On the Dark Brotherhood questline
Yipsl -- Generally speaking, the questlines are self-contained. They're
generally MUCH richer and much more story driven than they were in Morrowind,
but one of the ways we've been able to maintain that richness of story is to
have something that can stand on its own, and isn't dependent on what's going
on in the other questlines.
And we also wanted to make sure the player could belong to every faction if
they wanted. In fact, that's led to some of the coolest playtesting moments.
Like, when you're the head of the Thieves Guild, and THEN decide to do the
main quest. Or you're the head of the Dark Brotherhood and Fighters Guild, and
have completed the main quest, and THEN you decide to join the Mages Guild. :)
A development nightmare sometimes to have to deal with all those possibilities,
but really awesome for the player to have that freedom.
That's not to say there's not the occasional overlap, because that certainly
happens and is very cool when it does.
***
Nature of DB, AI going haywire
Gone and back again, like any half-decent assassin... :)
Wow, tons of questions. And, as before, lots of stuff I really can't get into.
And let me just reiterate how sorry I am that it has to be that way. I feel
like a jerk when you guys post a lot of good questions and I just sit by and
say nothing, but that's sort of the nature of this whole thing.
So let's see if there's anything I CAN answer....
Servant of the Builder (awesome name!) wrote:
Quote:
Have the Dark Brotherhood gone from Mephala-worshipping murderers-for-hire to
Sithis-worshipping murderers-for-hire? Your Team Diary and previous post on
Sithis seems to indicate that. If so, can you tell us anything about why?
Without going into too much detail, let me say that one of the things I really
wanted to do with the DB was distinguish it from Morrowind's Morag Tong, which
was (obviously) very heavily based in Daedra worship. The histories of the
Dark Brotherhood are pretty vague, sometimes conflicting, and I used that to
my advantage with writing the questline's background fiction. So yeah, Sithis
does play very heavily. But there's a lot more too it than that, and it's really
the crux of the whole questline, so I can't really say more without giving away
that story.
Questions about Radiant AI: Okay, here's the thing with Radiant AI... If you ask,
"Can the NPCs do this? Or can they do that?" They answer is yes, with RAI, they
can do a ton of stuff. But the player is unlikely to see some of it for a
variety of reasons. For example, if the player hits an NPC with a spell and they
get poisoned, would the NPC try to purchase a cure posion potion? Well, no, not
likely, because he's going to be too busy trying to kill the player, and besides,
the poison probably won't last that long.
And, in some cases, we the developers have had to consciously tone down the types
of behavior they carry out. Again, why? Because sometimes, the AI is so goddamned
smart and determined it screws up our quests! Seriously, sometimes it's gotten so
weird it's like dealing with a holodeck that's gone sentient. Imagine playing the
Sims, and your Sims have a penchant for murder and theft. So a lot of the time
this stuff is funny, and amazing, and emergent, and it's awesome when it happens.
Other times, it's so unexpected, it breaks stuff. Designers need a certain amount
of control over the scenarios they create, and things can go haywire when NPCs
have a mind of their own.
Funny example: In one Dark Brotherhood quest, you can meet up with this shady
merchant who sells skooma. During testing, the NPC would be dead when the player
got to him. Why? NPCs from the local skooma den were trying to get their fix,
didn't have any skooma, and were killing the merchant to get it!
Mr. Nobuddy asked:
In that summary it is said that the gates to Oblivion are opened by Merhunes
Dagon. Now my question: is this true, or an error by the writer, or whatever?
I won't elaborate, but I'm not going to contradict what the writer said, either. :)
Jag -- lots of great questions, but I honestly don't have any answers for you.
Truth is, I don't know what it's going to be like for modders once the game is
released. Oblivion is obviously a lot different from Morrowind, but the toolset
is a lot better in a lot of regards, so there's no way of knowing at this point.
***
Being a nice assassin?
On completing Dark Brotherhood quests in a "good" way: Generally speaking, no,
you can't complete the quests by being nice to your target. That kind of behavior
is completely contrary to the nature of the Dark Brotherhood, especially the way
the guild is portrayed in Oblivion. Okay, come to think of it, there is one
quest where that's an option (but when testing, I usually tell the NPC I'm not
going to kill him and then do it anyway). :)
The interesting thing about the Dark Brotherhood is that, unlike the other
questlines, your tasks are generally concentrated on the elimination of certain
targets. So if you don't kill them, no the quest doesn't fail... you just
haven't completed the quest until you do.
