behind Fallout 76, to dive into the game's design 43 00:03:27,039 --> 00:03:29,150 and find out about the challenges and pitfalls 44 00:03:29,150 --> 00:03:31,560 they encountered during the games development. 45 00:03:31,560 --> 00:03:33,930 To do this we spent over a week at the studio 46 00:03:33,930 --> 00:03:37,170 interviewing everyone we could, from design to art, 47 00:03:37,169 --> 00:03:39,750 to animation, QA, marketing and more. 48 00:03:39,750 --> 00:03:41,144 All to try and paint a picture 49 00:03:41,144 --> 00:03:44,610 of how Bethesda Game Studios make their games. 50 00:03:44,610 --> 00:03:47,710 So naturally, that also involves a lot of looking back. 51 00:03:47,710 --> 00:03:50,810 Many of the folks working on games here at BGS 52 00:03:50,810 --> 00:03:52,849 have credits on their older games, too. 53 00:03:52,849 --> 00:03:55,129 Games like Skyrim, Fallout 3, 54 00:03:55,129 --> 00:03:58,289 Oblivion, Morrowind and even Arena. 55 00:03:58,289 --> 00:03:59,989 Games that have each, in their own way, 56 00:03:59,990 --> 00:04:03,027 contributed to the story of Bethesda Game Studios 57 00:04:03,026 --> 00:04:05,349 and their plans for the future. 58 00:04:05,349 --> 00:04:08,269 But before we dive into the studio's exciting future, 59 00:04:08,270 --> 00:04:10,450 we've decided to spend some time looking back. 60 00:04:10,449 --> 00:04:12,609 We've got quite a lot of ground to cover here, folks, 61 00:04:12,610 --> 00:04:15,810 but as it turns out, a lot of Bethesda's history happened in 62 00:04:15,810 --> 00:04:18,862 this rather unsuspecting-looking office building behind me. 63 00:04:22,096 --> 00:04:24,846 (mystical music) 64 00:04:34,519 --> 00:04:39,349 - I had gotten Wayne Gretzky Hockey 3 for Christmas 65 00:04:39,350 --> 00:04:41,390 from my then girlfriend, who's now my wife. 66 00:04:41,389 --> 00:04:43,019 And I looked at the address on the box 67 00:04:43,019 --> 00:04:45,137 and it said Bethesda Softworks and I was like, 68 00:04:45,137 --> 00:04:48,720 "Oh these guys, they're doing that Terminator game as well," 69 00:04:48,720 --> 00:04:50,570 so I said I'll just drive by the office. 70 00:04:50,569 --> 00:04:54,490 And I went to William and Mary in Virginia, 71 00:04:54,490 --> 00:04:58,807 this office was on my way, so we're right off of 270 72 00:04:58,807 --> 00:05:00,850 and this is the same building. 73 00:05:00,850 --> 00:05:03,170 So I remember, it was Martin Luther King Day, 74 00:05:03,170 --> 00:05:05,670 must've been '93, and I drove and just, 75 00:05:05,670 --> 00:05:06,970 I knocked on the door, I came in, 76 00:05:06,970 --> 00:05:08,580 but most people weren't here, it was a holiday 77 00:05:08,579 --> 00:05:11,490 and someone kinda met like, "Who are you? What do you want?" 78 00:05:11,490 --> 00:05:13,110 And I was like, "I love your games, 79 00:05:13,110 --> 00:05:14,759 "I wanna work here one day." 80 00:05:14,759 --> 00:05:16,447 And when there was an opening they finally said, 81 00:05:16,447 --> 00:05:18,519 "Hey, we have something," and I jumped, 82 00:05:18,519 --> 00:05:19,870 this is where I wanted to be. 83 00:05:19,870 --> 00:05:21,009 - [Interviewer] How big was the company then? 84 00:05:21,009 --> 00:05:21,843 - Oh! 85 00:05:23,079 --> 00:05:24,639 20-some people? 86 00:05:24,639 --> 00:05:29,495 The development staff was maybe 12. 87 00:05:29,495 --> 00:05:34,495 And so this is my 25th year, like, in my 25th year. 88 00:05:36,860 --> 00:05:39,100 Same building, right downstairs where you came in, 89 00:05:39,100 --> 00:05:40,250 that's where I came in. 90 00:05:48,459 --> 00:05:50,180 - [Danny] The original Bethesda Softworks 91 00:05:50,180 --> 00:05:52,889 was founded in 1986 by entrepreneur 92 00:05:52,889 --> 00:05:55,639 and software developer Christopher Weaver. 93 00:05:55,639 --> 00:05:58,550 Named after the town of Bethesda where it was founded, 94 00:05:58,550 --> 00:06:01,900 the studio developed and self-published a variety of games. 95 00:06:01,899 --> 00:06:04,219 Everything from football game Gridiron 96 00:06:04,220 --> 00:06:05,980 to some early hockey games 97 00:06:05,980 --> 00:06:08,050 and even some Terminator spin-offs. 98 00:06:08,050 --> 00:06:11,160 One of Todd's first responsibilities once he joined the team 99 00:06:11,160 --> 00:06:14,070 was to port a CD-ROM version of a role-playing game 100 00:06:14,069 --> 00:06:15,769 that had been made internally. 101 00:06:15,769 --> 00:06:18,750 Ted Peterson, Julian LeFay, and Vijay Lakshman 102 00:06:18,750 --> 00:06:21,379 were spearheading the project, a game that would take 103 00:06:21,379 --> 00:06:25,310 the first-person dungeon crawling of 1992's Wizardry 7 104 00:06:25,310 --> 00:06:29,030 and evolve it using more modern 3D graphics techniques. 105 00:06:29,029 --> 00:06:31,719 That game had been originally conceptualized 106 00:06:31,720 --> 00:06:34,800 as an arena combat game but quickly grew 107 00:06:34,800 --> 00:06:37,771 into something much, much larger. 108 00:06:37,771 --> 00:06:41,105 (tense classical music) 109 00:06:47,925 --> 00:06:48,758 - I think I found out about it 110 00:06:48,757 --> 00:06:50,971 because I worked at a software store at the time 111 00:06:50,971 --> 00:06:52,879 with a friend of mine in Houston, 112 00:06:52,879 --> 00:06:55,100 so we were just employees on the floor. 113 00:06:55,100 --> 00:06:57,050 I'm trying to think why we found out about it 114 00:06:57,050 --> 00:06:58,939 in the first place because I didn't necessarily 115 00:06:58,939 --> 00:07:03,247 follow RPGs or read Dragon Magazine or whatever. 116 00:07:03,247 --> 00:07:04,081 - [Interviewer] (chuckling) Right. 117 00:07:04,081 --> 00:07:04,920 - Maybe it was just the box art, 118 00:07:04,920 --> 00:07:06,410 I'm sure that was part of it. 119 00:07:06,410 --> 00:07:09,294 There's a lot of literature on the back about how it's, 120 00:07:09,293 --> 00:07:11,870 I don't know if the term open world was used at the time, 121 00:07:11,870 --> 00:07:13,180 but how it's this limitless thing 122 00:07:13,180 --> 00:07:14,389 and you can do this and you can do that 123 00:07:14,389 --> 00:07:15,490 and that sounded great to me, 124 00:07:15,490 --> 00:07:18,269 I always wanna just make my own story. 125 00:07:18,269 --> 00:07:19,729 And in playing it and thinking about it now, 126 00:07:19,730 --> 00:07:23,060 I don't think I ever did anything with the main quest, 127 00:07:23,060 --> 00:07:25,362 I left that to some other hero. 128 00:07:26,370 --> 00:07:28,280 No, I just wanna buy a house and chill, 129 00:07:28,279 --> 00:07:29,379 that's all I wanna do. 130 00:07:30,420 --> 00:07:32,430 Houses were really expensive in that game, 131 00:07:32,430 --> 00:07:33,560 I remember that too. 132 00:07:33,560 --> 00:07:36,660 - I saw Arena in the computer game store 133 00:07:36,660 --> 00:07:37,493 and looked at the cover and I was like, 134 00:07:37,492 --> 00:07:40,370 "There is no chance I'm buying that game." 135 00:07:40,370 --> 00:07:42,552 I don't know if we should leave that in this. 136 00:07:43,699 --> 00:07:46,099 So I played Daggerfall first and then got hooked 137 00:07:46,100 --> 00:07:48,310 and started playing all the other Bethesda games, 138 00:07:48,310 --> 00:07:49,427 but Arena at the time I was like, 139 00:07:49,427 --> 00:07:50,977 "Oh, I don't know, that cover's so goofy, 140 00:07:50,976 --> 00:07:52,429 "I don't think I could get into that." 141 00:07:52,430 --> 00:07:53,703 - [Interviewer] It's a strong cover, it's saying something! 142 00:07:53,702 --> 00:07:55,369 - It was, it was. 143 00:07:55,370 --> 00:07:56,500 - [Interviewer] Maybe it didn't speak to you. 144 00:07:56,500 --> 00:07:57,350 - It didn't. 145 00:07:57,350 --> 00:07:58,550 (both laughing) 146 00:07:58,550 --> 00:08:03,372 - It has massive ambition yet is very, 147 00:08:04,220 --> 00:08:05,950 very elegant, in my opinion. 148 00:08:05,949 --> 00:08:07,259 It knows what it is. 149 00:08:07,259 --> 00:08:11,832 It will feel really simplistic to an Elder Scrolls fan now, 150 00:08:13,019 --> 00:08:17,370 but in its day, it had massive scope. 151 00:08:17,370 --> 00:08:20,030 It gave you the feeling, despite it being old, 152 00:08:20,029 --> 00:08:23,516 of, "This world, I can do whatever I want, 153 00:08:23,516 --> 00:08:25,237 "I can go wherever I want," 154 00:08:25,237 --> 00:08:29,677 and that the things you found, you felt were unique like, 155 00:08:29,677 --> 00:08:32,350 "I found this, only I did, and this was there for me," 156 00:08:32,350 --> 00:08:34,802 and, like, it has the time warp. 157 00:08:35,769 --> 00:08:37,259 - [Danny] By the time Todd had finished 158 00:08:37,259 --> 00:08:39,919 his work on the CD-ROM port of Arena, 159 00:08:39,919 --> 00:08:43,209 the Elder Scrolls team was already working on Daggerfall, 160 00:08:43,210 --> 00:08:46,660 so Todd was made producer of a Terminator game. 161 00:08:46,659 --> 00:08:48,689 You have to understand that back in the mid 90s 162 00:08:48,690 --> 00:08:50,530 there were almost as many Terminator games 163 00:08:50,529 --> 00:08:52,850 as there were people living on earth. 164 00:08:52,850 --> 00:08:55,500 In fact, Bethesda had made a bunch of them themselves! 165 00:08:55,500 --> 00:08:58,519 But this Terminator game was going to be different. 166 00:08:58,519 --> 00:09:03,069 Terminator: Future Shock was Bethesda's first full 3D game. 167 00:09:03,070 --> 00:09:06,180 It had a height map, it had instanced 3D objects, 168 00:09:06,179 --> 00:09:09,649 and the game took place across large, sprawling levels 169 00:09:09,649 --> 00:09:12,669 set in post-apocalyptic cities. 170 00:09:12,669 --> 00:09:15,029 Good design practice, as it turns out. 171 00:09:15,029 --> 00:09:17,659 About a half dozen people were working with Todd 172 00:09:17,659 --> 00:09:19,817 on Future Shock and as that game was released 173 00:09:19,817 --> 00:09:23,070 and Daggerfall was going through its own tough development, 174 00:09:23,070 --> 00:09:27,619 many of that team went to help on the Elder Scrolls game. 175 00:09:27,619 --> 00:09:30,619 (adventurous music) 176 00:09:35,200 --> 00:09:37,259 - Because of the state of the project, 177 00:09:37,259 --> 00:09:39,450 I did half the levels as well, 178 00:09:39,450 --> 00:09:41,780 I did the sound effects for Daggerfall, 179 00:09:41,779 --> 00:09:43,399 so anything you hear in Daggerfall, the little guys, 180 00:09:43,399 --> 00:09:46,819 like, yelping, or all the creatures, a lot of them are me. 181 00:09:46,820 --> 00:09:47,653 - [Interviewer] Just in a microphone? 182 00:09:47,653 --> 00:09:48,485 - Yes. 183 00:09:48,485 --> 00:09:49,659 (interviewer chuckling) (Todd yelping) 184 00:09:49,659 --> 00:09:52,329 - At the time it just felt bigger and deeper 185 00:09:52,330 --> 00:09:54,840 than a lot of other RPGs out there and, you know, 186 00:09:54,840 --> 00:09:56,950 oddly enough it wasn't the quests so much in Daggerfall, 187 00:09:56,950 --> 00:09:58,290 the story of Daggerfall is kind of thin, 188 00:09:58,289 --> 00:10:00,569 it was more about your character 189 00:10:00,570 --> 00:10:01,840 and the world you're exploring. 190 00:10:01,840 --> 00:10:03,870 All these different dungeons you could go in, 191 00:10:03,870 --> 00:10:06,049 how you leveled up, through actions 192 00:10:06,049 --> 00:10:08,819 not just experience points, it was just 193 00:10:08,820 --> 00:10:10,679 a really different kinda game, it was really cool. 194 00:10:10,678 --> 00:10:12,829 - The memory I really have more than anything, 195 00:10:12,830 --> 00:10:14,290 because you start off in a dungeon 196 00:10:14,289 --> 00:10:16,419 which I thought was always a strength of the series, 197 00:10:16,419 --> 00:10:18,199 to kind of keep you walled in, 198 00:10:18,200 --> 00:10:21,040 don't show you everything at once. 199 00:10:21,039 --> 00:10:22,459 You really get used to that, 200 00:10:22,460 --> 00:10:24,170 that darkness and the corridors, 201 00:10:24,169 --> 00:10:26,439 you get taught about the fighting system and so forth. 202 00:10:26,440 --> 00:10:29,530 I didn't realize it at the time but that's great design. 203 00:10:29,529 --> 00:10:32,169 Only give you a few tools, let's give you a hammer 204 00:10:32,169 --> 00:10:34,699 and once you've mastered hammering in the nail, 205 00:10:34,700 --> 00:10:37,190 like in Karate Kid, then, okay, 206 00:10:37,190 --> 00:10:39,960 now we'll show you the wrench and whatever else. 207 00:10:39,960 --> 00:10:42,950 So when you finally do make it out of that first dungeon, 208 00:10:42,950 --> 00:10:46,350 which is not easy to do without seeing a map of it, 209 00:10:46,350 --> 00:10:48,000 you know, you get this whole big reveal 210 00:10:48,000 --> 00:10:50,250 and the music changes for the first time, 211 00:10:50,250 --> 00:10:51,860 and suddenly it's all these possibilities. 212 00:10:51,860 --> 00:10:54,022 - If Arena is the world, 213 00:10:54,022 --> 00:10:56,840 Daggerfall pushes on the character system. 214 00:10:56,840 --> 00:10:58,375 So if you look at the two character systems, 215 00:10:58,375 --> 00:11:01,001 Daggerfall introduces the whole skill system 216 00:11:01,001 --> 00:11:03,586 and the way you level up and the way factions feel about you 217 00:11:03,586 --> 00:11:06,769 and you have language and you have pluses and minuses. 218 00:11:06,769 --> 00:11:10,009 It's a very, very heavy character system, but awesome. 219 00:11:10,009 --> 00:11:12,509 A lot of the world stuff stays the same. 220 00:11:12,509 --> 00:11:14,559 And it has a very sophisticated quest system, 221 00:11:14,559 --> 00:11:16,179 despite how it might express itself 222 00:11:16,179 --> 00:11:18,419 if you go back and play it, but it mostly becomes a game 223 00:11:18,419 --> 00:11:21,702 about pushing the character system much, much further. 224 00:11:27,725 --> 00:11:29,110 - [Interviewer] Before we start, for the sake of 225 00:11:29,110 --> 00:11:32,159 our name bars, can you tell us your name and your job title? 226 00:11:32,159 --> 00:11:33,649 - Yes, my name is Ashley Chang, 227 00:11:33,649 --> 00:11:35,829 I'm the studio director at Bethesda Game Studios. 228 00:11:35,830 --> 00:11:36,663 - [Interviewer] All right, you've been 229 00:11:36,663 --> 00:11:37,740 here a little while, huh? 230 00:11:37,740 --> 00:11:41,310 - I have, I've been here for, oh man, 18 years. 231 00:11:41,309 --> 00:11:42,142 - [Interviewer] Okay! 232 00:11:42,143 --> 00:11:43,370 - I was one of two people 233 00:11:43,370 --> 00:11:45,220 in the marketing department at Bethesda Softworks, 234 00:11:45,220 --> 00:11:48,228 this is the old-school, mom and pop Bethesda Softworks. 235 00:11:48,227 --> 00:11:52,229 And the first thing I ever did when I joined the company 236 00:11:52,230 --> 00:11:54,739 was I was mailing out review copies of Battlespire. 237 00:11:54,739 --> 00:11:55,769 - [Interviewer] (chuckling) Okay. 238 00:11:55,769 --> 00:11:58,689 - Mailing, mailing them out, by myself, 239 00:11:58,690 --> 00:12:00,527 and then calling up all the press going, 240 00:12:00,527 --> 00:12:03,047 "Please play this game, please review this game." 241 00:12:04,070 --> 00:12:07,280 Todd and I worked on, I was the PR guy for Redguard, 242 00:12:07,279 --> 00:12:10,379 a very, very little-known game. 243 00:12:10,379 --> 00:12:12,419 - [Interviewer] The long-lost forgotten Elder Scrolls game. 244 00:12:12,419 --> 00:12:13,252 - It is! 245 00:12:13,253 --> 00:12:15,040 It's an action-adventure game, 246 00:12:15,039 --> 00:12:17,232 you should definitely try to find it if you can. 247 00:12:28,250 --> 00:12:30,490 And back then the company was so small, 248 00:12:30,490 --> 00:12:32,299 after we finished Redguard the whole team, 249 00:12:32,299 --> 00:12:34,669 the whole entire company, went downstairs into the basement 250 00:12:34,669 --> 00:12:37,610 and we would all package the games up to be shipped out, 251 00:12:37,610 --> 00:12:40,129 and that was sort of how things worked back then. 252 00:12:40,129 --> 00:12:43,439 - It was a mix of, like, my love of Prince of Persia 253 00:12:43,440 --> 00:12:44,600 and Tomb Raider had come out, 254 00:12:44,600 --> 00:12:47,009 like real action-adventure mash-ups. 255 00:12:47,009 --> 00:12:50,409 More had kind of been going, but really not anywhere 256 00:12:51,440 --> 00:12:54,120 in a Daggerfall mix and then there was Battlespire, 257 00:12:54,120 --> 00:12:56,409 and a lot of the Terminator team that I had worked with, 258 00:12:56,409 --> 00:12:58,779 we were gonna do Redguard, we wanted to do something. 259 00:12:58,779 --> 00:13:01,699 I could see where we got with the engine at the time, 260 00:13:01,700 --> 00:13:06,700 like 3D was still coming online, that we could do something, 261 00:13:07,379 --> 00:13:09,689 we could make a much more rich world. 262 00:13:09,690 --> 00:13:13,530 Like, despite Daggerfall's ambition and Arena's ambition, 263 00:13:13,529 --> 00:13:16,500 the detail of the world was lacking for me personally. 264 00:13:16,500 --> 00:13:18,409 Like, I liked the game flow, 265 00:13:18,409 --> 00:13:20,279 like this is what we should be doing, 266 00:13:20,279 --> 00:13:22,009 I like the character system, but, like, 267 00:13:22,009 --> 00:13:24,750 I wanted Ultima-level detail in the world, 268 00:13:24,750 --> 00:13:26,620 I wanna break the bread and I wanna move the bottles 269 00:13:26,620 --> 00:13:27,600 and I wanna do all these things. 270 00:13:27,600 --> 00:13:29,940 And Redguard was a little bit of an experiment in, like, 271 00:13:29,940 --> 00:13:32,640 okay, how detailed of a world can we build? 272 00:13:32,639 --> 00:13:35,039 So the way we built the world in Redguard 273 00:13:35,039 --> 00:13:36,969 is how we built the world in Morrowind, 274 00:13:36,970 --> 00:13:39,139 just on a much, much larger scale. 275 00:13:39,139 --> 00:13:41,120 The other thing Redguard does at the time, 276 00:13:41,120 --> 00:13:43,060 also coming off of Daggerfall, 277 00:13:43,059 --> 00:13:45,689 we felt the world was generic, 278 00:13:45,690 --> 00:13:48,540 it was very kind of bland-Tolkien. 279 00:13:48,539 --> 00:13:50,500 It had backstory and stuff once you dug into it, 280 00:13:50,500 --> 00:13:52,537 but it didn't have something you could look at and say, 281 00:13:52,537 --> 00:13:56,019 "Oh, that's a little bit more unique." 282 00:13:56,019 --> 00:13:58,419 But that comes in Redguard 283 00:13:58,419 --> 00:14:01,082 and then Morrowind builds on that. 284 00:14:02,279 --> 00:14:05,659 Redguard was too safe, it missed a technology window, 285 00:14:05,659 --> 00:14:07,289 it really should've been a console game, 286 00:14:07,289 --> 00:14:08,649 it should've been on the PS2. 287 00:14:08,649 --> 00:14:11,299 Redguard did not do very well, 288 00:14:11,299 --> 00:14:13,789 it did very, very poorly for a lot of reasons. 289 00:14:13,789 --> 00:14:15,079 We made some bad decisions, 290 00:14:15,080 --> 00:14:17,840 we made some games that weren't out best stuff, 291 00:14:17,840 --> 00:14:21,170 and the company really got very, very small. 