Da nun endlich die Pressesperre bezüglich Informationen und Bildmaterial seitens Bethesda aufgehoben worden ist, gibt es einige Informationen zum Spiel:
ScreenshotsBrief an die Fans vom ProducerGamespy's First lookSpeziell aus dem Bericht von GameSpy möchte ich einige Pasagen hervorheben:
Howard described it this way: "It's amazing how many people played Morrowind and said (to us), 'Why is my character missing when he swings? The enemy is right there!,' or 'Why did that guy see me? I thought I was hiding.'"
"We've realized how much combat people really do in a game like this and made it more of a priority to get it right," Howard continued. The Oblivion team actually developed three entirely new combat systems and did extensive testing on them all before settling on the one that will be in the final game.
"Right now we're working on our dynamic compass that will show you how close you are to dungeons while wandering the forests or where the person is that you need to talk to make a quest progress," Howard said. They've also altered the way players travel in the world. Technically speaking, the world of Oblivion is actually larger than Morrowind, but as Howard himself pointed out, Bethesda doesn't want "hundreds of hours of gameplay" to consist of a few minutes of fun punctuated by hours of boring traveling. Instead, the game will include a revised fast travel map that will hopefully eliminate a great deal of the annoying repetitive travel over long distances.
That's what makes the forests of Oblivion so remarkable: the fact that they look so unremarkable. Looking at a forest in Oblivion is pretty close to looking through a window in Bethesda's office.
"We're really focusing this time on how people in the world react to you, because that's the most fulfilling thing about being good or bad or in-between." The game sports a new "Radiant AI" system that Howard says is best described as a combination of Ultima 7 and The Sims. Rather than following pre-scripted paths, every NPC is given a set of general goals they'd like to achieve, but the details of fulfilling that goal is entirely up to them. If a citizen is hungry, they'll look for a way to get food. They might buy food, hunt it, or steal it, then find a place to sit to eat and so on. This means that every one of the game's 1,000 NPCs follows a full 24/7 schedule that continues whether or not the player is there to witness it. It also means that the NPCs react to each other, so a townsperson who decides to steal a loaf of bread in full view of the guards may find himself under arrest.
According to Howard, the AI has caused guards to decide to eat and go hunting deer, only to get themselves arrested for attacking something. When they fight back against the arresting guard, the other guards see a fight and try to join in. In not too much time, every guard in the town was involved in the scuffle, which left the rest of the town open to thievery by other NPCs, resulting in empty stores. Much of the team's current effort is going into putting sensible governors on the AI's behavior to avoid situations like empty stores that would result in situations that wouldn't be fun for the player.
Man darf also wirklich gespannt sein, wieviel davon tatsächlich umgesetzt wird bzw. der Wahrheit entspricht. Viele Features hören sich zu schön an um wahr zu sein...