To
be fair, that's what we were when we started Bloodmoon. Let
me explain.
It all began right after we had finished Tribunal, Morrowind's
first expansion. Head Honcho Todd Howard had some ideas about
what he wanted to see in the second expansion, and it was
my job to turn these ideas into a cohesive story. My name
is Mark Nelson, and I'm one of the designers here at Bethesda
Softworks.
So, Todd had to tell me his ideas for the expansion. But,
you see, Todd sits as far away from me as he possibly can.
I'm sure it's just a coincidence, but he's in one corner of
our giant warehouse space, and I'm in the other. Different
time zones. I pack a lunch if I'm walking over to his office.
It's a long way.
But, the information had to get through.
So, he pulled the big, silken bell rope by his desk, summoning
Ashley, and he told Ashley his ideas. Ashley tapped out the
ideas in Morse code on his cube wall to Matt. Matt transcribed
all the concepts into complex pictographs, folded them into
a paper airplane, and flew them over to Gary. Gary got up,
walked to Ken's cube, and wrote them backwards on Ken's forehead
while he was napping. When Ken woke up, he saw the reflection
in his monitor, got up, leaned over to my cube, and gave me
the necessary information.
"Todd wants to wear wool shorts and phony leather."
Then he went back to his nap.
Gotcha. "Todd wants werewolves, Nords, and snowy weather."
No problem.
The ideas were sound, but actually making all of this work
together was going to be challenging. Nords were easy, as
we already had them. Snow, we were sure the artists and programmers
could handle. It was the werewolf part that was going to be
especially tricky. There were a lot of issues to work out
to make being a werewolf fun and interesting for the player.
We already had a model of player werewolves from Daggerfall,
but Morrowind is a very different game, and the same model
wouldn't work as well in the new system. So, we started building
our system from the ground up.

One of the early decisions we made was that a player should
be able to complete any quest in the game while being a werewolf
character. Since the change only happens at night, it made
sense that if no NPC had reason to believe the player was
a werewolf, he should react normally to him. So, NPCs will
only react negatively to a player who actually changes to
or from werewolf form in front of them. This allows players
to truly roleplay a werewolf character-hero by day, monster
by night. The careful player can still complete every quest
in the game, and he can still spend half his time terrorizing
the populace. It seems like a cool plan.
We also wanted to stress that being a werewolf is a curse,
not a blessing. The wolf form is powerful, so there had to
be a drawback to balance out gameplay. Since power in Morrowind
is mostly item-based, the decision was made to lock the player
out from his inventory while a werewolf. Anyone playing as
a werewolf will have to rely on the skills and abilities provided
in order to survive. Additionally, every night a player becomes
a werewolf, he is immediately overcome by werewolf Bloodlust.
The character's health will slowly decline until he feeds
on
an NPC. So, players will need to be careful if they get caught
in the middle of the wilderness at dusk. |