292 00:14:21,169 --> 00:14:22,149 - [Danny] Despite the success 293 00:14:22,149 --> 00:14:23,829 of the earlier Elder Scrolls games, 294 00:14:23,830 --> 00:14:26,530 these spinoffs, Battlespire and Redguard, 295 00:14:26,529 --> 00:14:28,970 had struggled at retail and put the company 296 00:14:28,970 --> 00:14:31,360 in a precarious financial position. 297 00:14:31,360 --> 00:14:33,129 In an effort to avoid bankruptcy, 298 00:14:33,129 --> 00:14:35,029 the organization restructured. 299 00:14:35,029 --> 00:14:37,949 A new company was formed, ZeniMax Media, 300 00:14:37,950 --> 00:14:40,320 which would act as administrative entity 301 00:14:40,320 --> 00:14:43,030 over the games development and publishing wing. 302 00:14:43,029 --> 00:14:46,149 A few year later, publishing and development were separated. 303 00:14:46,149 --> 00:14:48,870 Bethesda Softworks became the publishing arm, 304 00:14:48,870 --> 00:14:50,049 while the development staff 305 00:14:50,049 --> 00:14:53,039 had a new name, Bethesda Game Studios. 306 00:14:53,039 --> 00:14:55,539 All these entities would live under the same roof. 307 00:14:55,539 --> 00:14:58,750 In fact, they still do today, but only thanks 308 00:14:58,750 --> 00:15:01,893 to the incredible success of their next game. 309 00:15:02,846 --> 00:15:05,263 (epic music) 310 00:15:20,519 --> 00:15:22,549 - We needed to do Morrowind, 311 00:15:22,549 --> 00:15:25,469 do the game that we're here to do, 312 00:15:25,470 --> 00:15:27,420 and it's kind of like, this is our last shot, 313 00:15:27,419 --> 00:15:31,199 like if this one doesn't work, we're not here. 314 00:15:31,200 --> 00:15:34,810 I think the failures of the previous games 315 00:15:34,809 --> 00:15:36,512 made Morrowind what it was. 316 00:15:37,409 --> 00:15:39,006 Because that's where you say, 317 00:15:39,006 --> 00:15:41,986 "Well, we just gotta do what we think is right 318 00:15:41,986 --> 00:15:43,616 "and what our audience wants 319 00:15:43,616 --> 00:15:48,516 "and we already think we're not gonna be here, 320 00:15:48,517 --> 00:15:51,326 "so fuck it, let's just makes the game 321 00:15:51,326 --> 00:15:53,039 "that we think we should be making." 322 00:15:53,039 --> 00:15:55,579 - Well, there's a contingent of fans out there who believe, 323 00:15:55,580 --> 00:15:58,410 and I actually have met a few even today, 324 00:15:58,409 --> 00:16:00,419 saying that it's the best game that they've ever played, 325 00:16:00,419 --> 00:16:01,629 it's the best game we've ever made, 326 00:16:01,629 --> 00:16:03,100 and it's been downhill since then. 327 00:16:03,100 --> 00:16:03,933 - [Interviewer] (chuckling) Right. 328 00:16:03,933 --> 00:16:05,709 - Like, Morrowind's the greatest game, 329 00:16:05,710 --> 00:16:07,389 and a lot of it is because of the tone, 330 00:16:07,389 --> 00:16:10,620 the flavor, the art direction, the character, 331 00:16:10,620 --> 00:16:12,769 the story in that game, and it was very unique, 332 00:16:12,769 --> 00:16:13,779 very, very unique for its time. 333 00:16:13,779 --> 00:16:16,329 - I thin kthe main idea behind Morrowind 334 00:16:16,330 --> 00:16:18,750 was stranger in a strange land. 335 00:16:18,750 --> 00:16:23,750 You are in an alien world and so how do we show that? 336 00:16:23,779 --> 00:16:25,269 We had a lot of different influences 337 00:16:25,269 --> 00:16:27,429 and the concept artist who did the work there 338 00:16:27,429 --> 00:16:32,170 did just crazy, amazing, weird ideas and it was awesome. 339 00:16:32,171 --> 00:16:33,456 You know, and we borrowed from a lot of things, 340 00:16:33,456 --> 00:16:35,439 you know, it felt a little bit like, 341 00:16:35,440 --> 00:16:39,233 what would Star Wars be if it was, you know, a fantasy game? 342 00:16:40,153 --> 00:16:42,950 And then combining the culture of dark elves 343 00:16:42,950 --> 00:16:44,520 from all these different influences 344 00:16:44,519 --> 00:16:48,766 and how they lived in giant bug shell-shaped houses 345 00:16:48,767 --> 00:16:51,080 and wore bug shells as armor 346 00:16:51,080 --> 00:16:55,031 and lived in this, essentially desert, 347 00:16:55,030 --> 00:16:57,959 how did that shape who they were? 348 00:16:57,960 --> 00:16:59,889 How did it shape how they built things? 349 00:16:59,889 --> 00:17:02,759 How did it shape what you as a player got to explore? 350 00:17:02,759 --> 00:17:04,029 It became a mix of a lot of 351 00:17:04,029 --> 00:17:06,369 really different and interesting things. 352 00:17:06,369 --> 00:17:10,349 A lot of it's based off of, you know, giant fungus 353 00:17:10,349 --> 00:17:14,859 or just strange thorny roots that grow in the Ashlands. 354 00:17:14,859 --> 00:17:16,539 So it was doing something weird 355 00:17:16,539 --> 00:17:19,049 and then playing of the idea of scale, 356 00:17:19,049 --> 00:17:21,049 so it's a little bit like Alice in Wonderland. 357 00:17:21,049 --> 00:17:23,079 Imagine taking things like mushrooms 358 00:17:23,079 --> 00:17:25,179 and scaling them up as giant trees. 359 00:17:25,180 --> 00:17:26,233 How does it feel now to run around that world? 360 00:17:26,232 --> 00:17:27,940 Well, it's pretty cool, 361 00:17:27,940 --> 00:17:29,980 I haven't done that before, that's interesting. 362 00:17:29,980 --> 00:17:32,082 So I think things like that stand out a lot, 363 00:17:32,082 --> 00:17:33,890 they make the world feel really different 364 00:17:33,890 --> 00:17:35,660 and not like something you've seen before. 365 00:17:35,660 --> 00:17:37,157 - Well, we knew we had to do it, I think, 366 00:17:37,156 --> 00:17:38,139 let me put it that way. 367 00:17:38,140 --> 00:17:41,300 The company really wanted to make Morrowind then, 368 00:17:41,299 --> 00:17:44,690 but it was such a, the ambition and scope were so big, 369 00:17:44,690 --> 00:17:47,603 obviously from the final product, that it took a while. 370 00:17:48,650 --> 00:17:51,769 And the team was only about 40 back then. 371 00:17:51,769 --> 00:17:53,349 - Microsoft approached us and they were doing 372 00:17:53,349 --> 00:17:57,839 the original Xbox and it was very PC-like, 373 00:17:57,839 --> 00:17:59,909 this would be great, we'll have an RPG. 374 00:17:59,910 --> 00:18:01,240 The other thing is, you need to go back 375 00:18:01,240 --> 00:18:03,440 to RPGs of that time, which are like 376 00:18:03,440 --> 00:18:05,167 Final Fantasy and other things. 377 00:18:05,166 --> 00:18:07,720 And it is, well, we don't really do the RPG 378 00:18:07,720 --> 00:18:12,720 that a console crowd wants, can we translate the menus? 379 00:18:12,789 --> 00:18:14,190 Can we keep the experience the same? 380 00:18:14,190 --> 00:18:17,820 Can we do a console RPG that we would wanna play? 381 00:18:17,819 --> 00:18:19,490 - And a game like Morrowind, you know, back then, 382 00:18:19,490 --> 00:18:21,440 the Japanese RPGs were what everyone loved, 383 00:18:21,440 --> 00:18:24,100 the Final Fantasies, that was what an RPG was. 384 00:18:24,099 --> 00:18:27,980 Western RPGs weren't really, you know... 385 00:18:27,980 --> 00:18:28,815 - [Interviewer] Cool? 386 00:18:28,815 --> 00:18:29,930 (Ashley laughing) 387 00:18:29,930 --> 00:18:30,980 - You could say that, 388 00:18:30,980 --> 00:18:33,099 but nobody was making them like we would. 389 00:18:33,099 --> 00:18:34,730 This is gonna be a first-person experience, 390 00:18:34,730 --> 00:18:35,740 this is gonna be an open world, 391 00:18:35,740 --> 00:18:37,829 you're gonna be able to go wherever you want, 392 00:18:37,829 --> 00:18:39,609 like Morrowind's not gonna hold your hand at all, 393 00:18:39,609 --> 00:18:42,859 you can break you game in Morrowind and we're not gonna, 394 00:18:42,859 --> 00:18:45,629 like, Morrowind literally tells you what you've done, 395 00:18:45,630 --> 00:18:47,970 you're about to break your save, are you sure you wanna go? 396 00:18:47,970 --> 00:18:50,019 And we go ahead and let you say yes! 397 00:18:50,019 --> 00:18:53,250 We let you say yes we let you break your game intentionally, 398 00:18:53,250 --> 00:18:55,490 that's how open that game is. 399 00:18:55,490 --> 00:18:58,839 - It was fantasy, open world, and the idea 400 00:18:58,839 --> 00:19:01,529 that you could just sort of wander anywhere and do anything, 401 00:19:01,529 --> 00:19:04,769 very, very unique at the time, a streaming system. 402 00:19:04,769 --> 00:19:07,619 How the NPCs, how they tried to make it so you could ask 403 00:19:07,619 --> 00:19:09,669 any NPC any question, which was great in theory. 404 00:19:09,670 --> 00:19:13,410 In practice, ah, but the ability to just sort of 405 00:19:13,410 --> 00:19:15,346 wander around and do whatever you want in that game. 406 00:19:15,346 --> 00:19:19,210 And I remember the first time I came across 407 00:19:19,210 --> 00:19:22,410 one of the ruins in that game and the feeling of exploration 408 00:19:22,410 --> 00:19:24,759 was just, you, literally, your mind was transported 409 00:19:24,759 --> 00:19:27,220 into another world in a way that, 410 00:19:27,220 --> 00:19:28,630 I love video games and gaming, 411 00:19:28,630 --> 00:19:31,610 but it was so unique to me for its time, 412 00:19:31,609 --> 00:19:32,839 it was just amazing. 413 00:19:32,839 --> 00:19:36,329 - So Morrowind comes out, is a much bigger success 414 00:19:36,329 --> 00:19:38,689 than even we, it's beyond what we need, 415 00:19:38,690 --> 00:19:41,210 it's a much bigger success that we anticipate, 416 00:19:41,210 --> 00:19:45,079 it's huge, and it's really huge on Xbox. 417 00:19:45,079 --> 00:19:47,409 I believe it became the second best-selling 418 00:19:47,410 --> 00:19:50,950 title behind Halo, it crushed because people were hungry 419 00:19:50,950 --> 00:19:52,819 for, "Oh my gosh, have you seen this thing?" 420 00:19:52,819 --> 00:19:57,019 So that really made it as far as us as a company 421 00:19:57,019 --> 00:20:01,500 and as a studio, and that was going into a Oblivion where, 422 00:20:01,500 --> 00:20:04,660 hey, the console part is huge. 423 00:20:04,660 --> 00:20:05,500 - [Interviewer] Right. 424 00:20:05,500 --> 00:20:09,603 - The audience that wants this is much bigger than we think. 425 00:20:11,009 --> 00:20:12,450 - [Danny] Morrowind, in many ways, 426 00:20:12,450 --> 00:20:15,480 is responsible for everything Bethesda has done since. 427 00:20:15,480 --> 00:20:17,640 Not only was it adored by those who play it, 428 00:20:17,640 --> 00:20:19,590 but it established the creative process 429 00:20:19,589 --> 00:20:23,250 through which BGS would make their open world games. 430 00:20:23,250 --> 00:20:25,420 The team had good tech, good art, 431 00:20:25,420 --> 00:20:27,370 good engine, good storytelling. 432 00:20:27,369 --> 00:20:30,909 It was the foundation of a team that still exists today. 433 00:20:30,910 --> 00:20:32,420 A team that would gain confidence 434 00:20:32,420 --> 00:20:34,400 with each project they took on. 435 00:20:34,400 --> 00:20:36,600 And though this team was working under the same roof 436 00:20:36,599 --> 00:20:39,029 as their parent company, the financial success 437 00:20:39,029 --> 00:20:41,599 of Morrowind gave them just enough slack on the leash 438 00:20:41,599 --> 00:20:44,639 to go for something even bigger. 439 00:20:44,640 --> 00:20:47,870 - Morrowind on is like the second phase of Bethesda. 440 00:20:47,869 --> 00:20:50,079 You have like the pre-Morrowind, 441 00:20:50,079 --> 00:20:51,619 you got the Arena, Daggerfall success, 442 00:20:51,619 --> 00:20:53,709 some bad things happen and the company's kinda uh, 443 00:20:53,710 --> 00:20:56,769 and it really got, there were six or seven of us. 444 00:20:56,769 --> 00:21:00,309 And then ZeniMax Media is formed to sort of recapitalize 445 00:21:00,309 --> 00:21:01,287 and, "Hey, what do you guys wanna do?" 446 00:21:01,287 --> 00:21:03,299 That's the other part that really needs to be mentioned, 447 00:21:03,299 --> 00:21:07,027 like that business side, to keep us independent and say, 448 00:21:07,027 --> 00:21:08,366 "Hey, what do you need to make Morrowind, 449 00:21:08,366 --> 00:21:09,539 "what you really want?" 450 00:21:09,539 --> 00:21:11,670 Without that, you know, we probably 451 00:21:11,670 --> 00:21:12,630 couldn't have pulled it off. 452 00:21:12,630 --> 00:21:14,150 And then so Morrowind on was like 453 00:21:14,150 --> 00:21:16,380 the second phase of the company. 454 00:21:16,380 --> 00:21:17,510 - You know, we all worked together, 455 00:21:17,509 --> 00:21:19,379 we all moved on to Oblivion afterwards 456 00:21:19,380 --> 00:21:21,930 which was, again, a big investment for the company. 457 00:21:23,069 --> 00:21:24,436 The company, were like, 458 00:21:24,436 --> 00:21:26,496 "There's a new generation of consoles coming, 459 00:21:26,497 --> 00:21:28,227 "we don't know what the spec is, 460 00:21:28,227 --> 00:21:29,777 "we're gonna make this big game, 461 00:21:29,777 --> 00:21:32,057 "it's gonna be a big AAA investment for the company, 462 00:21:32,057 --> 00:21:34,507 "and you're gonna wait four years, is that okay?" 463 00:21:37,500 --> 00:21:38,615 (eerie music) 464 00:21:38,615 --> 00:21:42,503 (sword clashing) (game character grunting) 465 00:21:42,503 --> 00:21:44,929 (booming) 466 00:21:44,930 --> 00:21:46,529 Actually, that was a very interesting four years for us 467 00:21:46,529 --> 00:21:48,910 because we were traditionally a PC developer all along, 468 00:21:48,910 --> 00:21:50,430 even though Morrowind was on Xbox. 469 00:21:50,430 --> 00:21:52,080 It took us a while to really pivot 470 00:21:52,079 --> 00:21:54,279 and it's hard for developers to do this. 471 00:21:54,279 --> 00:21:55,750 If you're traditionally a PC developer 472 00:21:55,750 --> 00:21:57,410 and you start making console games, 473 00:21:57,410 --> 00:21:58,900 like, it takes a different mindset. 474 00:21:58,900 --> 00:22:00,430 Oblivion was sort of our learning curve, 475 00:22:00,430 --> 00:22:02,600 that was our project to learn 476 00:22:02,599 --> 00:22:04,099 how to make games for consoles, 477 00:22:04,099 --> 00:22:06,609 how to make games run fast and look good 478 00:22:07,807 --> 00:22:10,269 within the constraints that consoles have. 479 00:22:10,269 --> 00:22:13,490 - I remember one of the high-level goals, 480 00:22:13,490 --> 00:22:15,440 not officially but we had been talking, 481 00:22:16,519 --> 00:22:21,009 if Morrowind was the Lord of the Rings trilogy, 482 00:22:21,009 --> 00:22:24,089 the books, you know, there's a lot of text, 483 00:22:24,089 --> 00:22:27,720 then Oblivion will be the Lord of the Rings movie trilogy. 484 00:22:27,720 --> 00:22:31,240 You know, much more visceral, a different aesthetic, 485 00:22:31,240 --> 00:22:35,460 more colorful, more accessible in a lot of ways. 486 00:22:35,460 --> 00:22:37,683 - We were working on it for the Xbox 360 at the time, 487 00:22:37,683 --> 00:22:40,160 which was not actually out so we were working on 488 00:22:40,160 --> 00:22:41,570 hardware that was not done yet. 489 00:22:41,569 --> 00:22:42,869 So anytime you're trying to make a game, 490 00:22:42,869 --> 00:22:43,871 you don't know what the game is yet 491 00:22:43,872 --> 00:22:45,180 and you don't know what the hardware is, 492 00:22:45,180 --> 00:22:47,630 that combination can prove stressful (chuckling). 493 00:22:48,680 --> 00:22:50,039 That and then just how do we take 494 00:22:50,039 --> 00:22:51,658 a huge, open-ended role-playing game 495 00:22:51,659 --> 00:22:53,420 that's traditionally been on PC? 496 00:22:53,420 --> 00:22:54,640 They put Morrowind on console, 497 00:22:54,640 --> 00:22:56,620 but sort of the next evolution of that, 498 00:22:56,619 --> 00:22:58,742 the controls and the feel, and what things do you leave in, 499 00:22:58,742 --> 00:23:00,849 what things do you take out to make it 500 00:23:00,849 --> 00:23:03,119 have the most appeal but still keep the depth. 501 00:23:03,119 --> 00:23:05,189 - It kinda swings more traditional fantasy, 502 00:23:05,190 --> 00:23:08,448 you know, so in Oblivion it's more castles 503 00:23:08,448 --> 00:23:11,410 and lots of shiny armor, a beautiful world. 504 00:23:11,410 --> 00:23:15,759 Like we wanted to do forests, we wanted lots of NPCs, 505 00:23:15,759 --> 00:23:18,410 lots of people, they all have full schedules, 506 00:23:18,410 --> 00:23:19,910 they'll eat, they'll sleep. 507 00:23:19,910 --> 00:23:22,200 - [Danny] Oblivion was a very intentional pivot 508 00:23:22,200 --> 00:23:23,960 to something more accessible 509 00:23:23,960 --> 00:23:25,970 and it wasn't without a backlash. 510 00:23:25,970 --> 00:23:27,509 Some fans of Morrowind saw it 511 00:23:27,509 --> 00:23:30,200 as a dumbing down of their favorite RPG. 512 00:23:30,200 --> 00:23:32,430 Many elements of the game were simplified. 513 00:23:32,430 --> 00:23:34,330 There seemed to be less, less skills, 514 00:23:34,329 --> 00:23:37,109 less weapon types, less factions and diseases. 515 00:23:37,109 --> 00:23:38,929 Having voice acting for every line 516 00:23:38,930 --> 00:23:41,670 of dialog meant less speech options. 517 00:23:41,670 --> 00:23:44,509 Morrowind was an incredible RPG sandbox 518 00:23:44,509 --> 00:23:46,579 but with the dawn of HD graphics, 519 00:23:46,579 --> 00:23:49,339 Todd and the team had to pick their battles. 520 00:23:49,339 --> 00:23:52,189 They wanted a bigger world, they wanted far more detail. 521 00:23:52,190 --> 00:23:53,830 They wanted a more simplified interface 522 00:23:53,829 --> 00:23:55,549 that would work on consoles. 523 00:23:55,549 --> 00:23:57,990 They wanted to bring fantasy into the mainstream 524 00:23:57,990 --> 00:23:59,579 and that meant paring back. 525 00:23:59,579 --> 00:24:02,919 But the team was still small and this work required 526 00:24:02,920 --> 00:24:05,480 to make the Oblivion the game they wanted to make 527 00:24:05,480 --> 00:24:07,319 wasn't without its challenges. 528 00:24:07,319 --> 00:24:11,710 - So the forests for Oblivion were really interesting. 529 00:24:11,710 --> 00:24:15,170 We used SpeedTree, we were, I believe, 530 00:24:15,170 --> 00:24:17,730 the first video game company to use SpeedTree. 531 00:24:17,730 --> 00:24:18,563 - [Interviewer] No way! 532 00:24:18,563 --> 00:24:21,259 - Yeah, and it worked incredibly well for us, it was great. 533 00:24:22,170 --> 00:24:23,880 But what we ended up doing is 534 00:24:23,880 --> 00:24:25,390 we used all the SpeedTree assets 535 00:24:25,390 --> 00:24:27,230 and we'd bake 'em out and we'd put 'em in the game 536 00:24:27,230 --> 00:24:30,860 and we created a procedural generation system. 537 00:24:30,859 --> 00:24:33,969 So we generated each area of the game and made it 538 00:24:33,970 --> 00:24:36,549 and it turned out it wasn't so good. 539 00:24:36,549 --> 00:24:39,049 So all the artists then basically 540 00:24:39,049 --> 00:24:42,289 did like a terraforming pass where we'd go over 541 00:24:42,289 --> 00:24:45,950 the procedurally-generated work and make it hand-crafted 542 00:24:45,950 --> 00:24:48,990 and it took two years to do. 543 00:24:48,990 --> 00:24:49,823 - [Interviewer] Right. 