Lex Fridman Podcast - #342 – Todd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield
Episode Date: November 29, 2022Todd Howard is a legendary video game designer at Bethesda Game Studios. He led the development of the Elder Scrolls series and the Fallout series, and an upcoming game Starfield. Please support this ...podcast by checking out our sponsors: - Shopify: https://shopify.com/lex to get free trial - Eight Sleep: https://www.eightsleep.com/lex to get special savings - InsideTracker: https://insidetracker.com/lex to get 20% off - LMNT: https://drinkLMNT.com/lex to get free sample pack EPISODE LINKS: Bethesda: https://bethesda.net Bethesda Game Studios: https://bethesdagamestudios.com Creation Club: https://creationclub.bethesda.net PODCAST INFO: Podcast website: https://lexfridman.com/podcast Apple Podcasts: https://apple.co/2lwqZIr Spotify: https://spoti.fi/2nEwCF8 RSS: https://lexfridman.com/feed/podcast/ YouTube Full Episodes: https://youtube.com/lexfridman YouTube Clips: https://youtube.com/lexclips SUPPORT & CONNECT: - Check out the sponsors above, it's the best way to support this podcast - Support on Patreon: https://www.patreon.com/lexfridman - Twitter: https://twitter.com/lexfridman - Instagram: https://www.instagram.com/lexfridman - LinkedIn: https://www.linkedin.com/in/lexfridman - Facebook: https://www.facebook.com/lexfridman - Medium: https://medium.com/@lexfridman OUTLINE: Here's the timestamps for the episode. On some podcast players you should be able to click the timestamp to jump to that time. (00:00) - Introduction (05:53) - Simulation (07:49) - NPCs (16:40) - Daggerfall and Arena (24:53) - Bethesda (33:18) - Video game graphics (39:37) - The essence of a video game (44:25) - Redguard (49:25) - Creating open worlds (57:04) - Superintelligent NPCs (1:01:58) - Starfield (1:21:40) - The Elder Scrolls 6 (1:41:01) - Fallout (1:48:09) - Character creation (1:53:11) - Quests & items (2:06:57) - Xbox (2:12:22) - Greatest game of all time (2:22:38) - Day in the life (2:30:32) - Advice for young people (2:34:00) - Fallout TV show (2:38:32) - Indiana Jones game (2:44:44) - Meaning of life
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The following is a conversation with Todd Howard, one of the greatest video game designers of all time.
He has led the development of the Fallout series and the Elder Scrolls series, including
Arena, Daggerfall, Morrowind, Oblivion, Skyrim, and the Future Elder Scrolls 6, and a totally
new world in an upcoming game called Starfield.
Many of these have won Game of the Year awards,
and have been some of the most celebrated and impactful games ever made. To me, Skyrim
is quite possibly the greatest game ever.
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And now, dear friends, here's Todd Howard.
Is it possible that we are currently living inside a video game that the future you designed can you give hints as to how one would escape if this was a video game.
How can a video game character escape to outside the video game?
Are these things you don't consider when you design the game?
Actually, we do.
Because in the kind of games that we make, we want it to be as open as possible.
So when you start a game, you're always testing it.
What can I do?
What would the game allow me to do?
And you check everything.
You try to pick up the mugs, you try every door, you collide with everything like, hey,
what are the rules of this world?
We try to do games where we say yes as much as possible.
That leaves to some level of chaos.
But if you were stuck in a video game,
you would try everything.
And usually you're gonna find a door or a space
where the designers didn't anticipate you piling
all those crates up and getting over a wall
that they didn't expect.
Right, so it's not a designed doorway out.
It's accidental unintended doorway out.
And it's a happy bug.
You could like, Trim and show.
Just get in the ocean and go.
Can you keep going?
Right.
Keep going.
But the more realistic the game becomes,
the harder it is to find that door.
The bigger the world, the bigger the open world.
And then as we do it, we learn, they're going to find a way.
So just don't try to pen them in.
Usually we leave like this developer test cell area
in the game that we don't anticipate anyone will find.
And they ultimately find it.
It usually has crates of all the weapons in the game
and things like that.
The little hints you drop now will just drive people mad, which is something I enjoy deeply.
So Skyrim NPCs have at times hilarious dialogue. What does it take to build a good NPC dialogue?
The main thing is to make them reactive. A lot of times when you write characters from movies or things like that,
you want to make that character interesting for themselves, right? What's their story?
And there's some characters like that that the player definitely cares about,
but the best characters are the ones that react to you. So you'll find a lot of people love our guards,
and the guards are written almost purely to be reactive.
Hey, nice tie, like your jacket.
Do this cool watch.
You know, hey, what'd you do?
And so that, hey, you're the man as you walk by,
that makes them interesting,
or the way they react to something that you do.
Lydia in Skyrim,
who everybody loves, I'm sworn to carry your burdens, that's a generic line that all of the,
you know, house carls have. And it just kind of lands when she says it.
Why does the land? What do you, and did you anticipate it with lands?
Just slight snarkiness in that particular read of it,
and you're asking her to do something,
and she's reacting to you.
What about the trade-off between maybe the randomness
and the scripted nature of the dialogue?
Like, is there any room for randomness of the dialogue tree?
Oh, absolutely.
We tend to write them in stacks with, you know,
it's a very small, I think it was a small state machine
that just says, okay, this is what's happening.
Here's a random list of things I could say to that.
And then some of that plays out in ways you don't anticipate.
But we look at the things. What are the players doing that we could have the characters respond
to that they don't expect, you know, jumping on tables or stealing stuff or, you know, sneaking
in in the middle of the night or those kind of things. The more that we can do, the more reactive and interesting
the characters appear.
And these state machines, how big are these things?
Are these individual to the individual characters?
That's just fascinating how you design state machines.
Is it just a giant space?
I would think of the AI as one big one.
Yeah. Oh, so. For sort of everybody. Is it just a giant space? I would think of the AI as one big one.
Yeah.
Oh, so.
For sort of everybody.
So there's an AI.
There's a manager for all the people.
Yeah.
And one of the things that.
The people manager.
You say, right.
Nice.
One of the things that makes what we do particularly unique
is, and this is a trade-off for what people are seeing because a lot of it's not on
the screen, but we're using cycles to run this, which is we're thinking about everybody in
the whole world all the time.
The ones that are further away at a much less tick rate, they go into low, but we know if
they want to walk across the world, and we're running every quest at the same time. Whereas in
other world-wide games, you start in activity, the rest of the world is going to shut down,
so that they can really make that as impactful. I really prefer that the rest of it's going
on. It's more of a simulation that we're building. So when those things collide, that's where it gets
the most interesting.
And so we're running all of those people
and understanding where they want to go
and their cycles and what they want to do.
And the ones that are closer to you,
we just update a lot more.
One way to think about it.
I mean, that's really fascinating.
It's something that people had,
they were wondering about to what degree is possible
to run the world without you.
So there is a feeling to role-playing games
that you're at the central, you're at the center of the world.
The whole world rotates around you.
