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A BRIEF HISTORY OF CYRODIIL
 
A BRIEF HISTORY OF CYRODIIL
 
IT'S QUIET ... ALMOST TOO QUIET
 
IT'S QUIET ... ALMOST TOO QUIET
 
OBLIVION COLLECTOR'S EDITION
 
OBLIVION COLLECTOR'S EDITION
 
MAGICAL MYSTERY MEAT
 
MAGICAL MYSTERY MEAT
 
THE DARKER SIDE OF CYRODIIL
 
THE DARKER SIDE OF CYRODIIL
 
E3 - FEAR AND LOATHING IN LA
 
E3 - FEAR AND LOATHING IN LA
 
TO THE DEATH, OR TO THE PAIN?
 
TO THE DEATH, OR TO THE PAIN?
 
NOW YOU SEE ME, NOW YOU DON'T
 
NOW YOU SEE ME, NOW YOU DON'T
 
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Dunces with Wolves
 

But being a werewolf also needs to be fun. To that end, a werewolf can do things a normal player can't. A werewolf's only weapons are his claws, and these do physical damage to NPCs and creatures, where a normal NPC could only damage fatigue. Werewolves are strong, fast, and agile. They run fast and jump far. They have the ability to see in the dark and to detect other creatures. And they get the oddest dreams when they sleep-since they can't normally speak with NPCs, this is how they get quests. It should be a totally different experience playing a werewolf, and we think it'll be a good time.

Another major decision we made was to do separate quest paths for both normal player characters and werewolf characters. We wanted the story to remain the same, but allow it to be viewed from opposite sides of the conflict. This is something we hadn't tried to do to such a large scale in previous quests, and it proved to be challenging to manage. It makes for more open-ended gameplay, though, and gives a bit of extra replay value. In the end, it works well. For a good chunk of the main quest, players will have to choose a side. Regardless of which side is chosen, the same events will take place in the world-the player will just have the opportunity to view them from a different angle.

In order to make this happen the way we wanted, a lot of scripts were needed, as well as some new scripting functions. One that should make modders happy is the new PlaceAtMe function. It works much like the PlaceAtPC function, but can be used at an activator instead of the player. This became really handy on one of the werewolf quests. I wanted a steady stream of Skaal warriors (the Nords native to the island of Solstheim) to attack the werewolf player. But, too many onscreen at once could be crushing to framerates. It's possible to just activate new instances of the warriors, but I didn't want the player to see the new instances popping into the world, because that's just, well, tacky. The new function allowed me to make three "teleport sites," activators that checked distance to the player and used PlaceAtMe to spawn a new warrior at the site farthest from his location. The PlaceAtMe function should be a versatile tool for the mod community to play with.

Bloodmoon Editor

And this barely touches on what went into the programming aspects of player werewolves, or the art, or the animation, or the testing. A lot had to be taken into account, from how the player's stats would be stored, to how menacing the werewolf should appear, to how a werewolf swims backwards, and how this all affects the gameplay balance. Making these beasts work has taken a lot of work from all the members of the Bloodmoon team, and we hope the results will please Morrowind fans as much as we think it will.

Of course, werewolves are only a part of the story of Bloodmoon. There's still a whole new culture to explore, a colony to be built, books to read, ingredients to find, and quests to discover. There are bears and wolves, spriggans and horkers, and some other nasty creatures that will remain nameless for now. There's snow and ice, and some cool new spells that you'll find yourself casting. Now if I could only find a way to work in Todd's wool shorts and phony leather….

I've gotta get a better cube.

 
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Now Available!
 
Order Oblivion GotY for PC and Xbox 360
 

Order The Elder Scrolls IV: Oblivion Game of the Year Edition for PC and Xbox 360 at the 2K Games store.

 
 
Now Available!
 
Order Shivering Isles for Windows
 

Order The Elder Scrolls IV: Shivering Isles for Windows at Take2games.com

 
 
Now Available!
 
Official Oblivion Plugins at www.OblivionDownloads.com
 

Download official Oblivion plug-ins for PC at OblivionDownloads.com

 
 
Soundtrack
 
Morrowind and Oblivion Soundtrack Available through DirectSong
 
The Oblivion and Morrowind soundtracks are now available to buy for the first time anywhere; exclusively through DirectSong.
 
 
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