544 00:24:49,823 --> 00:24:51,680 - It was an insane undertaking 545 00:24:52,710 --> 00:24:54,809 and we really had to ramp up the team 546 00:24:54,809 --> 00:24:56,539 of environmenters to come do that. 547 00:24:56,539 --> 00:24:57,609 - Like we knew what we needed to make, 548 00:24:57,609 --> 00:24:59,639 we knew the number of towns, but, like, okay, 549 00:24:59,640 --> 00:25:01,440 this town has how many buildings? 550 00:25:01,440 --> 00:25:02,370 How many NPCs? 551 00:25:02,369 --> 00:25:03,429 How many interiors? 552 00:25:03,430 --> 00:25:04,263 How many exteriors? 553 00:25:04,262 --> 00:25:05,449 Like, all the details. 554 00:25:05,450 --> 00:25:07,450 So it used to be, well, we needed a town, somebody make it 555 00:25:07,450 --> 00:25:09,037 and then the artist would go off and make it 556 00:25:09,037 --> 00:25:10,420 and the designer would help design it 557 00:25:10,420 --> 00:25:12,210 and then you'd have your town. 558 00:25:12,210 --> 00:25:14,260 So it was really from that to now 559 00:25:14,260 --> 00:25:16,609 it's very much more designed out 560 00:25:16,609 --> 00:25:18,359 as far as how big the town is, 561 00:25:18,359 --> 00:25:20,905 how many buildings are in it, what it's made up of. 562 00:25:20,905 --> 00:25:23,426 The way we designed dungeons, some of them are for quests 563 00:25:23,426 --> 00:25:26,689 and some of them were more randomized 564 00:25:26,690 --> 00:25:28,779 and then we had the Oblivion realm so it's like, okay, 565 00:25:28,779 --> 00:25:30,990 making dungeons is obviously a big part of this 566 00:25:30,990 --> 00:25:33,170 and it sort of separated there. 567 00:25:33,170 --> 00:25:34,003 And then figuring out how 568 00:25:34,002 --> 00:25:36,429 we were gonna make all the Oblivion realms, 569 00:25:36,430 --> 00:25:37,799 I remember that as a key part on the schedule, 570 00:25:37,799 --> 00:25:40,129 like, we had our game and our date 571 00:25:40,130 --> 00:25:41,460 and we knew what we were doing but the Oblivion realms 572 00:25:41,460 --> 00:25:43,910 we still hadn't quite figured out what they were. 573 00:25:43,910 --> 00:25:45,529 - [Danny] During this stage at BGS 574 00:25:45,529 --> 00:25:47,799 there was no delineation between designers. 575 00:25:47,799 --> 00:25:50,299 Level designers were also quest designers. 576 00:25:50,299 --> 00:25:51,970 And as the game got more complex 577 00:25:51,970 --> 00:25:54,160 this was beginning to cause issues. 578 00:25:54,160 --> 00:25:55,779 Elements of the game were getting trimmed 579 00:25:55,779 --> 00:25:58,700 in an attempt to make the Xbox 360 launch date, 580 00:25:58,700 --> 00:26:02,299 and in some cases, to even fit the game on the disc. 581 00:26:02,299 --> 00:26:03,299 - So in the shipped game 582 00:26:03,299 --> 00:26:04,976 there's an arena in the Imperial City 583 00:26:04,977 --> 00:26:07,700 and the original plan was there was going to be 584 00:26:07,700 --> 00:26:10,470 an arena in every city and I had done 585 00:26:10,470 --> 00:26:14,819 the majority of that work and we ripped it all out 586 00:26:14,819 --> 00:26:16,049 because we realized we need to 587 00:26:16,049 --> 00:26:18,409 focus on one to make it better. 588 00:26:18,410 --> 00:26:22,019 That was painful, that was 800 lines of dialog, 589 00:26:22,019 --> 00:26:24,339 that was all the scripting work. 590 00:26:24,339 --> 00:26:27,250 And it was definitely the right decision, absolutely. 591 00:26:27,250 --> 00:26:29,240 It was fun to do all the fighting 592 00:26:29,240 --> 00:26:30,380 and fight and become a champion, 593 00:26:30,380 --> 00:26:33,140 but I actually really enjoy when I play it, 594 00:26:33,140 --> 00:26:35,700 just betting on a fight and watching 595 00:26:35,700 --> 00:26:37,920 and finding all the weird bugs with that. 596 00:26:37,920 --> 00:26:41,680 Like, I would set it up so the two combatants, 597 00:26:41,680 --> 00:26:46,009 there would be a nord woman and an elf guy and they would, 598 00:26:46,009 --> 00:26:48,839 I look at the script they were always really evenly matched, 599 00:26:48,839 --> 00:26:52,329 and, invariably, one team would always win, 600 00:26:52,329 --> 00:26:55,279 and it was supposed to be random, and I didn't know why! 601 00:26:55,279 --> 00:26:57,980 And I wasn't taking into account some of, 602 00:26:57,980 --> 00:27:00,890 like, the racial abilities, like nords are stronger, 603 00:27:00,890 --> 00:27:03,120 so this guy was beating the crap out of this person 604 00:27:03,119 --> 00:27:06,599 and I didn't, I had to figure out all that stuff. 605 00:27:06,599 --> 00:27:08,362 - [Interviewer] The Khajiits were always losing. 606 00:27:08,363 --> 00:27:11,460 (both laughing) 607 00:27:11,460 --> 00:27:15,299 - So for us for Oblivion compared to Morrowind, 608 00:27:15,299 --> 00:27:17,039 the biggest thing is scale. 609 00:27:17,039 --> 00:27:19,399 Morrowind's actually kind of a small game, 610 00:27:19,400 --> 00:27:21,816 and if you actually look at the draw distance 611 00:27:21,816 --> 00:27:25,230 it's foggy pretty much right in front of the player. 612 00:27:25,230 --> 00:27:27,980 We didn't have LOD, there were no mountain views 613 00:27:27,980 --> 00:27:31,230 in Morrowind, so for Oblivion it was, 614 00:27:31,230 --> 00:27:32,539 hey, you're in this giant valley, 615 00:27:32,539 --> 00:27:34,089 you can see the mountains everywhere, 616 00:27:34,089 --> 00:27:35,599 and that's what started the whole, 617 00:27:35,599 --> 00:27:37,839 hey, if I can see it, I can go there and explore it, 618 00:27:37,839 --> 00:27:40,159 that really happened in Oblivion. 619 00:27:40,160 --> 00:27:42,500 That initial view when you come out of the dungeon 620 00:27:42,500 --> 00:27:45,180 from character generation and see the world 621 00:27:45,180 --> 00:27:47,410 and see the water and see the ruins reflect in it, 622 00:27:47,410 --> 00:27:50,980 we spent a lot of time on, like, the framing of that, 623 00:27:50,980 --> 00:27:53,730 how the water looks, how the mountains look, to know that, 624 00:27:53,730 --> 00:27:56,769 hey, welcome to this world, go do whatever you want in it. 625 00:27:56,769 --> 00:27:58,859 - Elder Scrolls games are like kitchen sink games. 626 00:27:58,859 --> 00:28:01,279 There are so many systems, so much crafting, 627 00:28:01,279 --> 00:28:04,160 there's magic, there's all these different systems 628 00:28:04,160 --> 00:28:05,240 that have to interact together. 629 00:28:05,240 --> 00:28:07,569 There's cities you can explore that are teeming with people. 630 00:28:07,569 --> 00:28:08,403 - How are you? 631 00:28:08,403 --> 00:28:10,371 - There hasn't been a nuclear annihilation yet, 632 00:28:10,371 --> 00:28:11,730 you know what I mean? 633 00:28:11,730 --> 00:28:14,470 Everything's still there, everything's still beautiful. 634 00:28:14,470 --> 00:28:16,549 - So we started getting into this when we realized that 635 00:28:16,549 --> 00:28:18,129 the guards are the best reflection, 636 00:28:18,130 --> 00:28:20,190 we started doing this in Oblivion, 637 00:28:20,190 --> 00:28:22,950 the guards are the best reflection of the character. 638 00:28:22,950 --> 00:28:27,299 So they comment on you, they comment on what you're wearing, 639 00:28:27,299 --> 00:28:29,960 your accomplishments, like, hey, I heard you did this thing, 640 00:28:29,960 --> 00:28:31,660 or, like, and it gets really tough 641 00:28:31,660 --> 00:28:32,932 with stuff like the Thieves' Guild, they're like, 642 00:28:32,932 --> 00:28:35,859 "Did I see you sneaking out of that house?" 643 00:28:35,859 --> 00:28:38,740 - But the voice cast in general had not been figured out 644 00:28:38,740 --> 00:28:40,880 other than let's bring folks back 645 00:28:40,880 --> 00:28:42,230 from Morrowind who we like. 646 00:28:43,599 --> 00:28:47,102 Michael Mack, the voice of the redguards and so forth. 647 00:28:51,259 --> 00:28:53,299 - Cast a few more people to fill in the space 648 00:28:53,299 --> 00:28:55,623 or change up the cast from before. 649 00:29:04,282 --> 00:29:07,259 - And all in all, it's 10 or 11 actors 650 00:29:07,259 --> 00:29:12,259 for what I think started out as 60, 70,000 lines of dialog 651 00:29:13,119 --> 00:29:14,849 and eventually we had to trim that down 652 00:29:14,849 --> 00:29:17,240 to 40, 50 or something like that it shipped with. 653 00:29:17,240 --> 00:29:18,980 Because it physically, at the time, 654 00:29:18,980 --> 00:29:20,690 we could not fit it on the disc, 655 00:29:20,690 --> 00:29:22,663 it was just too much, something had to go. 656 00:29:27,940 --> 00:29:30,110 - I don't see any good options here. 657 00:29:30,109 --> 00:29:35,109 - One actor per race, gender, and some were ever shared. 658 00:29:36,420 --> 00:29:38,190 The nords, I think the male nord 659 00:29:38,190 --> 00:29:40,250 and the male orc are the same guy, 660 00:29:40,250 --> 00:29:41,507 and originally they were gonna be different 661 00:29:41,507 --> 00:29:45,190 and we had to combine 'em, it was just pure disc space 662 00:29:45,190 --> 00:29:46,680 whereas now you could just, you know, 663 00:29:46,680 --> 00:29:49,200 we could just tack on another archive you could download, 664 00:29:49,200 --> 00:29:50,819 it's all down to your local hard drive space 665 00:29:50,819 --> 00:29:53,429 on your console or whatever you're playing on. 666 00:29:53,430 --> 00:29:56,090 So it's a lot of ground covered by very few people 667 00:29:56,089 --> 00:29:59,329 so days and days and days and days and days of just 668 00:30:00,559 --> 00:30:03,700 imperial male with Wes Johnson, our local voice actor. 669 00:30:03,700 --> 00:30:05,430 - In fact, I always forget his name, 670 00:30:05,430 --> 00:30:06,480 but one of our voice actors, 671 00:30:06,480 --> 00:30:08,509 I see him like once every two months 672 00:30:08,509 --> 00:30:09,990 at the Dunkin Donuts down the street. 673 00:30:09,990 --> 00:30:11,539 I swear to God, I always mean to say hi to him, 674 00:30:11,539 --> 00:30:13,940 I can never remember his name, it's so embarrassing. 675 00:30:13,940 --> 00:30:14,773 - [Interviewer] And he goes, "Halt!" 676 00:30:14,772 --> 00:30:16,574 - And he's great (laughing). 677 00:30:16,575 --> 00:30:17,913 And I'm like, next time. 678 00:30:17,913 --> 00:30:20,496 (rain falling) 679 00:30:21,952 --> 00:30:24,173 (sword clashing) 680 00:30:24,173 --> 00:30:26,567 (booming) 681 00:30:26,567 --> 00:30:29,983 (game character yelping) 682 00:30:40,159 --> 00:30:42,020 - [Danny] Oblivion's four-year development cycle 683 00:30:42,019 --> 00:30:43,500 was tough on the team. 684 00:30:43,500 --> 00:30:46,269 They had doubled in size trying to keep up with the workload 685 00:30:46,269 --> 00:30:50,230 causing them to missed the Xbox 360 launch by 4 months. 686 00:30:50,230 --> 00:30:51,860 But this delay probably only 687 00:30:51,859 --> 00:30:54,059 contributed to Oblivion's success. 688 00:30:54,059 --> 00:30:56,159 By the time the game arrived on store shelves, 689 00:30:56,160 --> 00:30:58,210 console players were foaming at the mouth 690 00:30:58,210 --> 00:30:59,870 to get their hands on this game. 691 00:30:59,869 --> 00:31:01,489 The scale of Oblivion was something 692 00:31:01,490 --> 00:31:04,019 that had never been seen on a consoles before. 693 00:31:04,019 --> 00:31:06,139 And while some of the Morrowind fans may have felt 694 00:31:06,140 --> 00:31:08,250 that the game had been overly simplified, 695 00:31:08,250 --> 00:31:10,380 Oblivion struck a chord with gamers 696 00:31:10,380 --> 00:31:13,420 in a way that no RPG ever had before. 697 00:31:13,420 --> 00:31:15,279 Not only was it a red letter day 698 00:31:15,279 --> 00:31:17,579 for the open world console game, 699 00:31:17,579 --> 00:31:20,230 but it had tapped into a love of the fantasy genre 700 00:31:20,230 --> 00:31:22,500 that had never had its mainstream moment. 701 00:31:22,500 --> 00:31:25,299 You could argue the release of Lord of the Rings films 702 00:31:25,299 --> 00:31:27,119 had helped, or perhaps they had 703 00:31:27,119 --> 00:31:29,250 just tapped into the same thing. 704 00:31:29,250 --> 00:31:32,279 Oblivion was a costly venture for ZeniMax Media. 705 00:31:32,279 --> 00:31:34,660 Four long years and a lot of money 706 00:31:34,660 --> 00:31:36,779 went into the development of this game, 707 00:31:36,779 --> 00:31:38,379 so they wanted a backup. 708 00:31:38,380 --> 00:31:39,590 Something else for the team 709 00:31:39,589 --> 00:31:41,859 to work on as Oblivion wound down. 710 00:31:41,859 --> 00:31:44,449 Something they could use all this technology on 711 00:31:44,450 --> 00:31:47,009 but perhaps in a different genre. 712 00:31:47,009 --> 00:31:49,839 - Looking toward Oblivion, which was a four-year gap, 713 00:31:49,839 --> 00:31:51,829 three-and-a-half years, about four years, 714 00:31:51,829 --> 00:31:53,829 you realize, this is gonna take a while. 715 00:31:54,809 --> 00:31:56,589 You know, there wasn't pressure, but hey, 716 00:31:56,589 --> 00:31:58,259 we should probably get more than one thing going 717 00:31:58,259 --> 00:31:59,599 'cause these things take a while, 718 00:31:59,599 --> 00:32:01,709 what would you like to make? 719 00:32:01,710 --> 00:32:05,420 And we made a list, you know, it was basically, 720 00:32:05,420 --> 00:32:08,090 post-apocalyptic, we had some other worlds, 721 00:32:08,089 --> 00:32:10,539 you know, science fiction this, I could go through the list 722 00:32:10,539 --> 00:32:11,373 but you never know if we'll make 'em 723 00:32:11,373 --> 00:32:12,843 so I don't wanna spoil it. 724 00:32:12,843 --> 00:32:16,560 I actually made this logo for the post-apocalyptic game, 725 00:32:16,559 --> 00:32:18,799 it was called Apocalypse Road. 726 00:32:18,799 --> 00:32:20,509 It was like a road sign that said Apocalypse. 727 00:32:20,509 --> 00:32:22,339 And I had written Fallout, it's Fallout. 728 00:32:22,339 --> 00:32:24,829 And they said, "You want Fallout?" 729 00:32:24,829 --> 00:32:27,336 Yeah, but that's, you know, we don't have that. 730 00:32:27,336 --> 00:32:31,067 And somebody here knew someone at Interplay and said, 731 00:32:31,067 --> 00:32:32,767 "I think, you know, they're having a rough time, 732 00:32:32,767 --> 00:32:35,680 "they're not using it, we might be able to acquire it." 733 00:32:35,680 --> 00:32:38,346 And I was like, "Oh my God, that would be a dream. 734 00:32:38,346 --> 00:32:39,940 "If you could get that, I'm tellin' you, 735 00:32:39,940 --> 00:32:41,960 "this would be perfect here." 736 00:32:41,960 --> 00:32:45,873 It fits what we do, it's different but the vibe of the game, 737 00:32:46,720 --> 00:32:49,240 it would fit with our style of game. 738 00:32:49,240 --> 00:32:52,222 And, maybe, it was probably a while, it was a year, 739 00:32:53,279 --> 00:32:54,369 he comes back and says, I remember, 740 00:32:54,369 --> 00:32:57,909 I actually got a sticky note from Todd Vaughn on my, 741 00:32:57,910 --> 00:33:01,920 I can remember it vividly, just a sticky note on my desk 742 00:33:01,920 --> 00:33:05,610 when I came back said, "Got you Fallout, it's yours." 743 00:33:05,609 --> 00:33:09,126 It was just like, when does that happen? 744 00:33:10,044 --> 00:33:12,544 (eerie music) 745 00:33:39,109 --> 00:33:41,159 - Yeah, Fallout was incredibly exciting 746 00:33:41,160 --> 00:33:44,759 for everyone here because it was new, new to us. 747 00:33:44,759 --> 00:33:47,009 We'd all played the Fallout games before, 748 00:33:47,009 --> 00:33:49,424 I think most people here are fans of Fallout 1 and 2, 749 00:33:49,424 --> 00:33:51,579 and it was exciting to, hey, 750 00:33:51,579 --> 00:33:54,299 we've all been a fantasy group, right? 751 00:33:54,299 --> 00:33:56,169 We're makin' fantasy role-playing games. 752 00:33:56,170 --> 00:33:58,960 Let's jump in to a post-apocalyptic world, 753 00:33:58,960 --> 00:33:59,799 what's that gonna be like? 754 00:33:59,799 --> 00:34:01,389 - [Interviewer] You a big fan of those older games? 755 00:34:01,390 --> 00:34:03,090 - Oh my God, I loved 'em! 756 00:34:03,089 --> 00:34:04,939 I think it's genius stuff, you know? 757 00:34:04,940 --> 00:34:06,809 All the credit to Tim Cain and Jason Anderson, 758 00:34:06,809 --> 00:34:10,282 all those guys who did that game. 759 00:34:10,282 --> 00:34:11,820 That's the other thing, why don't you 760 00:34:11,820 --> 00:34:13,420 make your own post-apocalyptic thing? 761 00:34:13,420 --> 00:34:16,920 I said, well, we could, we could do all this gameplay, 762 00:34:16,920 --> 00:34:18,539 but there's this shtick with it, 763 00:34:18,539 --> 00:34:22,920 with Vault-Tec and the world, the 50s, that's the sauce. 764 00:34:22,920 --> 00:34:25,579 Even though, I know there was a lot of fan angst, 765 00:34:25,579 --> 00:34:27,420 understandably so, I would've been the same way. 766 00:34:27,420 --> 00:34:29,530 - If you ever get a chance to work on a video game, 767 00:34:29,530 --> 00:34:30,960 work on a Fallout game, you can do 768 00:34:30,960 --> 00:34:32,523 practically anything in a Fallout game. 769 00:34:32,523 --> 00:34:33,809 - [Interviewer] (chuckling) Right. 770 00:34:33,809 --> 00:34:35,739 - And just the breadth of the storytelling, 771 00:34:35,739 --> 00:34:39,459 the breadth of the art direction, the tone and the humor, 772 00:34:39,460 --> 00:34:42,670 I mean, it's unlike anything else. 773 00:34:42,670 --> 00:34:46,190 When we got it and we started Fallout 3, that was just, 774 00:34:46,190 --> 00:34:47,990 for me personally, I was excited, 775 00:34:47,989 --> 00:34:50,535 I was very, very excited to be working on that game. 776 00:34:50,536 --> 00:34:53,702 (old patriotic music) 777 00:34:59,367 --> 00:35:01,309 - When it was time for Bethesda to pick a location 778 00:35:01,309 --> 00:35:03,849 for their Fallout game, they chose Washington, D.C. 779 00:35:03,849 --> 00:35:05,860 and they did so for a number of reasons. 780 00:35:05,860 --> 00:35:08,480 First of all, thematically, it just kind of works, right? 781 00:35:08,480 --> 00:35:11,050 This is the center of government in the United States, 782 00:35:11,050 --> 00:35:12,269 there's a pretty good chance that 783 00:35:12,269 --> 00:35:14,719 if a nuclear war happens, this is gonna get hit. 784 00:35:14,719 --> 00:35:16,739 Second of all, it gave them creative distance 785 00:35:16,739 --> 00:35:19,269 from those earlier Fallout games which we set, of course, 786 00:35:19,269 --> 00:35:21,550 on the west coast of the United States. 787 00:35:21,550 --> 00:35:25,440 And third of all, this was 20 miles from Rockville, Maryland 788 00:35:25,440 --> 00:35:26,679 where Bethesda's based. 789 00:35:26,679 --> 00:35:30,369 This nuclear apocalypse happened in their own backyard. 790 00:35:30,369 --> 00:35:31,659 - Well, this is how we make our games. 