As it does in normal life, like when we walk around,
there's a, when you forget yourself,
you start to take yourself
very seriously, like you are the center of the world. I forget that there's eight billion
people on earth and if you get it, they have lies. That's actually a sobering realization
that they all have really interesting life stories and they have their worries. They suffer
in different complicated ways. And yet, when you play a role playing game, there's a, I mean, both
computationally and from a storytelling perspective, you wonder if the world goes on without
you. Like if you come back, if you take a break and you come back, is there still a bustling
town that now has a history since you have last visited? So to what degree can you create a world that goes
on without you or goes on at the same time as you do your thing, whatever the heck you're
doing?
We don't prioritize the stuff you can't see. So it's more like an amusement park. If you
study like the design or our level designers did this, how do they build Disney World in
these places? So it still exists for you, the player. So it is fairly, you know,
when you're going to come in, this is what you're going to see, the shops are on the front,
you're going to do this. It's just for us to make it far more believable and get some more emergent
behavior that not just make that sort of the very similar of what you're in for that moment,
but you buy it all.
I always say like, you know, we gotta do the little things
so that you buy the reality of the virtual world you're in,
so we wanna do something crazy.
You know, when a dragon lands or a death law
comes out of the wasteland or those kind of things
that you, it has the impact to you as the viewer, that it would
to the people in the world. Okay, but still you are simulating stuff that's close to you.
It is a bit of a simulation going on. Oh, absolutely. Yes. And so that creates some interesting
dynamics then. And the stuff that we're looking at in the future, our plan is to push that even more.
And the stuff that we're looking at in the future, and our plan is to push that even more, to think about how these things exist in the world first.
Then we do some of this, but even more so in the future to say, how do these things
exist?
Take like a faction in the world.
What is their role in the world?
As opposed to just, their role is for the player to join it it go through a bunch of quests and become the head of the faction.
You know think a little bit deeper about the simulation and what would the mages guild be doing in a fantasy world.
Or the fighters guild be doing in a fantasy world versus just.
Sign up do quests get gold.
us sign up duquests geckled.
And so that when you show up to that major's guild, it's a bustling guild for stuff going on.
It's not just that it's bustlings that they feel rooted in it.
They don't feel like a storefront for come here duquests get experience.
Is that one of the essential components of randomly generated worlds?
So when I think back to Daggerfall, as gigantic world, I don't know if I first played it, I thought like,
I mean, you're just struck by the,
the, the immensity of it. Right. The immensity of the possibility. When you're
young and you look
into your future, it's, it's wide open. You can do anything.
And that's what Daggerfall felt like.
The openness was gigantic.
And Daggerfall is interesting coming off Arena,
where Arena does the same thing,
but Daggerfall in many ways is bigger
despite focusing on an area
because of how the density of,
okay, this is how, this is how much physical game space
will do for these villages and towns,
and it does feel endless,
even though you're looking at a map that has constraints.
And Daggerfall actually was a touchstone for us
going into Starfield for how we do the planets because there is a different kind of gameplay experience
when you just wander outside a city in Daggerfall. Then follow a quest line and go through, go to this
place and it's completely handcrafted and everything around every corner we've kind of placed like Skyrim.
You know, Starfield's a bit more like Daggerfall and if you wander outside the city, we're
going to be generating things and you kind of get used to that game flow different than
we've done before and fun in a different kind of way.
We'll talk about Starfield.
Just for people who don't know and how dare you for not knowing.
But with Daggafal, we're talking about the Elder Scrolls series that started, so we're
talking about the big titles within the series.
Started with Arena in 94, Daggafal in 96.
I didn't look up the years before this.
This is depressing, or awesome.
So all of these games brought hundreds probably for some of them thousands of hours
of joy for me. So arena, Daggerfall, moral, wind, oblivion and Skyrim. So I don't remember
arena being that open world. Well, it's all the provinces. It follows kind of the same pattern.
It just doesn't have all the
number of villages and places that Daggerfall has while Daggerfall focuses on the Iliac Bay
area. Arena does it all. It just changes the scale in terms of
you know, one block on the map equals this much better. There is something that, I mean, I'm speaking to anecdotal experience, but I just remember it feeling wide open, Daggafal.
It definitely was, yes.
The way arena didn't.
I don't remember.
Maybe because arena, it was so cool to have just the role-playing game aspect, you're
focused on the items and the character development.
Daggafal has a lot more depth, particularly in the character development, you. Daggerfall has a lot more depth, particularly in the character system.
That's what it introduces all of the skills
and those kind of things.
Arena, it's actually, it's a game I love.
And it's very, very elegant.
If you look at the first one where it's just an XP-based system,
do this get XP level up.
Very classic role-playing game.
Daggerfall digs deep into who's your character,
how you're going to develop it.
What are your skills?
There's advantages.
There's disadvantages.
And the environment going full 3D from arena,
which is actually like a two and a half D Doom style engine,
I agree with you that Daggerfall feels like there's
more possibilities when you're playing it.
We're able to look up the sky in Daggerfall.
Yep.
My memories.
It's full freedom.
So that's what full three demons, and they can go outside the city.
You can go outside the city.
You can do that in arena too, but it looks more fakie, right?
It's all going to be a flat plane.
Here comes things, and then a dungeon entrance is a eight-bit.
Here comes a little flat coming at the camera. So before we go to the end, uh, in
the middle, so from Starfield to fall out and the Elder Scroll series, let's go to the
very beginning. What's the origin story? You know what, let's even go before then. What's
, uh, once the first time you remember the thing that made you fall in love
with video games? Well, I think it's partly, you know, my age coming up with the arcades and playing,
you know, space invaders at the pizza place and then Pac-Man really, it's interesting about
video games and what Pac-Man did for video games where it popularized
them in a way that was just insane at the time, had a song, had a cartoon, had all of the
things.
Nintendo comes along.
So it was always part of, you know, I think if you were a kid growing up then, it was
such a newness to playing things like that.
I remember being in fifth grade when the TRS-80 was brought into the classroom
and there was a Star Trek game.
And I was enamored with it
and they were gonna start teaching
some rudimentary programming.
Like, okay, would you like to know how this is made?
And I was hooked.
It was like, I need to figure out how to make this stuff.
And so I was a self-taught programmer,
and my whole goal was to write my own video games.
And by sixth, seventh grade,
I had written my own much better Star Trek clone.
That's the Apple II.
And I really enjoyed programming in the Apple too then.
And that I think was the right level of complexity
at that age where you could kind of,
you were always learning, but you could still understand
the lot of the problem set for like,
this is one I get on the screen.
And I was also in the art.
So I did a lot of art, and I did a lot of programming, and I was also into art. So I did a lot of art and I did a lot of programming
and I was always making games.
That was my hobby from the time I was 10 or 12.
What was to you involved in making games?
Like how did you think of it?
Was it from a graphics perspective?
Like what shows up on screen?
Was it how it makes you feel?
Was it about the story?
Was it the text-based stuff and the dialogue
and the prompting?
What does it mean to create a video game with that young age to you?
Well, it was a way of experiencing things
that I couldn't myself.
So if you're playing Dungeons and Dragons at the time, too,
where you really feel Dungeons and Dragons at the time too, where you really feel,
even pen and paper, they feel somewhat, in quotes, real to you as you're playing them.
You're very invested in your character and what you're doing.
And then I love the games, the Wizardry and Ultima, that were able to bring that to a computer
so I could do it on my own time.