It's also possible to engage in dialogue with just about all of your targets,
and they all have unique dialogue if you do. Talking to them is usually
optionally, and it's been really cool for me to watch people in-house at
Bethesda test the Dark Brotherhood and see the type of route they take. For
example, a fellow designer played through the Dark Brotherhood as a "shoot
first, ask questions later" type of archer, and would often pick off his targets
from a distance before they even knew he was there.
***
On getting access to victim's house in a RP-realistic way
Acrobatics is still strong enough to get you where you need to go. Bruma is a
great example of a city where you can do some serious rooftop hopping. Get on a
high walkway, make the jump over to a roof, and you're totally mobile. Great
sniping position too.
Someone mentioned an assassin/thief doesn't usually like to walk through a front
door. Well, there are certainly pelnty of alternate points of entry, depending
on the location or quest. You may be able to get into someplace via cellar door
or well, or perhaps you're given the key to a locked sewer. Or maybe, just maybe,
you are supposed to walk through the front door, because you're expected.
And don't forget that at other times, your target may be on the move, so you can
kill him/her wherever you deem appropriate. Maybe they're on a road, maybe they
go swimming at a certain time, or maybe they stop at the inn to eat lunch.
Hell, you could totally pick the target's pocket, steal his house key, and then
wait inside his own home Mafia hitman style and then whack him there. :)
But I do agree the means by which you gain access is important to role-playing a
stealthy character, and that's definitely been considered in the Dark Brotherhood
quests (and, in several cases, specifically designed for).
***
Races in the DB, inter-NPC relations, proper weapons
Hey guys,
Sorry, been really busy with stuff. I've read all the questions, and, sadly (as
Kaleem mentioned), there's just lots of stuff I'm not at liberty to answer.
Someone asked a question about the racial makeup of the Dark Brotherhood. I'll say
that it's pretty racially diverse -- Khajiit, Argonian, Orc, Elf, Breton,
Imperial... Yeah, all the major races are represented.
On relationships -- no homosexuality that I'm aware of. But there are certainly
more relationships, particulalry family relationships, than was seen in Morrowind.
There are brothers, husbands and wives, fathers and sons. And yeah, they do know
each other, and care about each other, and react appropriately to one another.
Lots of custom dialogue to reflect that too.
For example, there's a husband and wife in the Imperial City... both go to watch
the Arena fights. But if you talk to them, you'll learn that the husband is a
gambling addict...the wife just goes there to catch him in the act. And they're
never there at the same time. So there are lots of things like that...
relationships, and unique dialogue and behavior to support it
Also wanted to answer a question Dead_Hand had about appropriate assassin
weapons. There's really no "best" assassin weapon, but I personally favor
daggers (Blade skill) and a good bow (Marksman Skill). I actually did a lot of
playtesting using Hand-To-Hand with a little bit of magic, and that was really
cool. It's true that with the bow you can do some great sniping, but some of
the Dark Brotherhood quests favor a closer, more "hands dirty" approach.:)
One of the Dark Brotherhood assassins you'll meet is kind of NOT your average
assassin, and it's fun to hear his take on the guild, and killing for a living,
and how he doesn't use stealth, that type of stuff. :)
***
On noticing missing skills and disarming traps
Yeah, I understand. It's easy to see the list and go, "What?!?!" But really,
while playing the game, you're busy doing so much and using the skills you
DO have, you don't even take notice of what you don't. Stuff like separating
short blade and long blade... you honestly never even notice, especially
because most of the best stealth-related weapons tend to be daggers or
shortswords anyway (so those are the ones you'll be using).
And the lack of unarmored is more than made up for by the advances we've
made to the Hand to Hand skill.
Disarm trap -- plenty of traps in the world (way more than in Morrowind, and
way cooler), but they're more environmental based now (as shown in numerous
gameplay videos), so you'll have to rely on your own quick thinking and
careful eye to avoid them.
Overall, I think you guys will be happy.
***
Missing skills lessening RPG experience?