791 00:35:31,659 --> 00:35:35,027 Like, when we first decide on a game, we start with a map. 792 00:35:35,027 --> 00:35:37,069 And so we started with a map of D.C. 793 00:35:37,070 --> 00:35:39,130 and started mapping out the locations 794 00:35:39,130 --> 00:35:41,260 and where everything is gonna be. 795 00:35:41,260 --> 00:35:43,173 - So I remember Matt Carofano, the lead artist, 796 00:35:43,172 --> 00:35:44,799 this was after 9-11, he went down 797 00:35:44,800 --> 00:35:46,500 to D.C. to take reference photos. 798 00:35:46,500 --> 00:35:48,730 So he's walkin' around the capitol in different areas, 799 00:35:48,730 --> 00:35:50,369 lookin' up, lookin' down, takin' photos, 800 00:35:50,369 --> 00:35:52,336 and security comes up like, "What're you doing? 801 00:35:52,336 --> 00:35:53,730 "You can't do that." And they stopped him. 802 00:35:53,730 --> 00:35:55,889 He was like, "I'm just taking pictures," 803 00:35:55,889 --> 00:35:57,769 and they're like, "No, you're not." 804 00:35:57,769 --> 00:36:00,000 So a lot of the artists did go downtown 805 00:36:00,000 --> 00:36:01,789 and being right here it was much easier to do. 806 00:36:01,789 --> 00:36:03,059 - So I went down and took a lot 807 00:36:03,059 --> 00:36:05,159 of photographs of the capitol, 808 00:36:05,159 --> 00:36:07,690 which turns out is not a good idea to do, 809 00:36:07,690 --> 00:36:09,579 I do not recommend doing this. 810 00:36:09,579 --> 00:36:12,086 I asked one of the police officers, 811 00:36:12,086 --> 00:36:15,480 "Hey, I make video games, can I take pictures?" 812 00:36:15,480 --> 00:36:18,289 The cop went, "Yeah, take as many pictures as you want," 813 00:36:18,289 --> 00:36:20,400 and while I'm taking pictures of the capitol 814 00:36:20,400 --> 00:36:23,369 I realized I'm taking pictures of a very angry guard 815 00:36:23,369 --> 00:36:24,929 in the capitol and he came out 816 00:36:24,929 --> 00:36:27,239 and told me I had to leave immediately 817 00:36:27,239 --> 00:36:30,839 and didn't want any questions asked. 818 00:36:30,840 --> 00:36:32,630 But I got enough reference to build the capitol 819 00:36:32,630 --> 00:36:36,313 but I was very careful about not wanting to do that again, 820 00:36:36,313 --> 00:36:39,150 because it's security risks but, 821 00:36:39,150 --> 00:36:41,190 hey, I just wanted to make a cool video game, 822 00:36:41,190 --> 00:36:42,197 but I didn't wanna tell him, 823 00:36:42,197 --> 00:36:43,807 "Yeah, I'm actually taking pictures of this 824 00:36:43,806 --> 00:36:45,669 "so I can blow it up in a video game," 825 00:36:45,670 --> 00:36:47,710 which was exactly what I was about to do. 826 00:36:47,710 --> 00:36:50,240 - And a lot of the concept art for that game was, 827 00:36:50,239 --> 00:36:54,069 like, a ruined capitol building which, you know, 828 00:36:54,070 --> 00:36:56,894 back then and even now is a little iffy, it's a little shaky 829 00:36:56,893 --> 00:37:01,549 and I remember that we bought ads in the Metro 830 00:37:01,550 --> 00:37:03,380 and we used that concept art, 831 00:37:03,380 --> 00:37:05,300 so you're walkin' through the D.C. Metro 832 00:37:05,300 --> 00:37:08,039 and you're seeing like this massive piece of concept art 833 00:37:08,039 --> 00:37:10,269 on an ad of, like, this decayed, 834 00:37:10,269 --> 00:37:12,326 destroyed, nuked capitol building. 835 00:37:12,327 --> 00:37:14,900 And I was like, are you sure this is a good idea? 836 00:37:14,900 --> 00:37:17,075 I mean, I guess. 837 00:37:17,074 --> 00:37:18,230 (both laughing) 838 00:37:18,230 --> 00:37:20,920 - We knew that the game was set in Washington D.C., 839 00:37:20,920 --> 00:37:22,400 we know what the overall story is, 840 00:37:22,400 --> 00:37:24,730 and then we start with the map, 841 00:37:24,730 --> 00:37:27,590 and looking at where in Washington, D.C. 842 00:37:27,590 --> 00:37:28,423 the player is gonna go. 843 00:37:28,422 --> 00:37:30,679 So one of the first things you realize when you look 844 00:37:30,679 --> 00:37:33,159 at any map, you have a lot of real estate to cover 845 00:37:33,159 --> 00:37:35,149 and you want your quests to take 846 00:37:35,150 --> 00:37:36,740 the player all over the place. 847 00:37:36,739 --> 00:37:39,589 That sort of naturally involves going into 848 00:37:39,590 --> 00:37:41,750 easier zones, more difficult zones. 849 00:37:41,750 --> 00:37:43,570 And then we start come up with, 850 00:37:43,570 --> 00:37:45,710 because we want to tell the story, 851 00:37:45,710 --> 00:37:47,784 but we tell the story through the quests. 852 00:37:47,784 --> 00:37:51,359 So for us it was coming up with those quests 853 00:37:51,360 --> 00:37:53,769 and how they all fit together and what feels good 854 00:37:53,769 --> 00:37:55,599 and what are the core combat beats. 855 00:37:55,599 --> 00:37:57,420 When we started talking about Fallout 856 00:37:57,420 --> 00:37:58,659 we knew that we wanted to do something 857 00:37:58,659 --> 00:38:01,639 structurally different and so that structure was 858 00:38:01,639 --> 00:38:06,009 a main quest and miscellaneous quests but no factions. 859 00:38:06,010 --> 00:38:08,240 - [Danny] Oblivion had over a dozen joinable factions 860 00:38:08,239 --> 00:38:09,679 but there were four main ones: 861 00:38:09,679 --> 00:38:11,759 the Thieves Guild, the Mages Guild, 862 00:38:11,760 --> 00:38:14,520 the Fighters Guild, and the Dark Brotherhood. 863 00:38:14,519 --> 00:38:17,059 And each of these had exhaustive quest lines 864 00:38:17,059 --> 00:38:19,799 that took the team significant time to design. 865 00:38:19,800 --> 00:38:23,100 So they made the decision to drop factions quest lines, 866 00:38:23,099 --> 00:38:25,519 instead incorporating factions like the Enclave 867 00:38:25,519 --> 00:38:28,269 and Brotherhood of Steel into the main quest. 868 00:38:28,269 --> 00:38:30,250 Perhaps one of the reasons they cut it 869 00:38:30,250 --> 00:38:32,889 was a particularly significant design challenge 870 00:38:32,889 --> 00:38:36,509 that they hadn't figured out yet, gun combat. 871 00:38:36,510 --> 00:38:38,800 The original Fallout games were turn-based, 872 00:38:38,800 --> 00:38:42,380 using a system known as V.A.T.S to aid the player in combat. 873 00:38:42,380 --> 00:38:44,829 So the team pooled together a group of designers 874 00:38:44,829 --> 00:38:46,690 to help get this turn-based style 875 00:38:46,690 --> 00:38:49,800 of combat into their 3D FPS. 876 00:38:49,800 --> 00:38:51,940 This group was known as a strike team. 877 00:38:51,940 --> 00:38:54,829 So, by the time the public saw the game for the first time, 878 00:38:54,829 --> 00:38:58,099 first-person V.A.T.S had been realized, but it was something 879 00:38:58,099 --> 00:39:01,549 that BGS struggled with throughout development. 880 00:39:01,550 --> 00:39:02,690 - Well, one of the big things with Fallout, 881 00:39:02,690 --> 00:39:07,059 we had to create gun combat from the ground up, 882 00:39:07,059 --> 00:39:09,130 something this company hadn't done 883 00:39:09,130 --> 00:39:10,720 since the Terminator games. 884 00:39:10,719 --> 00:39:15,719 - I had grabbed Emil and said, okay, we need something, 885 00:39:15,809 --> 00:39:17,769 it's like Knights of the Old Republic 886 00:39:17,769 --> 00:39:19,902 meets crash mode in Burnout. 887 00:39:21,210 --> 00:39:23,639 We were like, how do we put these two things together? 888 00:39:23,639 --> 00:39:26,199 We messed with some really phase-based stuff 889 00:39:26,199 --> 00:39:28,980 but then it kinda came together. 890 00:39:28,980 --> 00:39:30,409 But I would tell you, that was one 891 00:39:30,409 --> 00:39:33,109 during the development everybody questioned. 892 00:39:33,110 --> 00:39:33,943 - [Interviewer] Really? 893 00:39:33,943 --> 00:39:36,320 - Well, you can either go like, is this a superpower? 894 00:39:36,320 --> 00:39:37,960 Is this just a glory shot? 895 00:39:37,960 --> 00:39:39,632 Like, what is the actual, 896 00:39:40,559 --> 00:39:43,650 what should the player be feeling or what's the use of it? 897 00:39:43,650 --> 00:39:46,490 - We went from Oblivion, which had, you know, 898 00:39:46,489 --> 00:39:47,629 it was a very robust RPG, 899 00:39:47,630 --> 00:39:49,369 it was still very sort of hardcore, 900 00:39:49,369 --> 00:39:52,789 we were making the bridge to a more general 901 00:39:52,789 --> 00:39:55,920 player-friendly game but it was still pretty hardcore. 902 00:39:55,920 --> 00:39:59,210 And Fallout had guns and our combat in Oblivion was, 903 00:39:59,210 --> 00:40:01,809 like, you swung and you're in some kind of distance 904 00:40:01,809 --> 00:40:02,650 and you hit, right? 905 00:40:02,650 --> 00:40:04,410 And then when you have guns you have all sorts 906 00:40:04,409 --> 00:40:06,819 of different combat mechanics you have to take into account, 907 00:40:06,820 --> 00:40:10,030 very technically, high-technical requirements 908 00:40:10,030 --> 00:40:12,019 that are had by many projects that have done 909 00:40:12,019 --> 00:40:15,019 first-person shooters much, not only in experience 910 00:40:15,019 --> 00:40:16,210 but better than we could ever do it. 911 00:40:16,210 --> 00:40:18,900 So we were trying to find that balance between 912 00:40:18,900 --> 00:40:20,590 how are we gonna keep players 913 00:40:20,590 --> 00:40:22,200 who love our role-playing games 914 00:40:22,199 --> 00:40:23,980 and also make a decent first-person shooter, 915 00:40:23,980 --> 00:40:26,150 because those two things don't often mix 916 00:40:26,150 --> 00:40:27,963 and that sort of was V.A.T.S. 917 00:40:27,963 --> 00:40:30,330 V.A.T.S was, you know, part of Fallout, 918 00:40:30,329 --> 00:40:32,269 it worked very well within the lore of Fallout 919 00:40:32,269 --> 00:40:34,340 and we were able to make it so, hey, 920 00:40:34,340 --> 00:40:37,170 you're not so great at twitch-shooty, 921 00:40:37,170 --> 00:40:39,519 you can hit that button, pause the game, see what you want, 922 00:40:39,519 --> 00:40:42,869 select targets, just like Fallout 1 and 2, right? 923 00:40:42,869 --> 00:40:45,085 - [Danny] It would take BGS another Fallout game before 924 00:40:45,085 --> 00:40:48,679 they'd get the feel for this aim-down-sights combat down. 925 00:40:48,679 --> 00:40:51,149 But one of the improvements they'd made over Oblivion 926 00:40:51,150 --> 00:40:53,210 came from the team's new structure. 927 00:40:53,210 --> 00:40:55,760 Designers were now split into two pools: 928 00:40:55,760 --> 00:40:58,040 level designers and quest designers. 929 00:40:58,039 --> 00:40:59,440 This allowed for the design of 930 00:40:59,440 --> 00:41:02,800 better combat spaces, more varied locations, 931 00:41:02,800 --> 00:41:05,680 and a lot more variety when it came to quests. 932 00:41:05,679 --> 00:41:07,279 It meant that instead of one person 933 00:41:07,280 --> 00:41:10,269 taking creative leadership of a chunk of the game, 934 00:41:10,269 --> 00:41:13,369 designers were working together to solve problems. 935 00:41:13,369 --> 00:41:14,989 What this resulted in was a game 936 00:41:14,989 --> 00:41:17,159 packed full of memorable moments. 937 00:41:17,159 --> 00:41:20,519 So we decided to ask the team about some of their favorites. 938 00:41:20,519 --> 00:41:22,929 Vaults full of Garys, tunnels full of snakes, 939 00:41:22,929 --> 00:41:24,630 and much, much more. 940 00:41:24,630 --> 00:41:26,650 But seeing as we have to start somewhere, 941 00:41:26,650 --> 00:41:29,012 how about we start with the start? 942 00:41:29,989 --> 00:41:32,069 - I always loved the vaults. 943 00:41:32,070 --> 00:41:33,190 Probably every Fallout we do 944 00:41:33,190 --> 00:41:34,820 you'll be coming out of a vault. 945 00:41:34,820 --> 00:41:37,090 I like the emerging into the world. 946 00:41:37,090 --> 00:41:39,000 And it was an initial idea, 947 00:41:39,000 --> 00:41:41,500 I'm usually designing the very beginning of a game. 948 00:41:41,500 --> 00:41:42,489 Like, okay, it's like this, 949 00:41:42,489 --> 00:41:44,005 you live your whole life in the vault 950 00:41:44,005 --> 00:41:47,549 and that snapshot of your life as you go through it 951 00:41:47,550 --> 00:41:50,030 and then the emerging, I love the beginning of Fallout 3. 952 00:41:50,030 --> 00:41:50,920 - [Interviewer] Right. 953 00:41:50,920 --> 00:41:52,260 - And if you go back, if you've played it a bunch, 954 00:41:52,260 --> 00:41:53,720 it's a little bit like, I just wanna get, 955 00:41:53,719 --> 00:41:56,500 a lot of people feel like the game hasn't started, 956 00:41:56,500 --> 00:41:59,019 but I love the, like, when you step out, 957 00:41:59,019 --> 00:42:00,673 you do feel like you lived your life in a vault. 958 00:42:00,673 --> 00:42:03,684 (wind whistling) 959 00:42:03,684 --> 00:42:06,184 (eerie music) 960 00:42:07,139 --> 00:42:08,427 But if it was just the view, like, you see that clip 961 00:42:08,427 --> 00:42:09,787 and you look at the view and you're like, 962 00:42:09,786 --> 00:42:11,469 "It's okay, it's not bad, it's okay," 963 00:42:11,469 --> 00:42:13,509 but it's the fact that, the stuff you did beforehand 964 00:42:13,510 --> 00:42:17,130 that make you really feel like the character you're playing. 965 00:42:17,130 --> 00:42:19,320 Anytime there's sort of dissonance with that emotion or, 966 00:42:19,320 --> 00:42:21,650 or I know more than the guy on the screen or whatever, 967 00:42:21,650 --> 00:42:24,740 then we're trying to like massage it back. 968 00:42:24,739 --> 00:42:26,549 - Actually, we learned from Oblivion, 969 00:42:26,550 --> 00:42:30,019 this is when we have a controlled area in the beginning 970 00:42:30,019 --> 00:42:31,230 that's your characters gen, 971 00:42:31,230 --> 00:42:32,340 we're trying to teach you things, 972 00:42:32,340 --> 00:42:34,450 get your character made, and then that's the point 973 00:42:34,449 --> 00:42:37,509 where we get to set you loose into the game world. 974 00:42:37,510 --> 00:42:41,150 And we want it to be sorta overwhelming. 975 00:42:41,150 --> 00:42:42,160 How amazing is this? 976 00:42:42,159 --> 00:42:43,259 What am I gonna do? 977 00:42:43,260 --> 00:42:46,600 And we want that vista to be really impressive, 978 00:42:46,599 --> 00:42:49,630 so a lot of work goes into how much you can see? 979 00:42:49,630 --> 00:42:50,760 Where does your eye lead? 980 00:42:50,760 --> 00:42:52,768 Do you think you're gonna run down to the ruins? 981 00:42:52,768 --> 00:42:56,913 Can you see the LOD for the Red Rocket station? 982 00:42:58,000 --> 00:43:00,699 And how am I gonna go explore this world? 983 00:43:00,699 --> 00:43:02,009 So we try to lead you into it 984 00:43:02,010 --> 00:43:04,160 but then let you go wherever you want 985 00:43:04,159 --> 00:43:07,949 and there were lots of discussions about how the game looked 986 00:43:07,949 --> 00:43:12,829 in terms of being a dystopian, post-apocalyptic wasteland, 987 00:43:12,829 --> 00:43:14,239 but I think a lot of it really was 988 00:43:14,239 --> 00:43:16,819 we wanted this oppressive feeling in the game, 989 00:43:16,820 --> 00:43:20,550 we wanted it to feel bad and that you are the hero 990 00:43:20,550 --> 00:43:24,070 who's gonna come help make this world better. 991 00:43:24,070 --> 00:43:28,160 And it was a big jump from the lush forests of Oblivion 992 00:43:28,159 --> 00:43:33,159 to a blasted nuclear wasteland with dead trees everywhere. 993 00:43:33,769 --> 00:43:35,257 A lot of the environment artists joked, 994 00:43:35,257 --> 00:43:36,927 "Hey, we're not allowed to use the color green 995 00:43:36,927 --> 00:43:38,920 "unless it's in the HUD." 996 00:43:38,920 --> 00:43:41,559 There's no live plants, there's no grass, 997 00:43:41,559 --> 00:43:43,650 it's all dead, it's all brown. 998 00:43:43,650 --> 00:43:45,990 - Everyone's dead so you don't want it to feel like too lit, 999 00:43:45,989 --> 00:43:46,839 but you also don't want people 1000 00:43:46,840 --> 00:43:48,289 just stumbling around in the dark, 1001 00:43:48,289 --> 00:43:49,989 so you have to find like this fine line of, 1002 00:43:49,989 --> 00:43:52,649 like, just enough flickering lights that you can navigate 1003 00:43:52,650 --> 00:43:55,900 and see all the monsters, find the quest items. 1004 00:43:55,900 --> 00:43:58,389 So you have to play through every quest 1005 00:43:58,389 --> 00:44:00,819 to adjust the lighting, like where are the people standing, 1006 00:44:00,820 --> 00:44:02,200 make sure they have a nice light on 'em 1007 00:44:02,199 --> 00:44:03,472 and they're not just, like, 1008 00:44:03,472 --> 00:44:05,634 a really bright background and they're in the shadow. 1009 00:44:05,634 --> 00:44:08,744 And then it'll move 'cause something'll change in the quest 1010 00:44:08,744 --> 00:44:09,779 and you just have to keep playing it 1011 00:44:09,780 --> 00:44:11,840 and keep adjusting it all the time. 1012 00:44:11,840 --> 00:44:13,039 - Before class, eh? - Get out of my way 1013 00:44:13,039 --> 00:44:14,663 you stupid Tunnel Snakes! 1014 00:44:16,130 --> 00:44:18,960 - I can show you a real tunnel snake, Amata. 1015 00:44:18,960 --> 00:44:20,750 - Adam Adamowicz, our concept artist 1016 00:44:20,750 --> 00:44:23,079 who passed away a few years ago. 1017 00:44:23,079 --> 00:44:27,529 Yeah, he had drawn this concept art. 1018 00:44:27,530 --> 00:44:31,810 We knew that we wanted, like, I had had the idea of, 1019 00:44:31,809 --> 00:44:36,259 there's this greaser gang and they're the bullies 1020 00:44:36,260 --> 00:44:39,500 and it's a very 50s type of, you know, greaser gang thing 1021 00:44:39,500 --> 00:44:41,882 and he had down a concept art, a concept image 1022 00:44:41,882 --> 00:44:45,353 with that exact logo, Tunnel Snakes. 1023 00:44:51,552 --> 00:44:53,820 - Tunnel Snakes Rule is awesome. 1024 00:44:53,820 --> 00:44:55,740 And, by the way, if you ever see, 1025 00:44:55,739 --> 00:44:56,899 if you're ever online somewhere 1026 00:44:56,900 --> 00:44:59,349 and you see a guild or a thing that says Tunnel Snakes Rule, 1027 00:44:59,349 --> 00:45:01,795 that's us, to a T every time. 1028 00:45:01,795 --> 00:45:03,369 (interviewer laughing) 1029 00:45:03,369 --> 00:45:05,839 Anytime someone here is making a faction or guild 1030 00:45:05,840 --> 00:45:08,440 or a clan, or whatever in another game, 1031 00:45:08,440 --> 00:45:09,900 everyone at the studios knows, 1032 00:45:09,900 --> 00:45:12,722 yeah, it's Tunnel Snakes Rule. 1033 00:45:14,668 --> 00:45:16,300 (gun firing) 1034 00:45:16,300 --> 00:45:17,893 - Ah, Gary! 1035 00:45:19,822 --> 00:45:21,432 - Gary! - Gary! 1036 00:45:25,170 --> 00:45:26,760 - That's a classic example of something 1037 00:45:26,760 --> 00:45:28,220 I had nothing to do with. 1038 00:45:28,219 --> 00:45:31,679 It was just the level designers just doing something, 1039 00:45:31,679 --> 00:45:35,250 they had, "We need a vault, we need an experiment, go!" 1040 00:45:35,250 --> 00:45:36,099 - They did all these vaults 1041 00:45:36,099 --> 00:45:39,400 and they had this one with all the Garys. 