• bogdugg@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    143
    ·
    1 year ago

    I’ve read similar things about the development of Morrowind, about creative decisions needing to get past Todd, in this excellent article about its development.

    Here are some quotes from Michael Kirkbride:

    The game was originally set in the Summerset Isles. And then we got bored and decided, “Man, this is really boring. How about we put it in a volcano with like giant bugs everywhere?” And people were like, “What?” So Todd Howard — the easiest way to get anything past Todd, at that time, was you basically just had to say “Star Wars.” Which was true for me and anybody then. So I was like, “The game should be like Dark Crystal meets Star Wars.” And he was immediately hooked. I got all the bug creatures I ever needed, we moved it from Summerset Isles to this weird dark-elf place on the map, and we just went from there.

    I used to have this thing with Todd, because he was one of the ones that’s like, “Let’s not make it too weird.” So I’d bamboozle him. There was a period where I would actually draw two different versions of a monster — the one that was weird and that I wanted to be in the game, and then one that was fucking crazy. And so I’d go to Todd, and I’m like, “OK, I think I’ve got the mid-level creature set.” And I’d show him a picture. He’d be like, “Nah, dude, that’s crazy.” Then I’d go back to my office and I would act like I was drawing something new, and I’d just come back with the original drawing of what I really wanted to be in there. Like, “Hey, is this what you were thinking?” And he’d be all, “Oh, yeah, that’s much better. That’s great.”

    I can definitely believe his influence has become immense following the studio’s success - though it definitely feels like he needs to hand the reins over to somebody else.

    • LadyLikesSpiders@lemmy.ml
      link
      fedilink
      English
      arrow-up
      45
      arrow-down
      1
      ·
      1 year ago

      That tactic for his crazy monster designs is a classic psychological trick, but I can’t remember what it’s called. It’s a thing where you’re more likely to get someone’s help by first asking for more help than you want/need, and then when rejected, you can scale it back, and they’ll more likely concede

      • OctopusKurwa @lemm.ee
        link
        fedilink
        English
        arrow-up
        16
        ·
        1 year ago

        The loss of Ken Rolston and Kirkbride and the rise of Emil Pagliarulo is what fucked the elder scrolls writing.

        You shouldn’t hand your big epic fantasy world to a guy who couldn’t give a fuck about the lore or stepping on the toes of other writers.

    • bl4ckblooc@lemmy.world
      link
      fedilink
      English
      arrow-up
      18
      arrow-down
      7
      ·
      1 year ago

      Honestly I don’t think anyone should have that kind of power over a AAA game these days.

      • GoodEye8@lemm.ee
        link
        fedilink
        English
        arrow-up
        69
        arrow-down
        1
        ·
        1 year ago

        I disagree, AAA especially would benefit fromsomeone with that kind of power at the helm. Most AAA games feel like committee games, no clear vision besides appealing to the lowest denominator. The reason Kojima games are so praised and polarizing is because he has this kind of power to make sure his vision gets realized.

        If everything has to go through Todd and the end result is Starfield then that just means Todd isn’t suited to have that much power.

        • bl4ckblooc@lemmy.world
          link
          fedilink
          English
          arrow-up
          3
          arrow-down
          1
          ·
          1 year ago

          I would say that someone like Kojima is the outlier. There are not many developers like him that can make all the decisions about a game and make the right ones/make decisions that gamers actually agree with. Even Death Stranded wasn’t as big of a hit as people expected it to be. It has developed a large cult following, but it didn’t quite have the same fan appreciation when it launched.

          • mnemonicmonkeys@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            1
            ·
            1 year ago

            There are not many developers like him that can make all the decisions about a game and make the right ones/make decisions that gamers actually agree with.

            Care to give any examples of devs in his position that don’t make good decisions?

            • bl4ckblooc@lemmy.world
              link
              fedilink
              English
              arrow-up
              2
              arrow-down
              1
              ·
              1 year ago

              Well Todd Howard is a good example. And I have very little faith in whatever Peter Molyneux puts out next. Thankfully there are many example because not many people are given the type of control over a game that this articles is talking about.

    • TheOgreChef@lemmy.world
      link
      fedilink
      English
      arrow-up
      7
      ·
      1 year ago

      Wasn’t there a report where some of the devs called him a seagull because he would just fly by whatever you were working on and shit all over it? Maybe I’m misremembering who that’s attributed to though, there are lots of terrible people in games.