It was very, very real to me. I'd sit in my bedroom and then go to bed that to a computer. So I could do it on my own time. It was very, very real to me.
I'd sit in my bedroom and then go to bed and think about it.
And then, oh no, I have to go to school.
I want to come home and figure out
how to do this problem in the game.
And so whatever I was creating was something
that I was excited about at the time.
I made a Raiders of the Lost Ark game.
Like with graphics and everything?
Yeah, so it was usually, you know, made a Miami Vice game, made a Guru, the Onderer
game, made a Traveler game, I made, but every time I was doing it, I wanted to figure
out a new method on the Apple II of pulling it off graphically, whether that was editing
character sets to get graphics in different formats, or how can I enable the secret double high res mode it had
or just things like that where it became
kind of this limitless, what can I make this do?
And I had some friends who were doing the same thing
and then you get into who can impress each other.
And I was kind of middle of the pack, I would say.
And that, but again, this was the time where they're bringing computers into the school and the apples come into the school and the
teachers are learning it because they have to teach the students. But then I would say,
I was part of a group of students that were like way past that. And it was very much of a
self-taught. How do you make this thing dance?
I'd like to ask a strange question.
So at that time, a lot of people consider you one of
if not the greatest game designer creator of all time.
You were middle of the pack then.
Did you have a sense that this would be your life and you would also be creating the greatest
games ever?
Not in the slightest.
No, I don't think anybody, but I was very much like that was my dream at that age, but
you don't think that that's a job. You know, and the, as I got older,
I was really going through college, and I, even the computer classes then weren't where
I wanted them to be, so I was still kind of doing my own stuff. And I ended up getting
a business degree and then interviewing for some jobs like finance jobs.
So well, I guess I should do this to make money and I can keep doing this on the side.
And I remember I actually got to like the final level of like this corporate finance job at circuit city.
And they turn me down.
And I was like, fuck them. I'm just going to go make video games.
So thank you, Circuit City. Yeah, I remember
the circuit city. I think they won bankruptcy, actually. They were based in Richmond. I was going
to school close to there. And so what's the origin story of you joining, but that's the soft
works at the time. So I had gotten Wayne Gretzky-Hockey 3 for Christmas.
From my girlfriend at the time was now my wife.
I was in college.
And I noticed that it was, you know, in Rockville, Maryland.
And, oh, that's on my way home over Christmas break back to William
and Mary where I went to college. And that was at this point committed, like this is what I want
to do. So I'm just going to drive by and knock on the door, which is what I did. So I drove by and
knocked on the doors Martin Luther King Day, 93. And someone came out and met me and said,
well, maybe what, and I said, well, I'm in college. I'm talking about when I'm out of school.
Like, well, contact us then.
And I will say I was, I would contact them every once in a while.
I did work for a small software company right out of school, down in that area of Williamsburg,
and still would contact Bethesda,
Arena had just come out.
So then we're in 94, Arena had just come out,
and I loved it.
So I was in the sports games,
I like the hockey stuff.
They were doing a basketball,
they did a basketball game.
Yeah, I'm just looking at,
they did a lot of, they did like six sports games, six,
but that's the 10 games, six of them sports games, six, but that's the 10 games, six of them sports games and CWA basketball,
hockey league simulator.
Simulator, yeah.
So it was really like sports grid iron, which is like the first kind of physics-based football
game at the time.
And there's a famous story with electronic arts trying to do Madden and then hiring Bethesda
before my time to make Madden because they were struggling.
When I started up at Bethesda, I remember the owner had John Madden's Oakland Raiders playbook
in his office.
Like, who can I see that?
And I love sports, right?
So I still play Madden to this day.
I love it.
So there's an alternate reality where I made sports games.
Yeah, absolutely.
I wanted to make like the ultimate college football game.
Well, it's always like, you know, it's like music.
You probably listen to lots of type of music, like you don't play every time.
But I think of open worlds as fundamentally different.
We sure.
No, like source of happiness, entertainment, storytelling, world, gaming, then, then, I mean, it's just,
because I love both. I love both worlds, but they're two totally different experiences.
Just like when you might watch a movie, you might be in the mood for Lord of the Rings one day,
and then you want some other, I don't know, competitive show or game show or something like that,
or watch football on TV, right? You watch football on TV, but then I want to watch get really into game of thrones.
So I think all those things have validity.
And actually one of the first things I worked on when I started Bethesda was NC Habasca
Ball, wrote to the final four, two.
So that was kind of an external project, it in like hey you you know sports get this game done
and then went on to but they were doing everything I loved it was like this is where I have to work
they're doing like the Terminator science fiction stuff I love that they're doing these open world
role playing games like I love that and they're doing sports like this I have to work here.
So started there and you loved it. I loved it.
Yeah.
So, when I came in, it had just come out and they were doing the CD ROM version.
So CD ROMs aren't even out yet.
Oh, it used to be floppy disks.
That's probably what was a re-reinverting.
We would burn them in the basement.
We had the disk replicators.
Right.
So, arena was not released on floppy or something.
It was, yes, I believe it's six floppy disks.
Six floppy disks.
Maybe it was eight.
But in those days, the number of floppy disks was very,
very important to what the money we're making.
So, you know, if you want to do a big, huge game,
like, well, that's just too
many discs. So the CD-ROM became this, this jumping off point for the whole industry where,
oh, it's unlimited data. By the way, I played arena, so that was, of course attained
Legally as one does alternate means by alternate means on floppy on floppy disks and that was
That was such an incredible as as you as you probably have seen interacted with a large number of people It's a whole world. It's a world that you escape to in the way, like
your favorite book, like Lord of the Rings. It was just something, it was, it was unlike anything else.
It was incredible. It's probably, I mean, of course, as people say, the first game you play is the
most, is the one that really sentimentally means the most to you. I think the first role-playing game I played
and it was just changed everything.
Was arena?
Was arena, yeah.
I think Daggerfall is what I really kind of really played,
especially because like you said,
the character development was really rich,
but just like that you can be,
feel like you're traveling to this whole other world.
That's less about entertainment,
like a shooting game and more about a world.
It felt like it's a world.
Like you're literally there, you can travel there,
you can live there, you actually feel like that person
versus like a Pac-Man, like an arcade,
fun, entertaining adventure game.
So you joined, you made it.
What did you work on first there?
I worked, well, everyone did a bunch of stuff.
So that I worked on the basketball game,
really just to get it out the door
and Terminator Future Shock.
So we were doing Future Shock and Daggerfall at the same time.
They were developing a new engine.
So it was one of the first 3D engines, the X engine.
There were a bunch of guys from Denmark actually.
There was like a big Danish demo scene in those days and the PC.
And so a bunch of the top programmers there, and look, this is not big. This is not a big Danish demo scene in those days and the PC. And so, bunch of the top programmers there,
and look, this is not big.
This is not a big company.
Maybe there's 20 people in development.
And we were doing both Daggerfall and the new Terminator.
And so, Daggerfall was a bit more, again,
behind the Terminator game.
So, I was one of the main people on the Terminator team. And I don't know,
things kind of worked out. I very quickly, I don't know why. Like I quickly became the producer and I was
making levels and doing all these things. And it was, it was awesome. And I like looking back now,
I can understand it better. But at the time, I didn't appreciate it, which is no one quite owned the Terminator license. It was in like this limbo legally.