1042 00:45:39,400 --> 00:45:41,139 And the level designer comes to me, he's like, 1043 00:45:41,139 --> 00:45:42,929 we had, it was a big deal, 1044 00:45:42,929 --> 00:45:45,889 we record all the VO and we have to lock it. 1045 00:45:45,889 --> 00:45:48,106 And he's like, "We have this vault with all the clone Garys, 1046 00:45:48,106 --> 00:45:49,956 "I wanted to record some more lines, 1047 00:45:49,956 --> 00:45:51,269 "just the guy saying Gary," 1048 00:45:51,269 --> 00:45:52,710 I'm like, "They do what?" 1049 00:45:52,710 --> 00:45:53,572 He says, "They just say Gary." 1050 00:45:53,572 --> 00:45:56,519 I'm like, "That's the fucking stupidest thing I ever heard." 1051 00:45:56,519 --> 00:45:59,849 - I remember when we added it, I remember it being, 1052 00:45:59,849 --> 00:46:02,920 I'm always assembling the scripts before they go off to VO. 1053 00:46:02,920 --> 00:46:06,349 I think at the time, I always think things are stupid 1054 00:46:06,349 --> 00:46:08,572 at first, I'm like, this is stupid. 1055 00:46:09,469 --> 00:46:10,730 All right, fine, whatever! 1056 00:46:10,730 --> 00:46:12,469 - So you want us to reopen the archives, 1057 00:46:12,469 --> 00:46:14,136 get him to record Gary over and over? 1058 00:46:14,137 --> 00:46:16,286 And he's like, "Trust me." 1059 00:46:16,286 --> 00:46:17,972 - (laughing) Gary! 1060 00:46:17,972 --> 00:46:19,019 (gun firing) 1061 00:46:19,019 --> 00:46:21,550 - And they go in and they do it and it, 1062 00:46:21,550 --> 00:46:22,780 I tell you what, before that, 1063 00:46:22,780 --> 00:46:25,620 that is one of the worst levels you'll ever play, 1064 00:46:25,619 --> 00:46:27,069 can you imagine it without the? 1065 00:46:27,070 --> 00:46:30,070 But then it goes in and there's a couple, oh my God, 1066 00:46:30,070 --> 00:46:32,317 I was so wrong, it's great, I'm like, 1067 00:46:32,317 --> 00:46:34,407 "Perfect, I love it, it's hilarious!" 1068 00:46:35,420 --> 00:46:36,253 - Gary! 1069 00:46:37,356 --> 00:46:40,104 (gun firing) 1070 00:46:40,103 --> 00:46:42,754 - (laughing) Gary! 1071 00:46:42,755 --> 00:46:43,588 - Gary! 1072 00:46:44,690 --> 00:46:46,900 - We had this nice tower kit that I'd been working on, 1073 00:46:46,900 --> 00:46:48,260 I was like, "Ah, this'll be really cool." 1074 00:46:48,260 --> 00:46:51,330 And the designer knew, hey, we want this to be 1075 00:46:51,329 --> 00:46:53,319 this group of people who thought they were above 1076 00:46:53,320 --> 00:46:56,890 all of the way this horrible wasteland would live 1077 00:46:56,889 --> 00:46:59,509 so literally we put them above all the wasteland, 1078 00:46:59,510 --> 00:47:00,940 so they had this really tall tower 1079 00:47:00,940 --> 00:47:04,280 out in the middle of nowhere and it turned out to be 1080 00:47:04,280 --> 00:47:06,560 the perfect view for, all right, 1081 00:47:06,559 --> 00:47:09,927 let's nuke Megaton, if you choose to do that. 1082 00:47:09,927 --> 00:47:12,177 (rumbling) 1083 00:47:14,692 --> 00:47:16,858 (booming) 1084 00:47:20,599 --> 00:47:23,529 - The verticality was interesting, 1085 00:47:23,530 --> 00:47:25,330 it gave us some advantages like, you know, 1086 00:47:25,329 --> 00:47:28,369 you could have Allistair Tenpenny at the very top 1087 00:47:28,369 --> 00:47:29,960 in a very unique position where he's like 1088 00:47:29,960 --> 00:47:32,297 sniping people in the wasteland. 1089 00:47:32,297 --> 00:47:36,349 But the real challenge there was just all the permutations 1090 00:47:36,349 --> 00:47:39,170 of, you know, do I let the ghouls out? 1091 00:47:39,170 --> 00:47:40,003 Who do I save? 1092 00:47:40,003 --> 00:47:40,836 Who don't I? 1093 00:47:40,835 --> 00:47:42,829 Because we had this goal in Fallout 3 1094 00:47:42,829 --> 00:47:44,449 that the player can do anything, 1095 00:47:44,449 --> 00:47:46,331 if the player wants to kill a quest giver, 1096 00:47:46,331 --> 00:47:48,309 they can kill a quest giver. 1097 00:47:48,309 --> 00:47:51,239 We talked about Megaton, if you tell Lucas Simms, 1098 00:47:51,239 --> 00:47:54,129 the sheriff, that you're gonna disarm the bomb 1099 00:47:54,130 --> 00:47:56,400 and so you have the good quest, 1100 00:47:56,400 --> 00:47:59,133 and you shoot him and kill him, 1101 00:47:59,969 --> 00:48:03,689 but then you disarm the bomb, like, who rewards you? 1102 00:48:03,690 --> 00:48:06,317 His little son actually come up to you like, 1103 00:48:06,317 --> 00:48:09,760 "My dad's dead but he wanted you to have this," like... 1104 00:48:13,472 --> 00:48:15,950 - Every Fallout game I do what I call a profanity pass 1105 00:48:15,949 --> 00:48:17,429 where I go through all the dialog 1106 00:48:17,429 --> 00:48:20,009 and I rip out probably 50% of the profanity, 1107 00:48:20,010 --> 00:48:21,480 'cause it really doesn't need it. 1108 00:48:21,480 --> 00:48:23,289 But in the case of Fallout 3 in Little Lamplight, 1109 00:48:23,289 --> 00:48:25,139 we have the character of Mayor MacCready 1110 00:48:25,139 --> 00:48:27,739 who we decided we want this kid to be the most foul-mouthed, 1111 00:48:27,739 --> 00:48:32,022 like, we were gonna through 80% of the F-bombs on this kid. 1112 00:48:37,998 --> 00:48:39,840 - And he comes, the voice actor we got, 1113 00:48:39,840 --> 00:48:41,920 I don't even know what the kid's parents were thinking, 1114 00:48:41,920 --> 00:48:45,110 but he just did a great job and it comes across as a kid 1115 00:48:45,110 --> 00:48:46,590 who's trying to be tough and he's the mayor 1116 00:48:46,590 --> 00:48:49,260 and he's in charge and, oh God, 1117 00:48:49,260 --> 00:48:51,243 it's little moments like that. 1118 00:48:56,617 --> 00:48:59,310 (eerie music) 1119 00:48:59,309 --> 00:49:02,690 - [Danny] Fallout 3 was a success for Bethesda Game Studios 1120 00:49:02,690 --> 00:49:05,760 and as they moved onto their next Elder Scrolls project, 1121 00:49:05,760 --> 00:49:07,700 a corporate level decision was made 1122 00:49:07,699 --> 00:49:09,919 to make a sequel to Fallout. 1123 00:49:09,920 --> 00:49:12,309 Fallout: New Vegas was made by many of the developers 1124 00:49:12,309 --> 00:49:14,000 who worked on the original games. 1125 00:49:14,000 --> 00:49:15,900 The game was put together in 18 months 1126 00:49:15,900 --> 00:49:18,500 and so launched in a pretty buggy state, 1127 00:49:18,500 --> 00:49:20,699 but fans generally appreciated the way in which 1128 00:49:20,699 --> 00:49:23,299 Obsidian evolved the first person Fallout. 1129 00:49:23,300 --> 00:49:26,450 They tightened up the gun combat, added back factions, 1130 00:49:26,449 --> 00:49:28,739 and created a wonderfully immersive world 1131 00:49:28,739 --> 00:49:30,739 packed full of interesting stories. 1132 00:49:30,739 --> 00:49:34,449 There aren't many New Vegas posters lining the halls of BGS 1133 00:49:34,449 --> 00:49:36,129 and in talking to the team here, 1134 00:49:36,130 --> 00:49:38,190 it sounds like they weren't overly involved 1135 00:49:38,190 --> 00:49:39,530 in the production at all. 1136 00:49:39,530 --> 00:49:41,600 - We were very hands-off with that. 1137 00:49:41,599 --> 00:49:43,319 We had, I think, you know, 1138 00:49:43,320 --> 00:49:46,010 it was corporate level decided we should do this 1139 00:49:46,010 --> 00:49:49,970 and we wanted to support them as best we could 1140 00:49:49,969 --> 00:49:51,899 but we knew they were capable folks 1141 00:49:51,900 --> 00:49:53,210 and they were doing their own thing. 1142 00:49:53,210 --> 00:49:55,360 I think we had like one or two meetings with them just to, 1143 00:49:55,360 --> 00:49:57,420 like, go over some high-level stuff 1144 00:49:57,420 --> 00:49:59,407 and like what are the ground rules? 1145 00:49:59,407 --> 00:50:00,623 What should we be doing? 1146 00:50:01,579 --> 00:50:04,610 But we were busy working on our own stuff here so we knew, 1147 00:50:04,610 --> 00:50:06,610 that was one of the things, we knew that, like, listen, 1148 00:50:06,610 --> 00:50:09,120 if they were gonna do this, we were not gonna really 1149 00:50:09,119 --> 00:50:10,815 have the time to work on it with them 1150 00:50:10,815 --> 00:50:12,389 because we're doing our own stuff. 1151 00:50:12,389 --> 00:50:13,900 - [Interviewer] How much support did you give Obsidian 1152 00:50:13,900 --> 00:50:14,849 when it came to New Vegas? 1153 00:50:14,849 --> 00:50:16,581 Was that very much just their very own 1154 00:50:16,581 --> 00:50:17,509 thing that was going on or? 1155 00:50:17,510 --> 00:50:18,908 - It pretty much was their own, 1156 00:50:18,907 --> 00:50:22,119 we were pretty knee-deep in Skyrim at that point 1157 00:50:22,119 --> 00:50:24,489 and there really wasn't a lot of help 1158 00:50:24,489 --> 00:50:26,169 that we could give them. 1159 00:50:26,170 --> 00:50:27,490 Interesting enough, of all the people, 1160 00:50:27,489 --> 00:50:29,229 I was probably the one on the team 1161 00:50:29,230 --> 00:50:31,490 that worked on New Vegas the most, actually, 1162 00:50:31,489 --> 00:50:35,349 but they did a heck of a job where we literally gave them 1163 00:50:35,349 --> 00:50:40,349 like this, here is the engine and the tech, Godspeed. 1164 00:50:40,480 --> 00:50:42,349 And we gave them all the source, it was basically, 1165 00:50:42,349 --> 00:50:45,019 we gave them all the raw assets from Fallout 3, 1166 00:50:45,019 --> 00:50:46,630 like, here's everything, you know, 1167 00:50:46,630 --> 00:50:48,670 they gave us a great pitch, a great story, 1168 00:50:48,670 --> 00:50:50,510 and it was pretty exciting, actually, 1169 00:50:50,510 --> 00:50:52,920 to see someone else do their take on it 1170 00:50:52,920 --> 00:50:55,690 and it was obviously well-received as well, 1171 00:50:55,690 --> 00:50:58,190 but I thought they did a great job with that game. 1172 00:50:59,876 --> 00:51:02,626 (majestic music) 1173 00:51:14,190 --> 00:51:16,880 - [Danny] The team at BGS has a monthly hands-on meeting 1174 00:51:16,880 --> 00:51:18,789 where their new studios in Austin 1175 00:51:18,789 --> 00:51:20,980 and Montreal are dialed in. 1176 00:51:20,980 --> 00:51:23,300 They begin each meeting with a list of new employees 1177 00:51:23,300 --> 00:51:25,700 and recognition of their anniversaries. 1178 00:51:25,699 --> 00:51:30,419 - This is in Montreal, Jason, a year, Sebastian, one year, 1179 00:51:30,420 --> 00:51:33,322 Katja, four years, Jared, four years, 1180 00:51:33,322 --> 00:51:36,405 Jarod, four years, five years, sorry. 1181 00:51:37,288 --> 00:51:39,865 Gabe's five years, and Nate and Emmet, five years, 1182 00:51:39,864 --> 00:51:40,786 so a lot of people. 1183 00:51:40,786 --> 00:51:43,786 (crowd applauding) 1184 00:51:45,440 --> 00:51:47,099 - [Danny] It went on for quite a while, 1185 00:51:47,099 --> 00:51:49,569 the top Bethesda Birthday that month going to 1186 00:51:49,570 --> 00:51:54,373 quest designer Brian Chappy Chapin, who celebrated 17 years. 1187 00:51:55,329 --> 00:51:58,130 The average tenure at BGS is pretty high. 1188 00:51:58,130 --> 00:52:01,019 This has meant that as they moved from project to project, 1189 00:52:01,019 --> 00:52:04,170 the team has become more battle-hardened and more trusting 1190 00:52:04,170 --> 00:52:07,000 of the process through which they make their games. 1191 00:52:07,000 --> 00:52:08,969 Bethesda has a process. 1192 00:52:08,969 --> 00:52:12,309 They overlap projects so that as one game is being finished, 1193 00:52:12,309 --> 00:52:14,139 another is being spun up. 1194 00:52:14,139 --> 00:52:16,480 They always start with the map. 1195 00:52:16,480 --> 00:52:19,019 They add new technology help to build the world. 1196 00:52:19,019 --> 00:52:22,079 Then they write stories, add in new tent-pole ideas, 1197 00:52:22,079 --> 00:52:25,259 and create strike teams to focus on problematic areas. 1198 00:52:25,260 --> 00:52:27,780 Crucially, they've gotten better at finishing games 1199 00:52:27,780 --> 00:52:30,220 and pulling less out of them at the last minute. 1200 00:52:30,219 --> 00:52:32,959 This is a process that used to terrify the studio, 1201 00:52:32,960 --> 00:52:34,360 but through experience, 1202 00:52:34,360 --> 00:52:36,039 they've become a lot more comfortable with. 1203 00:52:36,039 --> 00:52:38,210 - I don't know, let's say seven, eight months 1204 00:52:38,210 --> 00:52:39,882 before release, it's a serious mess. 1205 00:52:39,882 --> 00:52:40,839 - [Interviewer] Right. 1206 00:52:40,840 --> 00:52:41,673 - Always. 1207 00:52:42,690 --> 00:52:44,730 Hey, we wanna push 'em in this direction 1208 00:52:44,730 --> 00:52:47,150 but things just don't click together as much as you want 1209 00:52:47,150 --> 00:52:48,351 and then you start shaving. 1210 00:52:48,351 --> 00:52:50,670 There's tricks you have to nudge the player this way 1211 00:52:50,670 --> 00:52:53,869 or, hey, let's cut this or let's change this into this, 1212 00:52:53,869 --> 00:52:57,150 or let's make this expose itself and become, 1213 00:52:57,150 --> 00:52:59,119 you know, more of a thing. 1214 00:52:59,119 --> 00:53:01,059 And then when you ship it sometimes, 1215 00:53:01,059 --> 00:53:02,462 there's something you miss, you realize, 1216 00:53:02,463 --> 00:53:04,510 ugh, this is the one everyone's drifting toward 1217 00:53:04,510 --> 00:53:06,340 and that wasn't our intention. 1218 00:53:06,340 --> 00:53:08,910 - Three months before we ship there's this pocket 1219 00:53:08,909 --> 00:53:10,329 where things are in the game, 1220 00:53:10,329 --> 00:53:12,449 you're in alpha transitions into beta, 1221 00:53:12,449 --> 00:53:15,966 and the game is done and, like, people are like, 1222 00:53:15,967 --> 00:53:19,329 "Yeah, this doesn't feel right, it sucks!" 1223 00:53:19,329 --> 00:53:23,099 And you're like, I know, but we always get it, 1224 00:53:23,099 --> 00:53:26,269 like we know that it sucks, that's our job at that point 1225 00:53:26,269 --> 00:53:28,719 to make it not suck, to make it fun. 1226 00:53:28,719 --> 00:53:32,299 Like it's a, you know, it's finally, the giant block 1227 00:53:32,300 --> 00:53:34,810 of granite has been delivered to the sculptor, 1228 00:53:34,809 --> 00:53:36,079 thank you, it's sitting in there, 1229 00:53:36,079 --> 00:53:39,119 now I'm just chiseling away little by little, 1230 00:53:39,119 --> 00:53:41,250 just give me a little more time, it's getting there. 1231 00:53:41,250 --> 00:53:43,159 And at this point we've been doing it 1232 00:53:43,159 --> 00:53:44,690 so long we know it'll get there. 1233 00:53:44,690 --> 00:53:48,130 - Yeah, I think everyone here to almost an obsessive level 1234 00:53:48,130 --> 00:53:50,670 wants these games to be amazing. 1235 00:53:50,670 --> 00:53:53,356 We don't, like, hold back, 1236 00:53:53,356 --> 00:53:56,487 we're putting everything we possibly can into this game. 1237 00:53:56,487 --> 00:53:59,086 And that, actually, is probably our biggest problem, 1238 00:54:00,030 --> 00:54:01,200 there's a time when you gotta realize, 1239 00:54:01,199 --> 00:54:03,879 okay, this isn't gonna be good enough, 1240 00:54:03,880 --> 00:54:05,070 maybe we should cut this back 1241 00:54:05,070 --> 00:54:06,840 or pare this back a little bit. 1242 00:54:06,840 --> 00:54:10,289 But it's not for a lack of trying. 1243 00:54:10,289 --> 00:54:12,969 Everyone wants everything in this game every time 1244 00:54:12,969 --> 00:54:14,146 and then the next game it's, 1245 00:54:14,146 --> 00:54:15,896 "Okay, that was great, what can we do now? 1246 00:54:15,896 --> 00:54:16,866 "How can we make this better? 1247 00:54:16,867 --> 00:54:18,055 "We're done, next!" 1248 00:54:18,054 --> 00:54:20,969 You know, what're we gonna do that can blow that one away, 1249 00:54:20,969 --> 00:54:22,969 no one will ever wanna play that game again 1250 00:54:22,969 --> 00:54:24,339 after they've seen this. 1251 00:54:24,340 --> 00:54:25,490 - [Interviewer] That didn't work for Skyrim. 1252 00:54:25,489 --> 00:54:26,889 - No, that's good. 1253 00:54:26,889 --> 00:54:31,889 Our fans are amazing, that they play our games for so long, 1254 00:54:32,079 --> 00:54:34,960 having the creation kit and modding 1255 00:54:34,960 --> 00:54:38,742 be such a big part of Bethesda is just really, really cool. 1256 00:54:39,639 --> 00:54:40,929 I'll often go look at mods 1257 00:54:40,929 --> 00:54:44,199 and just can't believe what they've done. 1258 00:54:44,199 --> 00:54:46,339 Mostly on the visual front, like, 1259 00:54:46,340 --> 00:54:48,130 oh, wow, that's really amazing 1260 00:54:48,130 --> 00:54:50,910 how they're using some new effects on the games. 1261 00:54:50,909 --> 00:54:54,899 Or the teams who will go and try to recreate 1262 00:54:54,900 --> 00:54:56,910 one of our older games in the newer engine, 1263 00:54:56,909 --> 00:55:00,690 that's like the biggest, I don't know, 1264 00:55:00,690 --> 00:55:02,369 praise you could possibly get 1265 00:55:02,369 --> 00:55:05,389 that people want to remake an entire game you worked on 1266 00:55:06,380 --> 00:55:07,980 in the newer engine just 'cause it'll be 1267 00:55:07,980 --> 00:55:09,340 a little bit better and cooler 1268 00:55:09,340 --> 00:55:12,990 and they wanna see what they can do, it's really awesome. 1269 00:55:12,989 --> 00:55:15,429 - There are a lot of people on the team, myself included, 1270 00:55:15,429 --> 00:55:18,659 are huge fans of mods and the modding community. 1271 00:55:18,659 --> 00:55:21,269 And they've been doing it for just as long as we have! 1272 00:55:21,269 --> 00:55:24,610 The modding community is 15, 18 years old, 1273 00:55:24,610 --> 00:55:26,980 that's unheard of in the industry, no one, like, 1274 00:55:26,980 --> 00:55:28,380 there are no fans of, like, 1275 00:55:28,380 --> 00:55:29,930 not even the Minecraft community is that old, 1276 00:55:29,929 --> 00:55:32,339 like, there's nothing like that in the industry 1277 00:55:32,340 --> 00:55:34,643 so we're in a really unique situation. 1278 00:55:42,275 --> 00:55:44,858 (gentle music) 1279 00:55:54,998 --> 00:55:56,315 - You know, I talked to Todd a lot about this 1280 00:55:56,315 --> 00:55:57,450 because it was just kind of Todd and I 1281 00:55:57,449 --> 00:55:59,672 talking about Skyrim early on, nobody was working on it, 1282 00:55:59,672 --> 00:56:02,369 they were still working on Fallout stuff. 1283 00:56:02,369 --> 00:56:06,730 And we both wanted, he and I somehow align on the ideas 1284 00:56:06,730 --> 00:56:09,070 of what we wanna do in the next Elder Scrolls game. 1285 00:56:09,070 --> 00:56:10,970 We both wanted something that wasn't sort of 1286 00:56:10,969 --> 00:56:14,519 the generic fantasy of Oblivion 1287 00:56:14,519 --> 00:56:18,739 but wasn't as alien as Morrowind was. 1288 00:56:18,739 --> 00:56:20,492 So we wanted to do something 1289 00:56:20,492 --> 00:56:22,769 that had a lot more of the local culture, 1290 00:56:22,769 --> 00:56:23,603 so we picked the nords, 1291 00:56:23,603 --> 00:56:25,440 we were both excited about doing nords, 1292 00:56:25,440 --> 00:56:27,750 but wanted to kind of mix in some of the other elements 1293 00:56:27,750 --> 00:56:30,619 from the other provinces around Skyrim. 