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| Steve Meister, Programmer |
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Favorite
moments developing Morrowind:
Summon Baldness: When working on the Summon
Enchanted Helm spell, I tested an incomplete version
of the code. When I cast the spell, my character became
bald for the duration of the spell. Should have left
that one in as an Easter Egg.
My loved-fayrbol with radius of 2km dies everyone: I discovered a Russian Morrowind fan site (http://www.travel.ag.ru/tes/)
had quoted me -- in amongst the Cyrillic, I found my
name in an article. That was pretty cool in and of itself,
but the Babelfish translation was even better. :) Discovering
the international Elder Scrolls community was an amazing
experience. The Morrowind fan community all over the
world is just incredible and I feel privileged to be
a part of it.
Gone Gold! The feeling of relief was amazing.
It's DONE! But then the tension of waiting for the game
to get into gamers' hands -- will they like it? Will
they hate it? What will the press say? Their positive
reaction, and finally seeing that brown box up on store
shelves was the most gratifying experience in my 24
years of programming. |
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| Gavin Carter, Associate Producer |
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My
favorite Daggerfall moment happened shortly after the
game was released. I was the ripe old age of 16, and
had taken to playing the game long into the night whenever
I could. One night around three in the morning, I was
returning to town to pick up some supplies after a long
run of witch coven scouring. It was a particularly stormy
night in the game, and I was totally immersed in the
ambience. At the time, I was using a monster pair of
speakers for my computer. They could really pump out
the volume, but were also very unreliable, occasionally
cutting out for no apparent reason. This time, they
cut out right as I was entering Daggerfall city. I sighed
and took to fiddling with the volume knob. First I only
got static. Then the speakers made a popping noise and
I could hear the game music once again, though very
faintly. I turned the volume all the way up, but the
sound was still very faint and hissing. Frustrated,
I was forced to stand up in my chair and lean against
the desk while reaching around to check the connection.
As I put my ear directly against the speaker, I felt
the connector pop back into place, and the sound came
back - at full volume. What's the first thing I hear?
"VEEEEENNNNNNNGEAAAANCE!!!!!!!!" The shock
of King Lysandus' exclamation sent me falling backwards
out of the chair, and awoke my less-than-pleased parents,
who forced me to invest in a pair of headphones the
next day.
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| Mark Nelson, Designer |
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In
the design of Morrowind and its expansions, a lot of
design meetings turned into heated discussions, often
about topics that might seem out of place in a normal
work environment. My favorite moment occurred the evening
after one particularly heated day-long discussion over
werewolves, specifically about how high they should
jump. Todd and I argued the point for hours -- during
the meeting, passing in the hall, while ordering lunch,
etc. As any real RPG fan knows, werewolves can jump
high -- really high -- but it was taking a lot to convince
Todd to see the obvious error in his thinking. He has
all these issues about things that "break the game"
or "make the game unplayable." Whatever.
The argument went all day without resolution, and by
the time I got home, I was beat. My wife and I went
out to dinner, and she naturally asked me how my day
went. Bad idea. I tried to explain to her about the
day as I got more and more fired up, finally saying,
"So this stupid werewolf meeting ended up lasting
all day, and I don't understand why Todd doesn't get
that werewolves should jump really high!" Of course,
at first I didn't see the waitress standing behind me,
or the completely puzzled look on her face. Priceless.
I suppose not everyone has meetings about werewolves,
but we do. Thinking about that, it makes me remember
what an odd, and often amusing, job I have.
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| Pete Hines, Marketing Director |
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For
me, nothing beats the moment in Morrowind when you first
step up onto the deck of the ship and get a chance to
fully appreciate the world you're about to experience.
It is, as Todd and I like to call it, a "money
shot." Big silt strider off to your right, really
realistic water all around you sparkling in the sun,
vast wilderness this way, the first town you'll visit
over here, some kind of tower over there...I love that
moment.
Given how long it was between the release of Daggerfall
and the release of Morrowind, we felt we had a lot to
prove. Stepping out into that scene is just a great,
"we're back" moment. Before the game shipped
it was great to show the game to the press and have
them see that shot and experience that moment for the
first time and say, "Whoa!" or something more
profane but equally complimentary.
Which brings me to my favorite non-gaming moment. When
we showed Morrowind at E3 for the first time several
years ago we got a really good response from the press
that got to see the game, including my all-time favorite
from the guys at Penny Arcade. I was reading their daily
blurb and it mentioned going by our booth and seeing
Morrowind and their summary started with the following
phrase, "Bethesda Softworks is definitely not [censored]
around." If I wish I could have put the uncensored
version of that quote on in our ads and on the box. |
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| Check out what the developers are talking about. |
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| The Oblivion and Morrowind soundtracks are now available
to buy for the first time anywhere; exclusively through DirectSong. |
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