So there was no one to tell us what to, like, no, you can't do that.
So we would, you know, pick apart the movies and how does he mention the gunny ones and the
wattage of the laser and all these things.
And so Future Shock is a game that I still love today.
It does a lot of things that if you go back and look at it
We're frankly still doing like it's a
large open world post-apocalyptic
You know landscape height map with
Instanced objects all over it and
That is still a lot of how we build our worlds. What's an instance object?
It's, you know, some games every, you know, wall or building is kind of unique in its
data, whereas we would just build, you know, these little husks of buildings and then place
them all over the place.
So the memory and the way you render it is much more optimal.
So that allows you to build a bigger world,
more and more.
Because you build a bigger world much faster
and not every single version of that building
is in its own unique architecture that
is going to take up memory and processing speed, et cetera,
et cetera.
So you're there very much feeling
the computational constraints of the system
when you're creating these overall.
And you know what, that's the thing then.
You see some of it now, but in those times, I do feel like every year the technology moved,
and maybe it's because the same thing, we're like that my age at that time, where every
year somebody was coming up with some new method or some new game system.
And it was every year that innovation,
innovation, innovation.
And then 3D acceleration comes along.
And then these things come along.
And then HD comes along.
And it is true that as time goes on,
there is visually a diminishing return
in terms of what you're able to do on the screen.
And there's a ton of work that goes into it now return in terms of what you're able to do on the screen.
And there's a ton of work that goes into it now
because just rendering this cup to the perfect shine
and material and roughness and how does the global illumination
off this wall?
It gets a ton of work.
But you can pretty much do what you want now
if you want to put the time in.
Whereas then, OK, you can't do everything you want.
So pick your battles really carefully and technically you couldn't do what you want.
If that makes sense. How much trade-off is there now in how much effort you put into
the realism of the graphics versus the story and actually not even how much effort you put in but is there
Trade off in the experience the feel of the game in terms of realism and story
Usually we will start with let the player have as much agency and do as many things as they can as possible and we will sacrifice
agency and do as many things as they can as possible. And we will sacrifice some graphic fidelity for that, some speed for that. We could make a game that, you know, our traditionally
our games are, you know, we okay with 30 frames a second as long as it looks really good
and the simulation is running and all of those things. So we'll sacrifice some of that fidelity
for the player experience and the kind of things that I do.
But from like a manpower standpoint, the graphics programmers work on graphics, the artist
work on art, and we have an awesome team of artists and designers and writers and programmers.
It's usually where we find, as time goes on, the amount of art time that it takes to create a cup compared to what
it used to be, that has increased.
So we do use, like most people use art outsourcing as well, so that we're not.
We still relatively compared to our industry and what we're doing have smaller teams.
What about the experience of the beauty of the graphics?
So, like, one of the most amazing things about Skyrim.
And maybe you could say that about some of the other games.
But for me, Skyrim is the outdoor, when you step outside,
it's the outdoor scenery.
So, what does it take to create the feeling, especially of that,
being outdoors of nature, and just like lost in
the beauty, whatever it is when you go hiking, and you feel the awe of it, how do you create
that awe? Is that graphics? What is that?
It's a lot of graphics. It's a lot of mood. We just talk about it in terms of tone.
And those are, again, going back to my previous comment,
the graphics are very, very important to us because,
and we always push them, because when you're doing the kind
of things we do, where you step into a virtual world,
it does have to have that moment of, wow,
this feels real.
I've never experienced this.
And it's okay.
I think it's okay to let just like the time settle.
Meaning you step out.
How does the wind sound?
How are the trees moving?
How are the clouds moving?
I enjoy strolling and watching this sunset.
How does it land over the water?
It doesn't have to be like, hey, let's go.
Let's finish a quest.
Let's go kill things.
Let's figure out the next step.
Let's level up.
I like the quiet moments a lot.
I think when you play our games, you can tell.
We spend a lot of time on them.
Then you watch the weather roll in. I think that's just part
of being, being that character, being that person in that space.
Yeah, the, I saw that there's a mod that removes all enemies. I've been meaning to do, to
do that, to just do like a live streamer for hours walk around Skyrim, just, and then answer questions and so on.
That just feels, that's a completely stress-free environment.
It's just you are, just like you said, in this moment in time.
And it's so incredible.
It feels as incredible as going hiking or something like that.
But in another totally different place,
like an Iceland or something like that. But in another totally different place, like an Iceland or something like that,
this whole other surreal, ethereal place. It's incredible how you create that. So,
graphics is a part of that, but also letting it the temporal aspect of that, like the wind,
the rustling sound and look and all of that.
The soundscape is really, really important in the sky.
We spend a lot of time on the sky
because it's taking up much more of the screen
than a lot of people give credit for.
What about the rendering, the openness of it?
Like, how do you, is that?
There's a lot of level of detail, streaming work.
And you know, nowadays it's getting more common.
Like frankly, the systems are built better for it.
Hard drive speed is really prioritized.
Like they're so blazing fast.
You take Skyrim and Oblivion and the fallouts of that 360 era.
It's a, and it was a lot of time spent spent on how do we get all this data streaming in?
As you move and then levels of detail so you can see all the way, but not, you know, crush
the processor.
You know what, let's even step back.
As you mentioned, Tony, you mentioned Tony a lot.
What do you mean by Tony?
It's all of it together.
If you look at, I think you can flip
through, let's just take fantasy. You can sort of look at a couple images or things and know,
how does Lord of the Rings different from Game of Thrones that is different than a theory and like a scalabr or your sci-fi channel, you know, series of the month kind of thing.
And so finding that what's going to make it kind of unique and usually
finding that what's going to make it kind of unique and usually I lean on something that is grounded in reality for what it is and then have lesser kind
of fantastical things at least at the start and then they they kind of build.
So even when we do Starfield, amidst the science fiction game,
there are laser guns and spaceships
that fly around, should each other and blah, blah, blah, blah.
But it's grounded in.
You can look at it and say,
okay, this is kind of an extension of
things as we view them today in space.
And we sort of take the same approach with fallout,
where admittedly things can get even a little bit crazier, the longer
you're developing fallout content.
So just to link on this, the tone starts at or defining the tone starts at creating a
realistic experience like you feel like I could walk into this and this feels like life.
What's their technology level, even for a fantasy world, like as magic, how prevalent is it?
Or are they making weapons and things an armor? Is it for utility? Is it for decoration? How
do they live their lives? Does this feel like a place that you believe that has some grounding in our reality, whether that's historical or near future or that it's grounded in some, some semblance of the reality that you and I
understand so that it can feel, it's also making it feel a little bit welcoming. Like, okay, I understand this. Is that art or science? So like, how do you know when it feels welcoming
and everything fits in his ground?
I don't know.
I guess it's personal taste.
Some people like things that are
weirder that have more fantastical from the get-go.
Even a game like Morowind,
where we get into some more fantastical things,
it intentionally starts a little more grounded. You know, it's a very
classic medieval-looking town that you come into, be looked just beyond it in her mushroom
trees and giant insects and things like that. So in Skyrim, when you put a dragon in it,
what are your thoughts about dragons and tone? How does that fit into a tone?
dragons and tone. How does that fit into a tone?