1294 00:56:30,619 --> 00:56:33,719 And then I drew a map and that kind of helped me figure out, 1295 00:56:33,719 --> 00:56:35,269 well, what is this game? 1296 00:56:35,269 --> 00:56:37,059 All right, I'll make a map and I'll start figuring out 1297 00:56:37,059 --> 00:56:39,239 where everything goes and what could be in it. 1298 00:56:39,239 --> 00:56:41,779 And I pulled references for all the different regions, 1299 00:56:41,780 --> 00:56:43,450 'cause early on we told the team, hey, yeah, 1300 00:56:43,449 --> 00:56:45,984 we're gonna be making Skyrim and everyone was like, 1301 00:56:45,985 --> 00:56:47,336 "Is it gonna be all snow? 1302 00:56:47,336 --> 00:56:49,340 "That sounds really boring." 1303 00:56:49,340 --> 00:56:52,283 So I did a presentation for the whole team that was, 1304 00:56:52,282 --> 00:56:54,156 "No, it's not gonna be all snow and plus, 1305 00:56:54,157 --> 00:56:56,710 "there's so many different kinds of snow you don't realize." 1306 00:56:56,710 --> 00:56:59,559 So we broke apart this sort of arctic environment 1307 00:56:59,559 --> 00:57:03,309 into tundra, different types of tundra, volcanic tundra, 1308 00:57:03,309 --> 00:57:08,309 the more open fields tundra, rocky wastelands on the edges, 1309 00:57:08,960 --> 00:57:12,480 a snow environment, a arctic glacier environment, 1310 00:57:12,480 --> 00:57:14,416 and then forests, make 'em different, 1311 00:57:14,416 --> 00:57:18,000 we can have pine forests, we can have fall forests, 1312 00:57:18,000 --> 00:57:19,130 which we called it 'cause we kinda 1313 00:57:19,130 --> 00:57:22,510 set the tone of the game in the fall. 1314 00:57:22,510 --> 00:57:25,300 - What it was, it felt that Oblivion 1315 00:57:25,300 --> 00:57:28,070 had tipped back to being too generic. 1316 00:57:28,070 --> 00:57:29,670 It's welcoming, right? 1317 00:57:29,670 --> 00:57:33,157 But it doesn't have, its character just became, 1318 00:57:33,157 --> 00:57:36,200 "I'm the next gen role-playing game in forests." 1319 00:57:36,199 --> 00:57:38,869 And we needed something that at an instant 1320 00:57:38,869 --> 00:57:43,699 felt a bit more rugged and had its own identity. 1321 00:57:43,699 --> 00:57:47,599 And the dragons and the shouting, they work into that. 1322 00:57:47,599 --> 00:57:50,900 - Fallout 3 had a very tight design, it was very, 1323 00:57:50,900 --> 00:57:53,450 we hadn't done factions, it was a smaller game 1324 00:57:53,449 --> 00:57:55,346 in a lot of ways than even Oblivion, 1325 00:57:55,346 --> 00:57:56,940 which allowed us to polish. 1326 00:57:56,940 --> 00:58:00,460 And we knew that with Skyrim we were gonna go big again. 1327 00:58:00,460 --> 00:58:02,639 - Skyrim would be the team's fourth bite 1328 00:58:02,639 --> 00:58:05,429 at their particular brand of open world role-playing game. 1329 00:58:05,429 --> 00:58:07,449 And with that confidence came the drive 1330 00:58:07,449 --> 00:58:10,029 to improve on things that they had done before. 1331 00:58:10,030 --> 00:58:12,420 To plan better so they had more time 1332 00:58:12,420 --> 00:58:14,829 to add new flavors to their world. 1333 00:58:14,829 --> 00:58:18,719 - We'll come up with the basic ideas 1334 00:58:18,719 --> 00:58:20,829 behind each town or each city and say, 1335 00:58:20,829 --> 00:58:23,329 all right, these are the people who live here, 1336 00:58:23,329 --> 00:58:26,469 it's kinda based on, you know, if it's Solitude, 1337 00:58:26,469 --> 00:58:29,169 it's a heavy Imperial presence and we want it to be 1338 00:58:29,170 --> 00:58:31,950 near a port, come up with some ideas. 1339 00:58:31,949 --> 00:58:34,029 And then Ray, one of our concept artists, drew that 1340 00:58:34,030 --> 00:58:35,730 and put it on top of a cliff 1341 00:58:35,730 --> 00:58:38,139 with an arch over to another rock formation 1342 00:58:38,139 --> 00:58:40,094 and everyone was like, "Oh, all right, this is really cool, 1343 00:58:40,094 --> 00:58:41,463 "this is starting to feel really unique." 1344 00:58:41,463 --> 00:58:43,730 - With the cave kit we tried to do a lot of different things 1345 00:58:43,730 --> 00:58:46,300 'cause I already did the cave kit on Fallout 3 1346 00:58:46,300 --> 00:58:49,970 so we tried to branch out and make them a lot more organic. 1347 00:58:49,969 --> 00:58:51,079 'Cause the way we would build them before 1348 00:58:51,079 --> 00:58:52,759 it was pretty much LEGO pieces 1349 00:58:52,760 --> 00:58:55,490 and it would all snap together in 90 degree angles, 1350 00:58:55,489 --> 00:58:58,819 caves aren't really 90 degree angles so we expanded on that 1351 00:58:58,820 --> 00:59:00,730 and added all these pieces that you can jam in 1352 00:59:00,730 --> 00:59:03,760 so things can flow around really natural. 1353 00:59:03,760 --> 00:59:05,350 It's more work for the designers 1354 00:59:05,349 --> 00:59:09,969 but then it doesn't just feel like old-school grid RPG thing 1355 00:59:09,969 --> 00:59:11,419 so I think it made a big difference 1356 00:59:11,420 --> 00:59:12,599 and sort of laid the ground work 1357 00:59:12,599 --> 00:59:16,052 for what we did on Fallout 4 which went even further. 1358 00:59:19,715 --> 00:59:22,660 (peaceful music) 1359 00:59:22,659 --> 00:59:23,492 - [Danny] Whatever way you slice it, 1360 00:59:23,492 --> 00:59:27,960 one of the elements that defines Bethesda games is bugs. 1361 00:59:27,960 --> 00:59:29,929 These games, with all their openness, 1362 00:59:29,929 --> 00:59:33,210 all their interactive objects and emergent storytelling, 1363 00:59:33,210 --> 00:59:35,420 are rife with bugs. 1364 00:59:35,420 --> 00:59:37,269 In the past, bug hunting was something 1365 00:59:37,269 --> 00:59:40,630 that was done by the entire team as they approached launch 1366 00:59:40,630 --> 00:59:43,809 but as the studio grew, they were able to put resources 1367 00:59:43,809 --> 00:59:46,590 into starting a quality assurance department. 1368 00:59:46,590 --> 00:59:48,000 Now they were hiring people, 1369 00:59:48,000 --> 00:59:50,019 many of whom were fans of the games, 1370 00:59:50,019 --> 00:59:53,199 to join their QA department and find bugs for them. 1371 00:59:53,199 --> 00:59:57,509 And as it turns out, bugs came in all shapes and sizes. 1372 00:59:57,510 --> 00:59:59,530 - There were some that dealt with menus and then you'd be 1373 00:59:59,530 --> 01:00:01,330 the person who was just scrolling through menus 1374 01:00:01,329 --> 01:00:04,239 trying to find typos, trying to find issues with the menus. 1375 01:00:04,239 --> 01:00:06,329 Then there are the people that had the gameplay access 1376 01:00:06,329 --> 01:00:08,440 where they were trying to find 1377 01:00:08,440 --> 01:00:10,809 whether they could run through a wall 1378 01:00:10,809 --> 01:00:13,940 or whether this collection of spells, 1379 01:00:13,940 --> 01:00:15,619 if we're using Skyrim as an example, 1380 01:00:15,619 --> 01:00:17,269 would cause the game to crash. 1381 01:00:17,269 --> 01:00:19,373 So there were teams that were specifically put on, 1382 01:00:19,373 --> 01:00:21,750 quest completion and making sure they can get 1383 01:00:21,750 --> 01:00:24,130 from point A to point B without any issues, 1384 01:00:24,130 --> 01:00:25,930 just running the specific path. 1385 01:00:25,929 --> 01:00:28,579 Some would have to divert and do side quests. 1386 01:00:28,579 --> 01:00:31,349 There were achievement testers that would do the quests 1387 01:00:31,349 --> 01:00:33,750 or do what they needed to do in order to figure out 1388 01:00:33,750 --> 01:00:35,159 whether the achievements and trophies 1389 01:00:35,159 --> 01:00:37,000 were gonna pop properly. 1390 01:00:37,000 --> 01:00:38,750 - [Danny] Skyrim wasn't the first Bethesda game 1391 01:00:38,750 --> 01:00:40,920 to ship with bugs, but thanks to capture cards 1392 01:00:40,920 --> 01:00:42,869 and the growing popularity of YouTube, 1393 01:00:42,869 --> 01:00:44,940 it was the first to have so many of them 1394 01:00:44,940 --> 01:00:47,280 immortalized for millions to see. 1395 01:00:47,280 --> 01:00:49,250 I asked the team about some of their favorites, 1396 01:00:49,250 --> 01:00:51,019 some you may have seen yourself, 1397 01:00:51,019 --> 01:00:53,119 and others you probably haven't. 1398 01:00:53,119 --> 01:00:58,119 - In the DLC for Skyrim, I think it was Dawnguard, 1399 01:00:58,199 --> 01:01:03,199 there was artwork that was supposed to be a fork and knife. 1400 01:01:03,349 --> 01:01:04,182 So there's a fork and knife, 1401 01:01:04,182 --> 01:01:05,800 you weren't supposed to be able to pick them up, 1402 01:01:05,800 --> 01:01:07,900 they were just supposed to be placed on the table, 1403 01:01:07,900 --> 01:01:10,269 but there are two in the game, still to this day 1404 01:01:10,269 --> 01:01:12,210 'cause they never fixed it, 1405 01:01:12,210 --> 01:01:14,030 that you can pick up and hold as weapons 1406 01:01:14,030 --> 01:01:15,750 and you can enchant them and you can, like, 1407 01:01:15,750 --> 01:01:19,320 decapitate people with an eating fork and an eating knife. 1408 01:01:19,320 --> 01:01:21,663 Had a blast doing this but the bug part of it, 1409 01:01:21,663 --> 01:01:23,650 like that part wasn't that big of a deal, 1410 01:01:23,650 --> 01:01:27,329 but the bug part of it came where if you created a save game 1411 01:01:27,329 --> 01:01:30,650 and then loaded that game with the fork and knife equipped, 1412 01:01:30,650 --> 01:01:33,900 it would load you into the artwork somewhere in the game. 1413 01:01:33,900 --> 01:01:35,490 So, like, you'd just be in the middle 1414 01:01:35,489 --> 01:01:36,659 of a table place setting. 1415 01:01:36,659 --> 01:01:38,309 - [Interviewer] The game, like, when you load back in, 1416 01:01:38,309 --> 01:01:40,500 makes you, like, the plate? 1417 01:01:40,500 --> 01:01:43,050 - Yeah, you're basically the plate, and you're not, 1418 01:01:43,050 --> 01:01:44,650 you're not standing on top of the table, 1419 01:01:44,650 --> 01:01:46,530 you're standing in the table, 1420 01:01:46,530 --> 01:01:48,019 anywhere where there's a fork and knife 1421 01:01:48,019 --> 01:01:49,550 if it's in the same load set. 1422 01:01:49,550 --> 01:01:52,440 So if I'm in that area and there happens to be 1423 01:01:52,440 --> 01:01:55,429 somewhere later in the level a fork and knife, 1424 01:01:55,429 --> 01:01:57,699 it will propel me to where the fork and knife are. 1425 01:01:57,699 --> 01:01:59,059 - So after Skyrim came out, 1426 01:01:59,059 --> 01:02:00,659 the first thing there's videos going up on YouTube 1427 01:02:00,659 --> 01:02:03,129 of people throwing buckets over people's heads in towns. 1428 01:02:03,130 --> 01:02:05,583 - Welcome to the Pawned Prawn. 1429 01:02:05,583 --> 01:02:06,847 What can I do for you? 1430 01:02:06,847 --> 01:02:09,653 - You don't look so good, are you feelin' all right? 1431 01:02:13,500 --> 01:02:17,010 - I have all sorts of interesting items for sale. 1432 01:02:17,010 --> 01:02:19,380 - Because our system for the AI was literally 1433 01:02:19,380 --> 01:02:21,869 a line of sight, a pick drawn from the center of the head 1434 01:02:21,869 --> 01:02:23,059 to whatever they were going for. 1435 01:02:23,059 --> 01:02:23,893 You put a bucket on their head 1436 01:02:23,893 --> 01:02:25,490 they couldn't see you anymore, right? 1437 01:02:25,489 --> 01:02:27,369 No one thought to do that, all our QA, 1438 01:02:27,369 --> 01:02:29,009 all the hundreds of hours, thousands, 1439 01:02:29,010 --> 01:02:30,530 tens of hundreds of thousands hours 1440 01:02:30,530 --> 01:02:31,880 we collectively played that game. 1441 01:02:31,880 --> 01:02:36,039 - The giants would launch, like, characters into the sky 1442 01:02:36,039 --> 01:02:38,480 and I didn't know that the bear was being launched. 1443 01:02:38,480 --> 01:02:40,199 Every once in a while you would see, like, 1444 01:02:40,199 --> 01:02:43,000 you'd be playing Skyrim before we released, 1445 01:02:43,000 --> 01:02:44,059 you're like running around, 1446 01:02:44,059 --> 01:02:46,360 and you would just see a mammoth, like, 1447 01:02:46,360 --> 01:02:49,530 fly up in the air and then you'd see it, 1448 01:02:49,530 --> 01:02:52,140 like, drop, and you're like, "What the hell is going on?" 1449 01:02:52,139 --> 01:02:54,279 Like, little by little, that's how I started asking 1450 01:02:54,280 --> 01:02:55,358 the animator who animated the giant, like, 1451 01:02:55,358 --> 01:02:56,778 "Dude, have you seen the flying mammoths? 1452 01:02:56,777 --> 01:02:59,169 "Like, what's happening?" 1453 01:02:59,170 --> 01:03:01,180 Something will aggro the giant, 1454 01:03:01,179 --> 01:03:02,406 the giant will then hit the ground 1455 01:03:02,407 --> 01:03:05,430 and because they're always paired with the mammoths, 1456 01:03:05,429 --> 01:03:07,469 they send them in the air, 1457 01:03:07,469 --> 01:03:09,980 but I never saw the bear until we released. 1458 01:03:09,980 --> 01:03:11,250 And so then the game released 1459 01:03:11,250 --> 01:03:12,710 and then suddenly there's this whole thing 1460 01:03:12,710 --> 01:03:16,039 where my bear was being launched across the map 1461 01:03:16,039 --> 01:03:19,219 and then, obviously, spawned that fan video 1462 01:03:19,219 --> 01:03:22,392 of that bear that keeps flying around and all that. 1463 01:03:25,019 --> 01:03:26,759 - [Player] Attack bear, please attack bear. 1464 01:03:26,760 --> 01:03:28,720 Yes! (laughing) 1465 01:03:28,719 --> 01:03:30,980 - [Danny] As much as we all enjoy a good flying bear, 1466 01:03:30,980 --> 01:03:32,829 bugs weren't the only element of Skyrim 1467 01:03:32,829 --> 01:03:35,130 to be immortalized in by internet culture. 1468 01:03:35,130 --> 01:03:37,309 Emil is responsible for so much 1469 01:03:37,309 --> 01:03:39,230 of what makes these games special. 1470 01:03:39,230 --> 01:03:41,480 He's written all the the Dark Brotherhood quest lines, 1471 01:03:41,480 --> 01:03:43,539 he helped design every lockpicking game 1472 01:03:43,539 --> 01:03:44,949 Bethesda has ever worked on, 1473 01:03:44,949 --> 01:03:48,000 he even wrote an entire arena combat mode for Skyrim, 1474 01:03:48,000 --> 01:03:51,010 with arenas in every city just like the original concept 1475 01:03:51,010 --> 01:03:54,310 for Oblivion, but just like that it didn't make it in. 1476 01:03:54,309 --> 01:03:57,070 But despite all of his work on all of these elements, 1477 01:03:57,070 --> 01:04:00,230 the thing that Emil is probably most famous for 1478 01:04:00,230 --> 01:04:02,679 is a single line of guard dialogue 1479 01:04:02,679 --> 01:04:05,679 that he wrote in about five seconds. 1480 01:04:05,679 --> 01:04:10,679 - Yeah, so, again, I was Dark Brotherhood, guard dialog... 1481 01:04:13,789 --> 01:04:15,519 - [Interviewer] Are you responsible for arrow in the knee, 1482 01:04:15,519 --> 01:04:16,353 then, is that what you're telling me? 1483 01:04:16,353 --> 01:04:18,222 - Yeah, I am, actually (laughing) 1484 01:04:18,222 --> 01:04:20,740 that is the weirdest thing ever. 1485 01:04:20,739 --> 01:04:24,779 But yeah, it's just, it was one line of dialog 1486 01:04:24,780 --> 01:04:28,860 in a stack of hundreds, I don't know, 1487 01:04:28,860 --> 01:04:30,539 the guys say a bunch of stuff. 1488 01:04:30,539 --> 01:04:33,940 And for some reason, could never have foretold, 1489 01:04:33,940 --> 01:04:37,670 to this day I still don't know why, there you have it. 1490 01:04:37,670 --> 01:04:39,090 Yeah, so weird. 1491 01:04:39,090 --> 01:04:41,161 - [Interviewer] Presumably you wrote it just one late night. 1492 01:04:41,161 --> 01:04:42,720 - Yeah, I was just writing a stack of 'em, 1493 01:04:42,719 --> 01:04:44,769 a bunch of randomized lines like, 1494 01:04:44,769 --> 01:04:45,603 "I used to be an adventurer like you 1495 01:04:45,603 --> 01:04:47,590 "then I took an arrow in the knee," 1496 01:04:47,590 --> 01:04:49,834 you know, "hey, I saw a horker down there," 1497 01:04:49,833 --> 01:04:50,909 you know, whatever, it wasn't, 1498 01:04:50,909 --> 01:04:53,559 didn't give it a second thought, like, you know, 1499 01:04:53,559 --> 01:04:56,210 just trying to get into the mindset 1500 01:04:56,210 --> 01:04:57,302 of what these guys are like. 1501 01:04:57,302 --> 01:04:59,702 - I used to be an adventurer like you, 1502 01:04:59,702 --> 01:05:01,422 then I took an arrow in the knee. 1503 01:05:02,519 --> 01:05:03,789 - [Danny] Something else Emil worked on 1504 01:05:03,789 --> 01:05:05,230 was the dragon language. 1505 01:05:05,230 --> 01:05:07,559 The team had wanted to put believable dragons 1506 01:05:07,559 --> 01:05:10,190 into a 3D Elder Scrolls game since forever, 1507 01:05:10,190 --> 01:05:12,740 and now that they finally had to the technology to do it, 1508 01:05:12,739 --> 01:05:16,199 they wanted it to be an integral part of the main quest. 1509 01:05:16,199 --> 01:05:17,359 - I don't know if this has ever come out, 1510 01:05:17,360 --> 01:05:20,940 but one of the biggest inspirations for the shouts 1511 01:05:20,940 --> 01:05:25,139 is actually the power of the voice in the Dune movie. 1512 01:05:25,139 --> 01:05:25,972 - [Interviewer] Oh really? 1513 01:05:25,972 --> 01:05:28,300 - Yeah, the Maud'Dib, yeah, 1514 01:05:28,300 --> 01:05:30,310 'cause he has that device (grunting) 1515 01:05:30,309 --> 01:05:32,130 and it blows up the rock. 1516 01:05:32,130 --> 01:05:33,950 There's a sort of cadence to it, 1517 01:05:33,949 --> 01:05:37,529 'cause each shout can be a maximum of three words 1518 01:05:37,530 --> 01:05:40,010 and so, like, if you find one word, 1519 01:05:40,010 --> 01:05:42,131 it's an exhale like "Fus," 1520 01:05:42,130 --> 01:05:45,009 if there's two words it's an inhale 1521 01:05:45,010 --> 01:05:47,486 then an exhale, it's like "Fus ro!" 1522 01:05:47,485 --> 01:05:50,440 And then if it's like, "Fus ro dah!" 1523 01:05:50,440 --> 01:05:52,679 So getting that pattern and that sort of, 1524 01:05:52,679 --> 01:05:55,519 it feels a little bit musical but you feel a power behind it 1525 01:05:55,519 --> 01:05:57,909 and then coming up with all the shouts and stuff. 1526 01:05:57,909 --> 01:05:59,719 - [Danny] For Fallout 4, the team had put together 1527 01:05:59,719 --> 01:06:02,889 a strike team to figure out how V.A.T.S combat could work 1528 01:06:02,889 --> 01:06:06,009 and for Skyrim, there were a bunch of strike teams, too. 1529 01:06:06,010 --> 01:06:07,670 One of them ran for the entire length 1530 01:06:07,670 --> 01:06:10,240 of the game's development, as it was responsible 1531 01:06:10,239 --> 01:06:12,716 for one of the most important parts of the game, 1532 01:06:12,717 --> 01:06:14,090 the dragons. 1533 01:06:14,090 --> 01:06:17,340 - They're very special because they have to, 1534 01:06:17,340 --> 01:06:19,350 if you think about draw distance, right? 1535 01:06:19,349 --> 01:06:21,639 In games you wanna be a fish in a bowl. 1536 01:06:21,639 --> 01:06:23,049 Okay, when can I unload something 1537 01:06:23,050 --> 01:06:25,620 or when can I deal with memory issues? 1538 01:06:25,619 --> 01:06:27,589 But the dragon, you expect to see the dragon 1539 01:06:27,590 --> 01:06:29,950 from as far as your eye can see, right? 