I realized my silence would be construed as... I don't know. Something. So I
felt I should respond... even though there's not much here I can comment on.
I feel like I'm being drawn into an argument, and that's not why I'm here.
The skills list was released publicly, and it speaks for itself. We chose the
skills we did because we thought they were the most important ones to
players, and they were the ones we wanted to spend the time designing and
balancing. Again, it all comes back to choosing what you should and should
not do... where you want to put your development time.
As a designer and a gamer, I'll tell you straight-up that Oblivion is a
sprawling RPG with tons of skills and decisions to make, and the absence of
the skills listed, in the end, add up to very little. People are obviously
going to disagree, but I've spent countless hours playing the game, as has
everyone else here at Bethesda, and I can tell you Oblivion in no way feels
"watered down" or "eviscerated." I am, of course, biased. But I hope people
will base their opinions upon a completed game they've played, and not simply
jump off the handle after reading a list of skills posted on a website.
Sure, there were more skills in Morrowind. But the skills in Oblivion have been
polished and balanced, and have been much more thoughtfully designed. So it's
definitely a case of quality over quantity here.
***
On crossbows and thrown weapons missing
Crossbows and throwing weapons -- Well, short answer is Oblivion is a huge game,
and as such creating everything in the game expends resources -- time, money,
and talent. When you start making a game you have a schedule, and then you
realize what you do and do not have time for. It just made more sense for us
to more fully develop the most popular missile weapon -- the bow -- and make it
as good as possible, and not spend development resources on things that offer,
ultimately, gameplay for what we found was a really small subset of players.
For those of you who love crossbows and throwing weapons -- yeah, that stinks.
As a player, I totally sympathize with and understand that. As a designer, I
have a clear picture of the other side of the issue, and based on how much
stuff is in the game, know we made the right decision.
So the short answer is, the harsh reality is... you just can't have everything.
There's simply not enough time to do everything we want. Sure we could add
crossbows and throwing weapons, but to implement them according to our
standards.... that would add several months to the game's development, and
really, nobody wants that. At that point you have to make the tough decisions
and do what's right for the game as a whole.
***
On quest-related dialog, NPC personalities and "enchantment glow"
About NPCs and dialogue, and how that relates to quests -- Again, this varies by
questline, but as a whole, the questlines are very rich, with their own unique
stories, and that may very well involved a conflict within the guild or amongst
certain NPCs. The NPCs themselves feel much more believable. Far less generic
dialogue, and the fact that the dialogue is spoken goes a long way to making them
seem much more "real." For example, if you meet a specific NPC questgiver, and he
speaks to you with his unique, spoken dialogue, he feels light years beyond one of
the NPCs in Morrowind. The Dark Brotherhood, for example, has a lot of NPCs with
very unique personalties, and that's certainly reflected in their dialogue (among
other things). Same is true for the other questlines as well.
As for the enchanted "glowy"... see, that SEEMS like a simple question, but any
answer is going to be jumped upon, posted in other forums, etc. etc. And that's
what I'm trying to avoid. It's one of this touchy issues where any response is
going to trigger counter responses and debate. Let me just say that yeah, it was
over-obtrusive in Morrowind, and any kind of enchantment indicator in Oblivion
(like a million other things) is still being balanced to make it as effective
and unobtrusive as possible.
***
DB armor, Dark Brotherhood == evil?
Sorry, not going to answer any questions about skills or skill perks.
Also mentioned just about as much as I can about the stealth system.
Thief/Dark Brotherhood armor -- Yeah, you can check out the concept of the
Dark Brotherhood armor on the Elder Scrolls page. Awesome stuff.
Contest sound very cool. Don't forsee a problem.
On how "evil" is the Dark Brotherhood -- well, I guess that depends on how deep
into man's perversion you want to go! There are some depths that I didn't approach,
because there was no reason to. If it fits the story and the theme of the questline,
it's fair game. If it's perverted or vile just for the sake of being so, then no,
you're out of luck. But the Dark Brotherhood is definitely NOT "steal the princess"
evil. They're more like "disembowel the princess and mail her head back to the king"
evil. There's certainly a limit to what you may see, but that doesn't mean other stuff
isn't implied.
And yeah, I have a pretty dark sense of humor, so some of that has definitely crept
into the questline.