That's a great question. The
it's a ridiculous question, but yeah, I just love dragons. I want to bring it up. No, no, no, these are the things that we debate with.
Do we include a dragon? Why didn't you include a dragon and a dagger fall? That's what I
want to know. I think there's dragon, there's dragonlings. They were hard to do. Dragons are hard to do.
So when you start Skyrim, say, hey, look, you know, dragons are going to be a theme. Start
visually. You know, you know, you can make the argument that dragons existed. Okay, what
would they look like? How close to dinosaurs would they be? Or what would they, and ours
are less, I believe they're less fantastical looking. In general. They look like beasts that could exist in that world.
And then how we introduce them, it's kind of a little bit of a slow, you know, role in Skyrim
and that the people in the world are reacting to the dragons appearing. And that's somewhat, you know,
mirrors, you want something that mirrors the player experience as well. It says back to you like, Hey, no, these are, this is, have you heard this?
Someone's all dragon.
That's what daggiful is there is there.
Is there mention of dragons or something?
Because I remember I remember being sure that there's dragons and
daggiful as I'm playing it.
And I'm searching pretty sure.
Well, is there a dragon?
There's dragon wings and daggiful to my memory. Look, I get someone to probably correct me. Like actually, is there a dragon? There's dragon wings and dagger fall to my memory look. I get someone to probably correct me
Like actually there is a dragon here
But I'm pretty sure they're sort of they're not yeah, and then
Game I did red guard which
We bring back a dry it's takes place before hands. We have a dragon there in that game
And that was unique to that at the time
Yeah Just a brief tangent on that I. And that was unique to that at the time. Yeah, just a brief tangent on that.
I thought Redgar was a really, really good game.
I played it and it's, again, you don't, you know,
just, you forget stuff.
But I remember getting, I guess it was the first
in the Elder Scrolls series to put it into that world,
but it was like an adventure game. It reminded me of another game I really love like Prince of Persia. That was one of
the inspirations. Prince of Persia is one of my favorite games. I mean, I apologize if
I'm forgetting, but you can jump in buildings and stuff like there's a jumpy, there's a dynamic
like airy nature, like it's like part of that type of situation. Yeah, it was an incredible game.
Why do you think we asked sort of a dark question?
Why do you think that game was a flop?
One of the few super fun.
Not a dark question, it was.
Well, a lot of reasons.
Game that I love and really got us going on a handcrafted world.
So we're coming off a dagger fall,
more wind is sort of in design.
And then, you know, part of our development teams broke up
to do different things.
The game that did battlespire and Red Guard was my game.
And I wanted to do something a little more
ultimate feeling, handcrafted world.
I really like things that blend up genres, so I know it's
in the adventure game category, but it really does a lot of things. It's a love letter
to Prince of Persia. There's a little raiders of the Lost Ark in it. There's a lot of
Ultima in it. And really see what we could do with the engine. But it's very much, I think,
plays, like it would have had a much better home on, say, PlayStation or Xbox.
This is predates Xbox, right?
Where it's much more like constantly Tomb Raider had come out.
So you see those influences of Tomb Raider on that game.
And 3D effects cards had just come out.
And so, okay, we can do.
And it was the last, I think it's one of the last
like, DOS games in a Windows world.
So I think it missed kind of a technology window
as well as ultimately not what people wanted from us.
And I felt, I was really kind of the company
let me make that game. and it was a big flop.
Battlespire hadn't done well.
The company was in a really bad shape and I felt really like personally responsible.
They let me do this creative thing.
It didn't do what we needed it to do and now we're in a very, very bad situation.
Company was when I was business.
And that's when it got reformed with Zenimax Media
and Robert Altman came in and we were starting more when we just sort of started.
And it was sort of that whole experience
that made you sort of realize someone says,
you okay, you're gonna get out of shot.
And that's where like, okay, we're going to make more wind and make the biggest
best RPG we can make. We know what the audience wants from us. We know what we could do building
a world. So there's like callbacks to how we built the world in Redgar. More wind is
a large scale handcrafted. But if you were to put it, you know, pixel per pixel with
Daggerfall, you wouldn't even see more when like this Daggerfall is so big
But the impact of playing it, I think is in many ways equal but different
Just you personally psychologically did you have doubt about yourself from from the performance of Redgar like
Do I even do I know what it is of course of course?
Where do you get the how do you overcome that I?
Why don't know I would say this honestly. I enjoy it so much
You know like I'm so or me. I'm so heads down like that becomes for better worse like my life
Yeah
and
It's just something that I want to play so much it becomes like like there's a little bit, you get a little obsessed with it.
No, but I mean, you love Redguard, right?
So like, doesn't that mean?
Isn't there a kind of self-doubt about, do I know what it takes to create a great game?
Well, no, I think Redguard's a great game.
All right. So you were sure, even if it wasn't...
Okay. So if you're going to be like, do I like that game?
It's about finding an awt. Okay.
So I love Redguard. Yeah. And the people who play it, it won a- Okay, so if you're going to be like, do I like that game? It's about finding an art. Okay, so I love Regard.
Yeah.
And the people who play it,
it won a bunch of awards.
And you know, it, like, critically was a pretty good game.
Did not sell.
And the reason for that again, like,
it would probably made this the wrong type of game
and we missed a technology window.
We also thought it was very conservative.
We're going to do this.
So my main takeaway was, I'm not going to be conservative again. I'm going to swing for the fences.
And we've had, you know, there'll be some rough edges in swinging for the fences and shooting for the moon. But we'd rather do that in the land where we land than be very, very conservative
in what we're putting out there.
You mentioned just referencing this game on a Reddit AMA that long time ago during Redgar, the lead programmer made me, made all the buildings hop up and down after you played for 10 minutes
just to mess with me. Just an curious tangent. What's involved with programming in open world game?
So we talked about, we will talk about design and so on,
but specifically the programming.
Because I think this question came from,
what are some interesting sticky bugs
that you've encountered throughout your life
in creating these games?
And this is one of them that you mentioned.
So what are some of the challenges of programming
these open-wall games?
I mean, there are different flavors of them, right?
Your GTAs will have different issues
than the Ubisoft games versus our games.
I can sort of speak to ours, which
is you want to build systems, right?
Because they're going to play the game for a very long time as well, which we've learned.
And you can't go through and touch everything by hand, per se.
So you have to rely on some systemic level of creation and a lot of systems that are robust enough so then when they touch another one things aren't
breaking apart
so there's like a
What are the major systems? Is there like the physics of the game the engine of how like stuff?
Yeah, like
Yeah, the physics the motion and maybe how light is rendered all that kind of stuff right?
So you have the rendering right of like okay., okay, this is how I'm going to render
the data that I have. So a lot of people confuse engines with rendering. I mean, they're
combined, obviously, but there's the data you're going to give to a renderer, which is the
thing, you know, that draws the pixels on the screen. So there's a, most of the engine is is how are you gonna bring in that data
and give it to the renderer to draw it.
So you have that whole system of walking through the world
feeding in the data and drawing it.
You then obviously have the physics and the interactivity.
What are the things that are there just to be drawn?