1540 01:06:29,949 --> 01:06:32,299 Because you can go wherever your eye can see 1541 01:06:32,300 --> 01:06:36,280 so he's basically like loaded all the time 1542 01:06:36,280 --> 01:06:40,190 and he's costly, he has the most bones, 1543 01:06:40,190 --> 01:06:42,635 you know, the most dense mesh. 1544 01:06:42,635 --> 01:06:45,410 If you think about him, he's a heavy character. 1545 01:06:45,409 --> 01:06:47,119 - Dragons were tough in multiple ways. 1546 01:06:47,119 --> 01:06:48,289 Just how did they work? 1547 01:06:48,289 --> 01:06:49,726 Just with the way the games work 1548 01:06:49,726 --> 01:06:51,509 and the way we build the worlds, 1549 01:06:51,510 --> 01:06:53,340 it's very sort of cell-based 'cause technically 1550 01:06:53,340 --> 01:06:55,030 it has to load a certain number of cells 1551 01:06:55,030 --> 01:06:57,750 and a certain number of acres and so the technical aspect of 1552 01:06:57,750 --> 01:06:59,590 well, here's this thing that's in the sky 1553 01:06:59,590 --> 01:07:02,059 that can go wherever it wants, how's that work? 1554 01:07:02,059 --> 01:07:04,449 How's it work within the game world for the player? 1555 01:07:04,449 --> 01:07:06,059 And then once it's within your space, 1556 01:07:06,059 --> 01:07:07,000 how do you actually fight it? 1557 01:07:07,000 --> 01:07:07,833 - [Interviewer] Right. 1558 01:07:07,833 --> 01:07:09,313 - So fighting in the air if you're shooting spells at it, 1559 01:07:09,313 --> 01:07:10,890 when it's on the ground. 1560 01:07:10,889 --> 01:07:12,609 So I remember we basically had a strike team 1561 01:07:12,610 --> 01:07:13,900 and it was one of those things where the whole game, 1562 01:07:13,900 --> 01:07:16,039 from beginning to end, we were working on dragons. 1563 01:07:16,039 --> 01:07:18,559 Just sort of, can we do this, 1564 01:07:18,559 --> 01:07:20,009 and then once we got to a point where, yes, 1565 01:07:20,010 --> 01:07:21,090 we can make this work, and then, 1566 01:07:21,090 --> 01:07:23,940 okay, what do we do, what don't we do? 1567 01:07:23,940 --> 01:07:26,110 Like the quest wouldn't work, where's the dragon? 1568 01:07:26,110 --> 01:07:28,410 It's over here, there's a bunch of sheep it just killed. 1569 01:07:28,409 --> 01:07:31,029 That's when we go back and debug it and where's the dragon? 1570 01:07:31,030 --> 01:07:32,340 'Cause it uses a radiant AI 1571 01:07:32,340 --> 01:07:34,800 so it would go off on its own and do its own thing. 1572 01:07:34,800 --> 01:07:35,870 - [Danny] Skyrim was a massive 1573 01:07:35,869 --> 01:07:37,630 commercial and critical success. 1574 01:07:37,630 --> 01:07:40,480 It become one of the most modded games of all time, 1575 01:07:40,480 --> 01:07:43,429 spawned a huge community of both young and old 1576 01:07:43,429 --> 01:07:44,549 and has since been released 1577 01:07:44,550 --> 01:07:47,640 on practically every console known to man. 1578 01:07:47,639 --> 01:07:49,670 Something the team laughs about themselves, 1579 01:07:49,670 --> 01:07:52,740 referring to Skyrim as the game that will never die. 1580 01:07:52,739 --> 01:07:54,750 But the success the game enjoyed 1581 01:07:54,750 --> 01:07:56,750 was a surprise to most of them. 1582 01:07:56,750 --> 01:07:59,155 - I would've never guessed that game would be as popular 1583 01:07:59,155 --> 01:08:00,809 and do as well as it did. 1584 01:08:00,809 --> 01:08:02,739 We knew it was a fun game, we knew it was awesome, 1585 01:08:02,739 --> 01:08:05,416 like I knew playing it, you know, at six months I'm like, 1586 01:08:05,416 --> 01:08:06,496 "I think we have something here 1587 01:08:06,496 --> 01:08:07,817 "but I don't wanna say it out loud 1588 01:08:07,817 --> 01:08:08,769 "because I don't wanna jinx it." 1589 01:08:08,769 --> 01:08:12,556 And yeah and that would've been, for the designers, 1590 01:08:12,556 --> 01:08:15,099 that would've been their third game now, 1591 01:08:15,099 --> 01:08:17,789 so that's practically unheard of in the industry, 1592 01:08:17,789 --> 01:08:21,250 for a team to be together for that long at that point. 1593 01:08:21,250 --> 01:08:23,050 We started with Morrowind and then Oblivion 1594 01:08:23,050 --> 01:08:25,292 and then Fallout 3, now we're gonna do it for a fourth time. 1595 01:08:25,292 --> 01:08:27,230 And it's one of the advantages that we have 1596 01:08:27,229 --> 01:08:29,989 because of our history and all the games 1597 01:08:29,989 --> 01:08:32,609 that we've worked on, we can track, 1598 01:08:32,609 --> 01:08:34,989 how're we doing now compared to 1599 01:08:34,989 --> 01:08:37,609 where we were on this project with Fallout 4? 1600 01:08:37,609 --> 01:08:39,170 How do we compare versus Skyrim? 1601 01:08:39,170 --> 01:08:41,289 How do we compare versus all the other ones? 1602 01:08:41,289 --> 01:08:42,680 And that's sort of another advantage 1603 01:08:42,680 --> 01:08:44,350 that we have in the industry 1604 01:08:44,350 --> 01:08:47,570 that we have all these games and experiences. 1605 01:08:47,569 --> 01:08:49,670 I call them playbooks, like, we have the Skyrim Playbook, 1606 01:08:49,670 --> 01:08:50,989 how did we solve this problem in Skyrim? 1607 01:08:50,989 --> 01:08:53,396 How did we solve this problem in Fallout 4? 1608 01:08:53,396 --> 01:08:55,869 Like, we need a new game mechanic, 1609 01:08:55,869 --> 01:08:58,439 okay great, we have 15 years worth, pick one, 1610 01:08:58,439 --> 01:09:00,039 like which one do you wanna try? 1611 01:09:01,270 --> 01:09:04,020 (peaceful music) 1612 01:09:10,206 --> 01:09:11,663 - The first thing is for us is figure out 1613 01:09:11,662 --> 01:09:13,739 where the hell is this game set? 1614 01:09:13,739 --> 01:09:16,222 And it wasn't Boston originally. 1615 01:09:17,404 --> 01:09:19,785 I grew up in Boston and I thought it would be great 1616 01:09:19,784 --> 01:09:21,869 but I didn't wanna be that guy, 1617 01:09:21,869 --> 01:09:23,903 I didn't wanna push for it so I'm like. 1618 01:09:25,050 --> 01:09:28,360 It was set somewhere else and I still have the design doc 1619 01:09:28,359 --> 01:09:31,319 in my desk, an original design doc. 1620 01:09:31,319 --> 01:09:33,840 And in that design doc, the one thing, 1621 01:09:33,840 --> 01:09:37,670 the one holdover is the character of Nick Valentine, 1622 01:09:37,670 --> 01:09:40,220 was conceived even way back then, 1623 01:09:40,220 --> 01:09:42,329 he was like the first character they came up with. 1624 01:09:42,329 --> 01:09:43,890 - [Danny] Emil's design doc focusing on 1625 01:09:43,890 --> 01:09:46,440 a New York-based Fallout was one idea 1626 01:09:46,439 --> 01:09:48,269 that the lead's were floating around. 1627 01:09:48,270 --> 01:09:49,950 They could place this game anywhere, 1628 01:09:49,949 --> 01:09:52,439 in fact at one stage they had asked Obsidian 1629 01:09:52,439 --> 01:09:54,479 to remove a line in New Vegas 1630 01:09:54,479 --> 01:09:57,750 about San Francisco being totally wiped off the map, 1631 01:09:57,750 --> 01:09:59,500 they wanted the Bay area to at least 1632 01:09:59,500 --> 01:10:01,789 be an option for future games. 1633 01:10:01,789 --> 01:10:04,130 The idea for Boston actually came from a lunch meeting 1634 01:10:04,130 --> 01:10:07,210 between Istvan Pely, Todd Howard, and Emil. 1635 01:10:07,210 --> 01:10:09,489 And once Beantown was given the thumbs up, 1636 01:10:09,489 --> 01:10:12,149 Emil headed home with his camera. 1637 01:10:12,149 --> 01:10:14,589 - I had a friend of mine who was MIT, 1638 01:10:14,590 --> 01:10:16,023 so the Institute is MIT, obviously, right? 1639 01:10:16,023 --> 01:10:17,560 CIT in the game. 1640 01:10:17,560 --> 01:10:19,440 But I had a friend who was an MIT cop, 1641 01:10:19,439 --> 01:10:22,956 he drove me around, have me a little tour, and he said, 1642 01:10:22,957 --> 01:10:23,957 "Hey, I don't know if you knew this, 1643 01:10:23,957 --> 01:10:26,440 "but it's an open campus," it was in the summer, 1644 01:10:26,439 --> 01:10:28,716 and he's like, "The campus is open, you can walk around, 1645 01:10:28,716 --> 01:10:30,116 "you can walk through the classrooms, 1646 01:10:30,117 --> 01:10:31,159 "you can walk through anywhere." 1647 01:10:31,159 --> 01:10:34,239 And you know the whole cryo hook with Fallout 4? 1648 01:10:34,239 --> 01:10:38,119 I was wandering on a side tunnel down this corridor at MIT, 1649 01:10:38,119 --> 01:10:42,250 there's this cryo lab with these giant cryo tanks 1650 01:10:42,250 --> 01:10:45,886 and I sent these selfies and sent them to Todd, I'm like. 1651 01:10:45,886 --> 01:10:47,439 (interviewer laughing) 1652 01:10:47,439 --> 01:10:49,939 Looked pretty funny and then I knew back then, 1653 01:10:49,939 --> 01:10:52,079 the story just started to take on a life of its own. 1654 01:10:52,079 --> 01:10:54,000 - I have friends that live there 1655 01:10:54,000 --> 01:10:55,250 so we toured around the city 1656 01:10:55,250 --> 01:10:57,199 and I was taking tons and tons of pictures, 1657 01:10:57,199 --> 01:10:59,139 which should've been a red flag to them, 1658 01:10:59,140 --> 01:11:01,817 but then the extra big red flag should've been, 1659 01:11:01,817 --> 01:11:04,199 "And then we're gonna go and check out Fenway Park." 1660 01:11:04,199 --> 01:11:05,729 That was designed to be that way from the start, 1661 01:11:05,729 --> 01:11:08,089 like that was the very first thing I worked out on Fallout 4 1662 01:11:08,090 --> 01:11:11,470 was starting out building Fenway and from the beginning 1663 01:11:11,470 --> 01:11:13,480 we knew we wanted those stadium lights 1664 01:11:13,479 --> 01:11:15,929 and we knew the player was gonna have, 1665 01:11:15,930 --> 01:11:17,750 like, their first quest pointing towards that. 1666 01:11:17,750 --> 01:11:19,399 So I always wanted this beacon 1667 01:11:19,399 --> 01:11:21,759 and I always like to build worlds in a way 1668 01:11:21,760 --> 01:11:23,159 where you have these landmarks 1669 01:11:23,159 --> 01:11:24,930 that you can help orient yourself with, too, 1670 01:11:24,930 --> 01:11:26,260 that way you don't have to, like, 1671 01:11:26,260 --> 01:11:28,739 pull up the map all the time like, where the hell am I? 1672 01:11:28,739 --> 01:11:31,840 You can just navigate using what you see. 1673 01:11:31,840 --> 01:11:33,610 - My childhood bedroom is in the game, 1674 01:11:33,609 --> 01:11:35,239 my high school's in the game. 1675 01:11:35,239 --> 01:11:38,039 A raider boss named Bosco, he has a bear. 1676 01:11:38,039 --> 01:11:41,149 So it was the Don Bosco Bear was my mascot 1677 01:11:41,149 --> 01:11:43,809 back in high school, so goofy stuff like that, yeah. 1678 01:11:43,810 --> 01:11:47,124 Fenway Park, well, I mean, you know, Diamond City. 1679 01:11:47,123 --> 01:11:50,109 We knew that there were the big things that we had to have. 1680 01:11:50,109 --> 01:11:52,210 You have this quest to get paint for the wall 1681 01:11:52,210 --> 01:11:54,988 and you can repaint the wall blue or yellow, 1682 01:11:54,988 --> 01:11:57,532 which is the most sacrilegious thing you could possibly do, 1683 01:11:57,532 --> 01:11:58,770 I was like, we gotta do this. 1684 01:11:58,770 --> 01:11:59,603 It was great. 1685 01:11:59,603 --> 01:12:02,609 Boston Common and the public garden, 1686 01:12:02,609 --> 01:12:05,089 the swan boats are big and that's why we have Swan, 1687 01:12:05,090 --> 01:12:06,842 the supermutant behemoth. 1688 01:12:07,739 --> 01:12:09,319 The Old North Church, we knew that 1689 01:12:09,319 --> 01:12:12,069 that had to be a significant place. 1690 01:12:12,069 --> 01:12:15,590 The Old Statehouse which is where Goodneighbor is. 1691 01:12:15,590 --> 01:12:19,350 The name Goodneighbor comes from Holly Goodneighbor, 1692 01:12:19,350 --> 01:12:22,920 who was one of the last burlesque dancers in Boston, 1693 01:12:22,920 --> 01:12:26,869 so Goodneighbor is in an area that was once Scollay Square, 1694 01:12:26,869 --> 01:12:29,229 which was the original red light district of Boston. 1695 01:12:29,229 --> 01:12:31,589 - 2011 I think there was the earliest version 1696 01:12:31,590 --> 01:12:33,789 of that drawing out, how we wanted 1697 01:12:33,789 --> 01:12:35,920 the market laid out and stuff. 1698 01:12:35,920 --> 01:12:37,390 I actually laid that out myself 1699 01:12:37,390 --> 01:12:39,039 and one of the things I wanted was 1700 01:12:39,039 --> 01:12:41,470 I knew players were gonna be going there all the time, 1701 01:12:41,470 --> 01:12:43,270 'cause you're always selling things in games 1702 01:12:43,270 --> 01:12:45,490 and sometimes people will lay out a city 1703 01:12:45,489 --> 01:12:47,670 and it's like, the clothing shop is over there, 1704 01:12:47,670 --> 01:12:49,470 the weapon shop is over there. 1705 01:12:49,470 --> 01:12:51,650 I was like, that is super annoying 1706 01:12:51,649 --> 01:12:55,989 and takes 30 hours of additional time in your game, 1707 01:12:55,989 --> 01:12:57,769 just like running back and forth between those shops. 1708 01:12:57,770 --> 01:12:59,600 So I was like, let's take all the shops, 1709 01:12:59,600 --> 01:13:01,730 and we put them right here in the middle 1710 01:13:01,729 --> 01:13:04,779 so you can just buy and sell everything right there. 1711 01:13:04,779 --> 01:13:08,069 - Fallout 4 I think, for us, was the first time 1712 01:13:08,069 --> 01:13:13,069 we really handled a giant city in a much better way. 1713 01:13:13,170 --> 01:13:15,750 Technically and artistically, it was really hard 1714 01:13:15,750 --> 01:13:19,659 to jam everything we wanted to into a city, 1715 01:13:19,659 --> 01:13:21,300 make sure you didn't get lost, 1716 01:13:21,300 --> 01:13:24,210 and make sure it ran well and it was fun. 1717 01:13:24,210 --> 01:13:27,289 That was quite a lot of work went into figuring out 1718 01:13:27,289 --> 01:13:30,479 how to build the downtown city of Boston. 1719 01:13:30,479 --> 01:13:32,229 We had like key colors that popped out 1720 01:13:32,229 --> 01:13:33,769 where there was like a certain color of rust 1721 01:13:33,770 --> 01:13:35,710 and a certain red and a certain blue 1722 01:13:35,710 --> 01:13:38,189 that you'll see used on everything. 1723 01:13:38,189 --> 01:13:39,189 Like, the high-tech buildings 1724 01:13:39,189 --> 01:13:41,399 will have the same blue as the cars, 1725 01:13:41,399 --> 01:13:43,409 those were very conscious choices that we had. 1726 01:13:43,409 --> 01:13:46,119 We just wanted these accent colors, 1727 01:13:46,119 --> 01:13:49,119 so you'd have, you would know where important things are, 1728 01:13:49,119 --> 01:13:51,210 so you'd have sort of the background of the terrain 1729 01:13:51,210 --> 01:13:53,010 and ruined stuff is a certain color 1730 01:13:53,010 --> 01:13:54,860 but then you'd get these pops of color 1731 01:13:54,859 --> 01:13:57,059 to make it feel a little bit more alive 1732 01:13:57,060 --> 01:13:58,980 while still being trashed and crappy. 1733 01:13:58,979 --> 01:14:00,639 Color and lighting have a lot of similarities, too, 1734 01:14:00,640 --> 01:14:03,289 where I think of it as, like, mothing the player. 1735 01:14:03,289 --> 01:14:05,949 They see something and go towards it. 1736 01:14:05,949 --> 01:14:08,119 Yeah, that was intentional, we really wanted to say, 1737 01:14:08,119 --> 01:14:10,829 here are these bright colors and when I see that, 1738 01:14:10,829 --> 01:14:14,000 I know I'm gonna go find something that's interesting, 1739 01:14:14,000 --> 01:14:17,000 that's gonna lead me through this dead wasteland 1740 01:14:17,000 --> 01:14:19,939 that we're in and just be kind of a guide for the player. 1741 01:14:19,939 --> 01:14:22,189 - [Danny] The location for a Bethesda role-playing game 1742 01:14:22,189 --> 01:14:25,879 is always a point of interest, but in the case of Fallout 4 1743 01:14:25,880 --> 01:14:28,279 many of us had heard that it was set in Boston, 1744 01:14:28,279 --> 01:14:30,399 years before the game was released. 1745 01:14:30,399 --> 01:14:33,359 In December of 2013, a Kotaku article 1746 01:14:33,359 --> 01:14:35,269 revealed the location to be Boston, 1747 01:14:35,270 --> 01:14:37,050 referencing a voiceover script 1748 01:14:37,050 --> 01:14:38,980 that had been leaked to their news desk. 1749 01:14:38,979 --> 01:14:40,829 Communications between the studio 1750 01:14:40,829 --> 01:14:43,420 and the outlet have been frosty ever since, 1751 01:14:43,420 --> 01:14:46,199 but I wanted to know how the studio reacted 1752 01:14:46,199 --> 01:14:48,198 when they first saw the report. 1753 01:14:48,198 --> 01:14:52,809 - There were some small ones but nothing really bad, 1754 01:14:52,810 --> 01:14:57,283 there were some VO script leaks, that wasn't pleasant. 1755 01:14:59,770 --> 01:15:02,147 You know, I was, separate story really, 1756 01:15:02,146 --> 01:15:04,329 but literally the first time I saw those documents 1757 01:15:04,329 --> 01:15:06,359 was when they were emailed to me 1758 01:15:06,359 --> 01:15:08,452 from somebody outside the company. 1759 01:15:09,422 --> 01:15:13,429 And then you're like, what is this? 1760 01:15:13,430 --> 01:15:14,680 Where's this coming from? 1761 01:15:16,069 --> 01:15:17,299 But you know what? 1762 01:15:17,300 --> 01:15:20,342 I think you gotta let that kinda, you know, 1763 01:15:21,960 --> 01:15:23,539 roll off the shoulders pretty quickly, 1764 01:15:23,539 --> 01:15:26,189 like, we have enough to do to worry about that stuff 1765 01:15:26,189 --> 01:15:28,859 and there's so much going on 1766 01:15:28,859 --> 01:15:31,079 that the fact that more doesn't leak, 1767 01:15:31,079 --> 01:15:33,250 like in general, not just us but other people, 1768 01:15:33,250 --> 01:15:34,729 is kind of surprising. 1769 01:15:34,729 --> 01:15:37,989 - That was pretty, it was surprising, 1770 01:15:37,989 --> 01:15:40,139 and obviously we tried to track it down 1771 01:15:40,140 --> 01:15:41,590 and figure out what happened. 1772 01:15:42,619 --> 01:15:45,309 And that was, you know what, and that also kind of told us, 1773 01:15:45,310 --> 01:15:49,470 like, if you're gonna obfuscate stuff related to Fallout, 1774 01:15:49,470 --> 01:15:51,240 you really have to hide it, 1775 01:15:51,239 --> 01:15:55,519 you can't simply just give it a codename and call it a day. 1776 01:15:55,520 --> 01:15:56,610 Like, if you look at the thing 1777 01:15:56,609 --> 01:15:58,609 you're like, oh, this is a Fallout game. 1778 01:16:00,739 --> 01:16:03,149 - [Danny] Bethesda Game Studios continue to grow, 1779 01:16:03,149 --> 01:16:04,969 expanding departments with a focus 1780 01:16:04,970 --> 01:16:07,949 on improving the general production quality of the games. 1781 01:16:07,949 --> 01:16:09,250 Technical artists were hired 1782 01:16:09,250 --> 01:16:11,420 to create bespoke tools for the team, 1783 01:16:11,420 --> 01:16:14,470 dedicated animators helped to create more complex rigs. 1784 01:16:14,470 --> 01:16:16,539 They added cinematic cameras to dialogue, 1785 01:16:16,539 --> 01:16:18,170 upgraded the animation system, 1786 01:16:18,170 --> 01:16:20,180 and even sharpened up the shooting. 