      • MudMan@kbin.social
        link
        fedilink
        arrow-up
        14
        arrow-down
        1
        ·
        1 year ago

        The quote above is from Morrowind, so I’m curious to know when you think he lost his mojo. Like, Daggerfall? I mean, I could agree with that, but it seems like a hot take.

        • Zombiepirate@lemmy.world
          link
          fedilink
          English
          arrow-up
          4
          ·
          edit-2
          1 year ago

          Only semi-related, but I’m playing through modded-out Daggerfall Unity on my Steam deck and it feels so fresh. It’s the best kind of remaster: it feels like how you remember the game playing, not how it actually did.

          • MudMan@kbin.social
            link
            fedilink
            arrow-up
            6
            ·
            1 year ago

            It was always a cool thing, and I’m glad it’s an official cool thing now.

            Honestly, Daggerfall is such a bold, crazy artefact. I bought it at launch, couldn’t believe the back of the box pitch and was shocked to see how much of its bonkers concept does translate into the game. I was hoping the whole procedural planet thing from Starfield would be a bit of a return to that, but from what I read that didn’t quite pan out. I haven’t gotten around to playing it for myself, though.

          • MudMan@kbin.social
            link
            fedilink
            arrow-up
            4
            ·
            1 year ago

            Fair enough. Seems like the micromanagement was there both before and after that point, though, so it’s probably not a symptom of that. Although it could be a contributing factor that having more games in developement doesn’t fit that personality type as well, but it’s probably impossible to say without actually working with him directly.

    • woelkchen@lemmy.world
      link
      fedilink
      English
      arrow-up
      35
      arrow-down
      5
      ·
      1 year ago

      He’s the game director, it makes sense that things would go through him.

      Things: yes. All things: No. That’s micromanagement.

      • Renacles@discuss.tchncs.de
        link
        fedilink
        English
        arrow-up
        19
        arrow-down
        2
        ·
        1 year ago

        But we are talking about design decisions here, it would be micromanagement if he was getting in the middle of how things are done, not the end result.

        • woelkchen@lemmy.world
          link
          fedilink
          English
          arrow-up
          15
          ·
          1 year ago

          But we are talking about design decisions here

          Not every single piece of design should require signing off by a single person, though, not in large teams. If you look at interviews from Nintendo studios or 2nd party developers how Miyamoto oversees game development, it’s more like pointing out which game mechanics he things work better and should be emphasized and otherwise he’s super hands off and for the most part it’s to the benefit of Nintendo games.

          • Renacles@discuss.tchncs.de
            link
            fedilink
            English
            arrow-up
            1
            ·
            edit-2
            1 year ago

            Read the article carefully though, it’s mostly trying to be inflammatory. It seems ideas outside of what Bethesda usually does end up having to go through Todd because he is good at putting himself in the end user’s shoes even if he doesn’t want to be the guy with the final say in everything.

            It seems more like something that happened over time as they became successful.

        • Sylvartas@lemmy.world
          link
          fedilink
          English
          arrow-up
          9
          arrow-down
          1
          ·
          1 year ago

          On big projects like this, the game director isn’t also the lead game designer. Or at least they shouldn’t. That’s the whole point of having these 2 positions in the first place

          • aksdb@feddit.de
            link
            fedilink
            English
            arrow-up
            8
            ·
            1 year ago

            It doesn’t sound like he’s designing. He’s only (dis)approving the designers work.

            • Sylvartas@lemmy.world
              link
              fedilink
              English
              arrow-up
              6
              ·
              1 year ago

              Yeah tbh the article doesn’t really help to determine how much he’s micromanaging but that’s basically where the issue lies. According to the example in the article it does sound like he’s stepping on the art director’s boundaries regarding creatures design though

    • brsrklf@jlai.lu
      link
      fedilink
      English
      arrow-up
      31
      ·
      1 year ago

      Yeah. He even says Todd didn’t like to be in this position, and that’s why he would hate him saying that. But clickbait’s gonna clickbait.

  • dan1101@lemm.ee
    link
    fedilink
    English
    arrow-up
    41
    arrow-down
    4
    ·
    edit-2
    1 year ago

    Yes that’s probably what allowed games like Skyrim to be so good instead of feeling like they were designed by a corporate committee.