And what are the things there
that are meant to be
interacted with and touched?
We put a big premium on the ones that can be interacted
with and touched, whether it's flowers,
whether the trees move, whether you can sleep on the sofa,
sit in this chair, pick up all the stuff,
big bread, blah, blah, blah.
You then have the AI, which loops in the stuff
we talked about earlier in terms of pressing
everybody and combat systems, which is a lot of what end-of-people end-of-doing combat
systems on top of that AI.
How do they react to those types of things, and then how do they look at the things that
can be interacted with?
One of my favorite things is when NPCs will go pick up weapons in the world
But you don't see in other games and the first time you see it in one of ours like very unexpected
Mm-hmm. You can drop like a crazy weapon
Being a fight and NPC runs over picks it up and uses it on you. It's not something you would expect
But I love that stuff and that's
Integrated into a larger system the ability to pick up the NPC, so it's not
like a little quirk that's hard coded in.
It's part of a bigger system.
They have their own AI for scanning the environment.
That's one of the rules.
Hey, is there a weapon that is better than the one I have?
I'm going to go get it.
Now we do lock off if it's in a chest and that's treasure we left for the player.
But it's in particular because we don't want, we actually have this problem, starting
to believe, which is at a level.
Hey, let the enemies go pick up the, you know, weapons if they're better.
So we make a level and go in and all of the enemies are armed to the teeth and there's
no treasure for the player because the enemies went and took all the good weapons.
And he's like, okay, they don't take those. They take the ones that are dropped by other NPCs or the player because the enemies went and took all the good weapons. And he's like, okay, they don't take those.
They take the ones that are dropped by other NPCs or the player.
That's such a fascinating world of the design of the experience for the NPC, because in
part that experience is defines the experience of the player.
So how they interact with their environment defines how the player experiences
their environment. Is there room for further and further development of the AI that controls
the NPC? Sure, we're always iterating on it. And again, as we look in the future,
it's more about us finding those more reactivity to the player and also understanding their roles in the world.
So they're not just there, they're not just there for the player as a signpost of the player.
But they're reacting to the player.
But what about some of the richest experiences we have with people is like the chaos of it the pull the push and pull the
Unpredictability is there something I don't know if you've been following but the the quick amazing development of language models
the neural network
natural language processing systems
dialogue systems
Do you think there is some possibility of using,
sort of these incredible neural nets
that can have open-ended dialogue,
basically chat thoughts?
Yep, I've seen some incredible demos.
I do think it's coming.
I don't know when.
Yeah.
And there's a little bit of a question
like what's ready for real deployment and release versus
Hey, let's use that to generate some things that is then static that we're giving to the players
Versus
It's generated on the fly, but it's definitely coming
It's definitely coming and I think you'll see it in the types of games that we do.
It has great application. I love the idea that you'll be
using it to design different NPCs and then testing if they're good enough. If they're like,
oh, too crazy. You don't want like the super- Right, but if we go back to it being reactive,
some of that bot stuff, you know, it's pretty it's incredible
It's then translating that into voice and then is that being done
By the client is it being done on a server? Is it baked into the game? There's like different flavors of it
So there's still computational challenges like how do you actually make that happen? Right? Well, what about?
Well in terms of creating the feeling of an NBC,
what's the role of voice actors?
Awesome.
Yeah.
We work with a ton of voice actors, and they bring so much
to it, and that's the thing.
We can write some stuff, and the best ones get in there and make it so much better.
We're even ad lib things.
So we do a lot of voice recording and we used to do it at the end of the project.
And now we do it throughout.
We start really early and we just start recording.
So we're recording for years and years, literally, probably three years,
four years.
So part of the actual experience of the recording will help define the characters and the tone
of the game.
And we'll go back sometimes and hey, we really like this. We want more of this. Let's
write with another session or, hey, we don't think this character is actually working. We
want you to do it. You're going to be someone else now. Sorry, that got cut. Do you ever try to sort of imagine that people fall in love with the characters with the NPCs?
I do.
Like I, and you do they get really attached to the, oh, yeah. I mean, I've done it in games.
These are like close friends, right? Like, you can, like you missed them.
100%.
I actually like whenever I'm playing a game and there is, you know, if there's like a
friendship option or make friends or a romance thing, I find those moments really, I enjoy
them.
I find them pretty impactful emotionally to what we're doing.
And so we've done a little bit of it.
It's one of the things that we actually have pushed in Starfield.
So we have a number of companions, but for them, we go, you know,
I won't say super complex romantic, but more complex relationships than we've had in
terms of not just some, you know, state of they like you or they don't like you, but they
can be, they can be in love with you and dislike something
you did and be pissed at you temporarily and then come back to loving you.
Also that relationship status of it's complicated, that they're existing in that gray area
it's complicated.
We're not dating or just, we're, we're, well, it's in a lot of games, you know, previous
stuff, you just work your way up, they like you more and more and more and more and now
you're in a relationship.
Now you're in.
And when you make them upset, you drift out of like it never happened. You know, you
drift out of it. Whereas we wanted one where, okay, we can be in a relationship and we've
committed to each other in some way, but I just did something that really made you angry.
And as opposed to just drifting out of that status, you're in a temporary, I don't like
what you did state.
Well, also some greater degree of complexity in the relationship with the company.
A little bit.
A little bit.
A little bit.
I don't want to oversell that part, but my point is, I think those things where you meet
a character in a game and you do spend time with them, a companion in a game, and it leads
to romance.
You know, myself and others, and I find a lot of players, those moments are really,
really impactful, and special of them because they did put in the time.
That's another thing that I always come at it with, which is, I think people don't play video games.
They sometimes think like, well, that's, I don't know, that's a waste of time,
but that's not real. That's not like, you're not getting a lot out of that.
Like, we haven't really experienced it
in the way that you can because these moments
that I spent in games, not the ones I made,
other ones when I was growing up or even now,
those are, that is important time to me.
Like, I love those moments.
I felt really like proud of what I accomplished.
And we want people to have that in our games.
And the fact that they have had those experiences,
and we hear from them and how important it is to them,
it's like, no, this is really, really special.
Yeah, it's fun.
I mean, from a game design perspective,
I wonder if you can honor the time you spent together
with a game because sometimes, I wonder if you can honor the time you spent together with a game.
Because sometimes there's a heartbreak at the end of the game.
When you leave a game, it's a really complicated relationship, actually.
Because when you leave a game, it's almost like leaving a romantic partner because
think you spent so much meaningful time together.
And there's a sense in which it was, uh, it was a femoral.
Like you, right.
This, this is not the stuff that happened.
Yeah, it didn't really happen.
It was good. It was like you went to Vegas and you got dropped and stuff.
Like, and now life goes on. I wonder if there's a way to sort of always carry that with you.
I mean, I guess with words, you can kind of share with others like that.
It's weird. I don't like. Now that we're in the age where you have achievements and you can
look at your library and see your hours and games. Like, that's almost like a scrapbook now.
Like, I wish, one of my wishes was like,
I wish I had that achievement list for everything.
Like, back to the late 70s.
Like every game you play.
Right.
Yeah. Like, you, I mean, that's one of the cool things
with Xbox like, we're moving towards that direction.
It'd be cool to be from like childhood.