1787 01:16:20,180 --> 01:16:22,530 - We really, I felt like what happened was, 1788 01:16:22,529 --> 01:16:23,800 with Havok Animation in particular, 1789 01:16:23,800 --> 01:16:25,579 when we integrated that into our system, 1790 01:16:25,579 --> 01:16:28,069 I think Fallout 4 was the beginning of us 1791 01:16:28,069 --> 01:16:30,109 really catching a groove with that. 1792 01:16:30,109 --> 01:16:31,219 Like, there's a certain time when you start 1793 01:16:31,220 --> 01:16:33,326 to learn a new tool when we adopted Havok, 1794 01:16:33,326 --> 01:16:35,114 there's a time when you're just trying to learn it, 1795 01:16:35,114 --> 01:16:36,679 so we did that with Skyrim. 1796 01:16:36,680 --> 01:16:38,454 But I think when we had Fallout 4, 1797 01:16:38,453 --> 01:16:41,519 we knew it well enough where you're not fighting the tool 1798 01:16:41,520 --> 01:16:43,460 so much and you're much more in the realm 1799 01:16:43,460 --> 01:16:45,329 of creating the art, right? 1800 01:16:45,329 --> 01:16:47,277 I started on Dogmeat and I kind of did 1801 01:16:47,277 --> 01:16:48,109 the pre-production on Dogmeat 1802 01:16:48,109 --> 01:16:49,939 and then I passed it on to someone else 1803 01:16:49,939 --> 01:16:51,919 who actually did an amazing job with it. 1804 01:16:51,920 --> 01:16:54,460 And then I stayed primarily on scenes, 1805 01:16:54,460 --> 01:16:59,020 directing any actors we had for mo-cap, focusing on faces. 1806 01:16:59,020 --> 01:17:02,030 We spend so much time talking in our games 1807 01:17:02,029 --> 01:17:03,179 and it's the area where I feel 1808 01:17:03,180 --> 01:17:05,820 like we continually need to push. 1809 01:17:05,819 --> 01:17:06,759 I did a lot of the mo-cap, 1810 01:17:06,760 --> 01:17:08,600 I was also the actor for most of the mo-cop. 1811 01:17:08,600 --> 01:17:09,432 - [Interviewer] Oh really? 1812 01:17:09,432 --> 01:17:11,260 - Yeah, yeah, yeah, so, like, the salesman, 1813 01:17:11,260 --> 01:17:14,802 when he first comes in, I did all his stuff, 1814 01:17:15,890 --> 01:17:18,680 I shot the infamous cryo pod scene 1815 01:17:18,680 --> 01:17:21,512 where the guy was shooting the spouse. 1816 01:17:22,449 --> 01:17:24,599 That we did with a couple people here. 1817 01:17:24,600 --> 01:17:25,690 Yeah, we have like a mo-cap station, 1818 01:17:25,689 --> 01:17:27,266 I just go downstairs and just shoot it. 1819 01:17:27,266 --> 01:17:30,389 Yeah, yeah, yeah, I just get in the suit, I play the audio, 1820 01:17:30,390 --> 01:17:34,119 and I try to perform to the people's performance, 1821 01:17:34,119 --> 01:17:35,567 or I grab somebody else and say, 1822 01:17:35,567 --> 01:17:37,920 "Hey, I need your help, let's go shoot." 1823 01:17:37,920 --> 01:17:41,632 - You know, it's funny, I grew up with a kid, Jay Giannone, 1824 01:17:42,560 --> 01:17:46,670 the last time I saw him in person, we were in a fight, 1825 01:17:46,670 --> 01:17:49,500 me and him and his friends were against me and it was like, 1826 01:17:49,500 --> 01:17:51,859 it was like this bully-nerd situation, 1827 01:17:51,859 --> 01:17:53,189 did not end in a good way. 1828 01:17:53,189 --> 01:17:56,062 And I had known that Jay throughout the years, 1829 01:17:56,063 --> 01:18:00,470 he'd gone on to be an actor and he'd been in some stuff 1830 01:18:00,470 --> 01:18:01,590 and I liked the things he'd been in, 1831 01:18:01,590 --> 01:18:03,837 so I reached out to him, I'm like, "Hey man, how's it goin'? 1832 01:18:03,837 --> 01:18:06,740 "I know you're an actor, do you wanna be in the game?" 1833 01:18:06,739 --> 01:18:11,592 So he's actually, he does a couple voices in the game. 1834 01:18:11,592 --> 01:18:14,092 (guns firing) 1835 01:18:29,600 --> 01:18:30,570 - [Danny] Before each project 1836 01:18:30,569 --> 01:18:32,739 Bethesda hosts a game jam where they invite 1837 01:18:32,739 --> 01:18:35,229 everyone in the studio to prototype something 1838 01:18:35,229 --> 01:18:37,209 for a new or existing game. 1839 01:18:37,210 --> 01:18:39,250 It can be anything, big or small. 1840 01:18:39,250 --> 01:18:40,970 For instance, one of the producers 1841 01:18:40,970 --> 01:18:44,180 learned how to animate cats during a game jam. 1842 01:18:44,180 --> 01:18:46,829 Those animations are used in Fallout 4. 1843 01:18:46,829 --> 01:18:48,640 Another game jam gem came from 1844 01:18:48,640 --> 01:18:50,520 physics programmer Mike Delaney. 1845 01:18:50,520 --> 01:18:52,470 He knocked together a system that allowed players 1846 01:18:52,470 --> 01:18:55,119 to build and furnish their own bases. 1847 01:18:55,119 --> 01:18:57,300 This system, Workshops, ended up being 1848 01:18:57,300 --> 01:18:59,759 one of the tent-pole features of Fallout 4, 1849 01:18:59,759 --> 01:19:01,409 but the truth is that it almost 1850 01:19:01,409 --> 01:19:03,619 didn't make it into the final game. 1851 01:19:03,619 --> 01:19:04,750 - The Workshop mode in Fallout 1852 01:19:04,750 --> 01:19:06,829 was on the cutting block for so long. 1853 01:19:06,829 --> 01:19:07,756 We were like, "I don't know if anyone 1854 01:19:07,756 --> 01:19:10,036 "really wants to do this, it's kind of fun though. 1855 01:19:10,037 --> 01:19:11,990 "Well, I guess we'll just kind keep it in there." 1856 01:19:11,989 --> 01:19:14,750 It was always kind of, it just refused to die 1857 01:19:14,750 --> 01:19:16,500 because we just weren't sure, like, 1858 01:19:16,500 --> 01:19:18,470 does anyone even care about this, you know? 1859 01:19:18,470 --> 01:19:20,070 And it turned out to be huge, 1860 01:19:20,069 --> 01:19:22,699 like there's a contingent of fans who hate it 1861 01:19:22,699 --> 01:19:23,880 and there's a contingent of fans, 1862 01:19:23,880 --> 01:19:25,510 hardcore fans, who absolutely adore it. 1863 01:19:25,510 --> 01:19:26,909 - Workshops was the easiest thing for us to cut 1864 01:19:26,909 --> 01:19:28,389 because we were always so afraid of it. 1865 01:19:28,390 --> 01:19:30,380 Not, afraid's the wrong word. 1866 01:19:30,380 --> 01:19:32,680 It was ancillary to the rest of the game. 1867 01:19:32,680 --> 01:19:35,760 It was a side thing, so we kept it there 1868 01:19:35,760 --> 01:19:38,320 because it was such an ambitious endeavor, 1869 01:19:38,319 --> 01:19:40,399 like it became part of the quests towards the end, 1870 01:19:40,399 --> 01:19:41,909 certain quests you had to do. 1871 01:19:41,909 --> 01:19:45,000 But we could've easily, had we known and invested more time, 1872 01:19:45,000 --> 01:19:47,439 it could've been a big part of the main quest, 1873 01:19:47,439 --> 01:19:48,929 rebuild a town or something. 1874 01:19:48,930 --> 01:19:51,280 One of physics programmers, Mike Delaney, sat there 1875 01:19:51,279 --> 01:19:53,166 and was like, "I did this thing and we can trip lights 1876 01:19:53,167 --> 01:19:55,327 "and turn lights on and move the objects around," 1877 01:19:55,327 --> 01:19:56,726 and then Todd saw that and was like, 1878 01:19:56,726 --> 01:19:59,250 "Well, you get to do that for the rest of the project." 1879 01:19:59,250 --> 01:20:01,947 Well, some parts of the rest of the project. 1880 01:20:01,947 --> 01:20:04,029 And it built and built and built. 1881 01:20:04,029 --> 01:20:05,319 - [Danny] One of the conspiracy theories 1882 01:20:05,319 --> 01:20:08,099 that fans of BGS games love to talk about 1883 01:20:08,100 --> 01:20:12,050 is the idea that these games all exists in one universe. 1884 01:20:12,050 --> 01:20:14,810 The way in which the studio creates these games in series 1885 01:20:14,810 --> 01:20:17,840 means that there are always elements of Elder Scrolls games 1886 01:20:17,840 --> 01:20:20,920 being brought into the Fallout games and vice versa. 1887 01:20:20,920 --> 01:20:23,430 But one of the most exciting crossovers ever, 1888 01:20:23,430 --> 01:20:26,030 was actually left on the cutting room floor. 1889 01:20:26,029 --> 01:20:28,619 It involved the town of Salem, Massachusetts 1890 01:20:28,619 --> 01:20:30,930 and a bunch of magic kids. 1891 01:20:30,930 --> 01:20:33,110 - In the real world, there's a city of Salem, 1892 01:20:33,109 --> 01:20:34,460 there's another town of Danvers, 1893 01:20:34,460 --> 01:20:36,470 and there was a rivalry between those two towns with, 1894 01:20:36,470 --> 01:20:38,159 like, the high school teams with, 1895 01:20:38,159 --> 01:20:40,989 like, the Danvers soccer team and the Salem soccer team. 1896 01:20:40,989 --> 01:20:43,269 So we decided, let's do a little bit of a rivalry 1897 01:20:43,270 --> 01:20:45,250 between Danvers and Salem in the game. 1898 01:20:45,250 --> 01:20:47,449 We were like, okay, what is the theme of Salem? 1899 01:20:47,449 --> 01:20:48,409 It's witches. 1900 01:20:48,409 --> 01:20:51,050 All right, and so what if we have 1901 01:20:51,050 --> 01:20:54,409 people with mutations that have weird powers? 1902 01:20:54,409 --> 01:20:57,300 They're kind of X-Men-ish but they're caused by radiation, 1903 01:20:57,300 --> 01:20:59,829 but they're viewed as witches by the people of Danvers. 1904 01:20:59,829 --> 01:21:01,939 So there's this sort of, like, 1905 01:21:01,939 --> 01:21:04,979 they're being persecuted somehow, 1906 01:21:04,979 --> 01:21:06,509 we'll get that witch theme. 1907 01:21:06,510 --> 01:21:10,170 We were using the Skyrim code base, 1908 01:21:10,170 --> 01:21:11,890 which had magic built in. 1909 01:21:11,890 --> 01:21:15,180 So we had, all right, fireballs and telekinesis or whatever. 1910 01:21:15,180 --> 01:21:16,800 Well, you know, eventually as we got deeper 1911 01:21:16,800 --> 01:21:20,170 into Fallout 4's development, that code got ripped out, 1912 01:21:20,170 --> 01:21:21,989 and so we were like, 1913 01:21:21,989 --> 01:21:23,409 we don't have this magic stuff anywhere, 1914 01:21:23,409 --> 01:21:26,149 there are no more fireballs, you can't, oh great. 1915 01:21:26,149 --> 01:21:30,049 So, long story short, that quest had gone through, 1916 01:21:30,050 --> 01:21:33,430 I wanna say, four or five variations 1917 01:21:33,430 --> 01:21:35,392 and four or five designers 1918 01:21:35,391 --> 01:21:38,016 and it was this close to getting cut. 1919 01:21:38,016 --> 01:21:42,090 And one of the issues was because our world is compressed, 1920 01:21:42,090 --> 01:21:45,976 right, Danvers ended up being right next to Salem 1921 01:21:45,976 --> 01:21:48,809 and it was so close we ended up combining the two. 1922 01:21:48,810 --> 01:21:50,670 And so there were no two towns 1923 01:21:50,670 --> 01:21:52,520 that could compete against each other, 1924 01:21:52,520 --> 01:21:54,150 so we had to like, what do we do? 1925 01:21:54,149 --> 01:21:57,519 We know we have this museum and then Liam Collins, 1926 01:21:57,520 --> 01:21:59,210 one of our designers, he was like, I think, 1927 01:21:59,210 --> 01:22:01,180 one of our newest quest designers at the time, 1928 01:22:01,180 --> 01:22:03,008 he was given this quest and was like, 1929 01:22:03,007 --> 01:22:05,489 we gotta do something with it, I don't wanna lose it, 1930 01:22:05,489 --> 01:22:07,880 I want there to be a quest there, what can we do? 1931 01:22:07,880 --> 01:22:10,289 And we worked together and it's a very, 1932 01:22:10,289 --> 01:22:12,239 it's one of the coolest quests in the game 1933 01:22:12,239 --> 01:22:15,609 and it's such a cool, it has a totally different vibe. 1934 01:22:15,609 --> 01:22:16,929 It's basically like, what do you do 1935 01:22:16,930 --> 01:22:18,970 if you have a deathclaw that's trapped in a building? 1936 01:22:18,970 --> 01:22:20,140 And trying to escape from it 1937 01:22:20,140 --> 01:22:22,440 and doing some really cool scripted sequences 1938 01:22:22,439 --> 01:22:25,399 and, like, we know we can trim it, 1939 01:22:25,399 --> 01:22:27,170 are we gonna trim it out of existence, 1940 01:22:27,170 --> 01:22:28,940 is it still gonna be fun? 1941 01:22:28,939 --> 01:22:31,413 And it is, we just had to change the nature of it. 1942 01:22:31,413 --> 01:22:32,664 (deathclaw growling) 1943 01:22:32,664 --> 01:22:35,082 (gun firing) 1944 01:22:37,408 --> 01:22:39,741 (whooshing) 1945 01:22:42,014 --> 01:22:44,619 (deathclaw roaring) 1946 01:22:44,619 --> 01:22:47,050 - [Danny] If the team was simplifying quests in some areas, 1947 01:22:47,050 --> 01:22:49,300 they were making them far more complex in others. 1948 01:22:49,300 --> 01:22:51,829 Fallout 3 didn't have faction quests, 1949 01:22:51,829 --> 01:22:53,649 the team decided to scrub them out 1950 01:22:53,649 --> 01:22:56,239 to make time for other systems that needed building. 1951 01:22:56,239 --> 01:22:58,800 The system had been re-introduced in Fallout: New Vegas 1952 01:22:58,800 --> 01:23:02,369 with faction alliances having some impact over the end game. 1953 01:23:02,369 --> 01:23:05,010 So when it came for BGS to start Fallout 4, 1954 01:23:05,010 --> 01:23:06,369 they decided to make factions 1955 01:23:06,369 --> 01:23:10,010 an integral part of the entire Fallout experience. 1956 01:23:10,010 --> 01:23:13,239 - In Fallout 4, there was a design decision 1957 01:23:13,239 --> 01:23:17,001 to make all the factions interwoven into the main story. 1958 01:23:17,002 --> 01:23:19,170 We did not do that in previous games 1959 01:23:19,170 --> 01:23:21,180 and it kept things simpler, but you often felt like, 1960 01:23:21,180 --> 01:23:23,460 hey, I played the Mages Guild in Skyrim 1961 01:23:23,460 --> 01:23:24,920 and they didn't particularly care 1962 01:23:24,920 --> 01:23:28,090 that dragons were attacking the whole world. 1963 01:23:28,090 --> 01:23:31,569 But in this game, all the stories kind of combined 1964 01:23:31,569 --> 01:23:33,849 around this Synth threat, it made things 1965 01:23:33,850 --> 01:23:36,320 vastly, vastly more complicated. 1966 01:23:36,319 --> 01:23:38,769 - Oh my God, I joined the Railroad but I wanna kill Synths 1967 01:23:38,770 --> 01:23:39,970 but then I do this over here 1968 01:23:39,970 --> 01:23:41,400 but then I join the Brotherhood of Steel 1969 01:23:41,399 --> 01:23:42,748 and I have Danse as a companion 1970 01:23:42,748 --> 01:23:45,079 but then I also wanna have Strong, 1971 01:23:45,079 --> 01:23:47,600 and, uh, it's mind-boggling. 1972 01:23:47,600 --> 01:23:49,750 - And it worked out really well in that 1973 01:23:49,750 --> 01:23:52,489 each faction got their own group of people to work on things 1974 01:23:52,489 --> 01:23:55,869 so they got ownership of it and got to kind of run with it. 1975 01:23:55,869 --> 01:23:56,949 So even though the Brotherhood of Steel 1976 01:23:56,949 --> 01:24:01,250 is a little bit evil, I particularly enjoyed that. 1977 01:24:01,250 --> 01:24:02,082 - From my perspective, 1978 01:24:02,082 --> 01:24:03,939 Fallout 4 is our most accomplished title to date, 1979 01:24:03,939 --> 01:24:07,629 like that game was playable far earlier 1980 01:24:07,630 --> 01:24:09,222 than any other game we've had. 1981 01:24:10,329 --> 01:24:11,960 We were playtesting it far earlier, 1982 01:24:11,960 --> 01:24:16,119 we had all our processes and tools and technology 1983 01:24:17,550 --> 01:24:19,592 and it was pretty rock solid. 1984 01:24:22,932 --> 01:24:25,515 (gentle music) 1985 01:24:35,319 --> 01:24:36,179 - [Interviewer] What are some of the things 1986 01:24:36,180 --> 01:24:37,329 that you're most proud of? 1987 01:24:37,329 --> 01:24:42,000 - I think there's a comradery and there's a shared history 1988 01:24:42,000 --> 01:24:45,000 that when you go to that meeting and you see that up there, 1989 01:24:45,000 --> 01:24:47,779 there's a sense of pride, that, like I can go through a list 1990 01:24:47,779 --> 01:24:49,550 of like, yeah, I worked with that guy for 20 years, 1991 01:24:49,550 --> 01:24:50,387 and this person for 18 years, 1992 01:24:50,386 --> 01:24:52,447 and 16 years, and enough of us. 1993 01:24:52,447 --> 01:24:55,029 These are the games we would run out to buy, 1994 01:24:55,029 --> 01:24:56,849 like, we really enjoy the games. 1995 01:24:56,850 --> 01:24:59,720 More so, we enjoy doing it with each other 1996 01:24:59,720 --> 01:25:04,159 and if we didn't we wouldn't still all be here doing it. 1997 01:25:04,159 --> 01:25:06,332 I think, like, it's a lot of work. 1998 01:25:07,460 --> 01:25:08,913 I spend more time, 1999 01:25:10,460 --> 01:25:14,220 I've spent more time with the Elder Scrolls and Fallout, 2000 01:25:14,220 --> 01:25:17,220 or even just Elder Scrolls, than anything in my entire life. 2001 01:25:18,060 --> 01:25:19,270 Like, anything. 2002 01:25:19,270 --> 01:25:20,293 My family. 2003 01:25:22,090 --> 01:25:24,170 Like, if you count up the hours. 2004 01:25:24,170 --> 01:25:29,170 And that has to mean something to everybody or we won't, 2005 01:25:29,760 --> 01:25:32,780 we'll do below average work 2006 01:25:32,779 --> 01:25:35,152 or people will move on or it's just a job. 2007 01:25:37,409 --> 01:25:42,139 But there's a certain, there's a certain vibe in the studio 2008 01:25:42,140 --> 01:25:44,670 that I think a lot of us get the sense of, 2009 01:25:44,670 --> 01:25:45,609 I don't know if you're coming in, 2010 01:25:45,609 --> 01:25:46,769 I don't know if you do or don't, 2011 01:25:46,770 --> 01:25:48,524 you're spending limited time. 2012 01:25:48,524 --> 01:25:50,410 It's sort of that thing like, you can do something, 2013 01:25:50,409 --> 01:25:52,206 but if you do it with other people, 2014 01:25:52,207 --> 01:25:55,079 it's just far more meaningful, right? 2015 01:25:55,079 --> 01:25:57,510 It's like, we're always trying to do too much or, like, 2016 01:25:57,510 --> 01:26:00,070 have we bitten off more than we can chew? 2017 01:26:00,069 --> 01:26:01,000 Of course! 2018 01:26:01,000 --> 01:26:02,027 Like, that's who we are, 2019 01:26:02,027 --> 01:26:04,289 and we won't always get all the way there, 2020 01:26:04,289 --> 01:26:06,979 but I'd rather shoot for it 2021 01:26:06,979 --> 01:26:10,182 and then see where we end up then be safe. 2022 01:26:15,100 --> 01:26:16,750 - Thank you for joining us on our journey 2023 01:26:16,750 --> 01:26:19,279 through the history of Bethesda Game Studios. 2024 01:26:19,279 --> 01:26:21,939 And now that we've suitably indulged our nostalgia, 2025 01:26:21,939 --> 01:26:25,179 it's time to look forward towards and exciting future. 2026 01:26:25,180 --> 01:26:26,390 In our next documentary, 2027 01:26:26,390 --> 01:26:29,150 we talk to the people working on Bethesda's future 2028 01:26:29,149 --> 01:26:31,909 as we explore the design of Fallout 76, 2029 01:26:31,909 --> 01:26:33,930 and give you an exclusive window 2030 01:26:33,930 --> 01:26:36,070 into the studios lofty plans. 2031 01:26:36,069 --> 01:26:38,960 - So we'll catch up after Bethesda's E3 showcase 2032 01:26:38,960 --> 01:26:41,489 for an exciting behind-the-scenes deep dive 2033 01:26:41,489 --> 01:26:44,430 into the new games this studio has been working on. 2034 01:26:44,430 --> 01:26:45,680 Enjoy the show! 2035 01:26:55,884 --> 01:26:58,634 (wind whistling) 2036 01:28:32,537 --> 01:28:34,787 (clicking) 165753

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