The first time you play a video game, you will actually tell you what is the first game?
You know what? Kids today, they will have that. They will have that.
And see. But you could look back and see, oh my god, I put a thousand hours in And my last save was last save.
Man, I don't know.
Golden X maybe trying to think was the first game of the plate.
No, it's probably coming or 64 games.
Yeah.
Yeah, our K games.
Okay.
You mentioned Starfield.
What is Starfield?
And what's the origin story of this game?
you mentioned Starfield, what is Starfield and what's the origin story of this game?
We had always wanted to do
something where you explore space, you know, the explore space role-playing game. So take the kind of games that we make and
Give it a little bit of a different spin and
You know the other games that I love there was a pen and paper RPG I love traveler is one of the first games I made for the apple two.
I didn't.
I never finished it right i'm just doing it on my own.
And.
I love this game star flight was one star control to.
Was a game that I loved sundog was a big one in the apple two days and a lot of people don't know that I loved. And so a lot of us in the studio felt,
it was time to do something new.
You know, we're going between Elder Scrolls
and Fallout and going back and forth.
And I mean, we love that.
But hey, we've always wanted to do this,
explore the Galaxy science fiction game.
You know, now is the time to do that.
And that's a brave move.
Follow-out is post-op apocalyptic on a single planet.
Elder Scroll series is on a single planet.
This is going out into the open world of many star systems, many planets I saw that it's
thinking about a hundred star systems and a thousand planets available to
explore. What is that world of stars and planets like? Well you mentioned
Daggerfall we go back to some of that. Well the first we did it was how are we
gonna render a planet like pull it off for the player? Like, can we?
Or do we have to sort of do it where you can't land on all of them,
where you're landing in a very controlled, small world space that we,
you know, kind of craft and you would have a very limited set of those?
You go back to tone, like, well, that's probably the wrong tone.
And how can we say yes? yes like I want to land on
that ice ball. So it started we started the game right after fallout four so 2016. And the first
thing we did was can you know how can we have a system to generate these planets and make them look
and make them look, you know, I'll say reasonable as opposed to, you know, fractually, goop.
Well, what's the technical definition of goop?
Fractually goop, I'd be like.
Fractually goop, you've probably seen a lot of like simulations
whether they're space things or landscape things
where they're using fractals and just the landscape
does not look real, just as like highs and lows
and it's muddy.
And so we did find a way, we came up with a way
had prototyped of building tiles,
like large tiles of landscape,
the way we would usually build them.
We kind of generate them offline,
hand do some things, and end up with these very realistic
looking tiles of landscape,
and then built a system that wraps those around
a planet and blends them all together.
And we had pretty successful results with that.
And so we could do this.
And so there was a big design kind of problem to solve in terms of, well, what's fun about landing on a planet where there's potentially nothing.
Because there's a lot of planets and moons, if you kind of write in reality, that, well, there's nothing on them.
Except resources. And so we spend a lot of time figuring out, okay, let's just lean in on that can A be a lonely experience along as we tell the player, here's what's there,
here are the resources that are there, go find them.
But I equated to that moment of we said about listening
to the window and watching the sunset.
And I do think there's a certain beauty
to landing on a strange planet,
being somewhat the only person there,
building an outpost.
And we are modeling all of the systems, because that's how we like to do things.
So you can watch whatever that gas giant or moon, it will rotate and go and sunrise, sunset,
and all of those things that you would expect.
And it's all really happening.
And most people probably won't notice or appreciate all of that, but
I think it gives them the ability to say, I want to go do that and see that on that place.
As long as we tell them, hey, the quest leads over here, here's where the handcrafted content
is that you would expect, and then here's more of the open procedural planet experience.
So your long answer, I don't know if I answered your question.
There's no questions to stupid and the answers are really so that's how this works.
So this is the world's most immense simulator of the human condition of loneliness.
Because I can't imagine a more lonely experience.
I mean, you put it that way.
I don't know. That was the goal, but just on a planet alone, I just, I, that must be, I mean, a deep
embodiment of what loneliness is like.
I mean, both on that, like when you hike alone, there's a, there's a deep loneliness to
that. It's like, it's humbling that this thing will last much longer than you.
It's been here way before you.
Is it the line from the moon landing?
Beautiful desolation.
The buzz Aldrin, isn't it?
Beautiful desolation, I would say.
I think so.
Beautiful desolation.
Well, something like that.
But that's just words.
There's a feeling to it. And you want that feeling to be real. You just hear, there's some resources here. I just
feel like it'll hit people at this certain moment. Like it does for me with skyrim. Like,
holy shit, I'm here alone. And then, and whatever cruel nature that's out there, it doesn't
really care about me. Exactly. That's the experience.
So you want to create the whole planet and you want to have many of them.
We do have many, but once you build that system, I think the numbers become, I mean, honestly,
a little bit.
We wrap it in so we can name them all and have a finite set, even though it's a very, very large number,
but a set that we can validate and know about, even though it's a huge number.
But once you're building a system that can build a planet, I mean, a planet is sort of
infinite space.
We go back to the Niagara Falls analogy, right?
If you have systems to build that much space doing a hundred plants or a
thousand or a thousand or a million planets is not, you just press, you just
change the number and press the button. But you can't, you can't name them all,
you can't control like when you're getting in really big numbers. Hey, what is
what is the system way out here feel like if you take your ship and jump that
far? We do level the systems. When you go to
system, you'll see, oh, this is like a level 40 system. And us being able to at least control
that scale is how we kind of ended up with the hundredish systems we have.
What are the, what are the levelings? What do you mean by level?
We love to be like when you look at a map in a game, it says, this is the area for low level players.
This is level one. Oh, God, I got it. Yeah. Yeah. So we do that on a system basis.
Star system. I read that space travel is considered dangerous in this game. Can you explain?
That's more of that goes back to a tone thing, right? When you actually play the game because it's a game
like we don't really kill you when you fly out in space. But it has a tone
of there's some effort involved. And we've dialed it back as we've been making the game, whereas we
used to run out of fuel. You jump and get stranded, which on paper was a great, like it's a great
moment when you get stranded. You have to press this beacon. You don't know who's going to come.
Turns out that's not like it just stops your game.
We found you'd be playing the game and I ran out of fuel.
Okay, I guess I'll just wander these planets, trying to mine for fuel so I can get back
to what I was doing.
It's a fun killer.
That's too realistic of a simulation of the human condition.
Yeah, and the idea was, well, it's for you games do that. If you had like a hardcore,
you're right, a hardcore survival mode, it's the kind of thing you would do. Maybe we'll do it in
the future. But it's more of like a tone, how they build their ships, do they have all the right
things for safety. We do get into environmental things on the planets, you know, and your space suit,
obviously, a lot of different spaces suits and buffs for, you know,
the gases, the toxicity, or the temperature
on various planets.
Are there robots?
Yes.
Those companions, are there robots by chance?
Can you see?
One of the companions, the robot, Vosko, yeah.
Okay, so they have a name and a personality and so on.
Vosko does, and then there's a whole bunch of,
I call them generic robots.
So you're like, we use them for utility.
You know, okay, people, we actually dialed them back
because if you think about, well,
you know a lot about this more than me in terms of,
I'm offended right now, you calling robots generic,
and you get the back.
No, no, no, the ones we use, the ones we use them more generic. We didn't we didn't very sensitive. I understand.
Here, if you were to chart the future, you would say robots would have a much bigger role
in our future than we are presenting. But that was the tone thing. So we most of our robots
are there as utility robots and there are some combat
ones as well as enemies. So it's a deeply human world.
Very much. Yes.
In terms of tone. So I've you talked to Elon about this, about this game of their, a
little bit. How much of reality like the work of SpaceX is an inspiration for the decisions made in this game?
I wouldn't say it's for the decisions we made, but you know, visiting SpaceX and walking in there, it was...
It's like the Avengers, meachines, it's like the most amazing.
And here we're building the next gen like see the the dragon stuff before it was
You know other people saw it like just I was really
in awe
You know just giant machine that looks for imperfections on the surface of these giant
you know surface of these giant fuselage.
Just whenever, because we're in DC, go to the Air and Space Museum a lot.
Whenever I look at those kind of things, or you'll visit the space shuttle, overcome with
how big it is.
I go stand back by the engines and think about that thing, leaving orbit.
One of the things that Elon really impresses,
is like, we're reaching the edge of physics on all the stuff where how hard it is to leave
orbit, the gravitational pull. And like, so the engineering that has gone into that
our space program, what he's doing now, I just marvel at, I don't understand, right?
I'm not at that level, but I marvel at the kind of human ingenuity and scale. I was on the Delaware
coasts last month, and I went outside. I was outside for some reason. It was dark. And I saw this crazy light in the sky.
And I thought it was like a helicopter
and then it didn't go away.
And like, was someone, what is that?
And I had called my, we had some friends.
Hey, does everybody see this?
What is that?
And we just stood dumbfounded, looking at this thing
in the sky.
And like that is a UFO. Nobody takes their phone out. Everyone, I'm with like
four people. Everyone is too dumb struck. You would think, why don't you take a picture of
this thing? And the next day we found out it was in the news, it was the SpaceX launch in Florida.
And I'm seeing it from Delaware, Maryland area. It was one of the most, it was incredible.
It's just even just that.
I am in complete awe of.
Is there some aspect of that that you can replicate
the majestic nature of that in a video game?
I wish I had the answer to that.
I think some of it we were doing
when you're standing on a planet
and you see the other moons go by.
And then you realize I could get my ship blast off and land there
and build myself at home.
I think that's pretty cool.
There's a minor thing we do, which is we have other ships come and go
from the star ports when you're there.
So you'll be in a city and then you hear the engine,
you look up and your ship is taking off or coming,
that's great.
There's nothing for you to do, but it's,
I think it's awesome.
Yeah, yeah.
So then that's all about creating the soundscape to feel.
Seeing it and like, oh, that's real.
That's a ship that, or you jump into a system
and you see these freighters and sometimes they contact
you like it's not all just like jump in and combat.
Do you ever think about the fact that science fiction seems to make it has a way of creating
reality not just kind of predicting it or imagining it It's almost like the thing you put out there with a video
game like this, like Starfield that you kind of anticipate it kind of fuels people's imagination
of what is possible. Maybe I don't know. I don't know. I can't. I can't say. You're making
me think now about other science fiction that movie. I love minority report. I don't know. I can't. I can't say you're making me think now about other science fiction that
movie I love minority report. It's more of like a not a space movie, but more like looking at the future.
If you look at a lot of the things in that movie, it's almost like I think those are coming true.
Yeah. I mean, is that the one that you do interface this like?
It's the interfaces and then the you know,
we wait, looks as a child's more like a holographic almost
AR, VR kind of thing or digital billboards
or trying to predict human behavior.
There's just a lot of future stuff in that movie.
As it comes to sci-fi to your other question,
I don't know.
I don't know. I don't know.
Well, I think it does.
And it's interesting.
I mean, I suppose you're trying to create the most realistic, sticking to the tone, the
most immersive, realistic world, and almost by accident, you create the thing that is
possible.
Because you want it to be realistic at some deep sense so accidentally
can become the possible and then that places that idea and people's heads.
I mean, if humans are ever to become a multi-plantarist species, we need to play games.
We need to read sci-fi to help imagine that that's possible to look outside of Earth,
to look outside, look up on the stars and we can actually travel out there. I don't know,
there's power to sci-fi to do that. I guess you shouldn't feel the pressure of that.
I don't know if I'd make the leap now. That's all that what we're doing might...
all that what we're doing might now maybe, you know, one of our, hopefully it might inspire some young people who are headed in that direction. I like, oh, I thought about getting into
space and space exploration and being an engineer doing these things and I played this game
and, you know, it really sparked that interest in me. So I'm going to go take that as a field
and maybe that's the person
who goes and does some of these things. Yeah, because in the next couple of decades,
a likely human being will step foot on Mars, which are the first steps towards us becoming multi-planetary.
And then if you read some of the stuff they're doing with the James Webb telescope and then being able to look for signs of life on other planets, it's quite fascinating.
And you know, recent stuff I read say they think in 20 years they will.
So it's actually quite encouraging to think, I don't sped dream of mine like in our lifetimes
that we discover life on another planet. I've been talking to a lot of biologists and a lot of folks.
I imagine there's life everywhere out there.
The numbers are, would say so, yes.
The challenge to question is, what it looks like and how much of it is intelligent.
So a lot of biologists tell me the big,
big difficult leap is from the procurious to the eukaryotes.
So like the complex life, it could be that a lot of our
universe is just filled with bacteria.
I believe if I'm understanding it right, that there's two ways they're going to look at planets
when they can look at, you know, they can read, hey, this planet has this kind of gas.
They can now look at the ones that are created by potential life
forms, and then the ones that are created, the byproducts of industry. There's only certain
ones that are created if you have a society there, and that they can start looking on these
types of, in these types of star systems and these planets, but it takes a lot of time
because you have to book time in that telescope.
You have to like look at that planet over a long period of time.
But in theory, given enough time, given the amount of space out there, we would find one.
That would be a cool thing in this short life of ours to find out definitively that there is an
industrial intelligence civilization out there before you contact them.
So like, die and your life.
Not knowing the rest of the story, but just know that it's out there.
That's a cool.
And then if you have kids, be like, well, this one's on you. If this I'm out.
And if fascinated by what it would do to the way, I think in a positive way, the way
humanity thinks about itself here.
Like, no, there is a definitively other life out there.
I mean, both things, if there isn't life out there, that's also a huge responsibility.
Both are super exciting. If we're alone, it's super exciting because there's a responsibility
to preserve whatever special thing we have going on here. What do you call it? The flame
of consciousness or whether it's consciousness or intelligence, that's a special thing. Preserve it.
Have it expand.
But if there's others out there, I mean, that sparks that drive for exploration of reaching
out into the stars and meeting them.
Most of them probably want to kill us.
So, but luckily, we have the military industrial complex on earth that builds but bigger and
better weapons all the time.
Space Force.
Space Force.
It will both protect us and destroy all our enemies.
This is 100% a video game we're living in.
Okay, back to dragons.
So blink once if if you know what
Elder Scrolls 6 is coming out, but are not going to tell me.
Have a vague idea. Okay, vague idea in
So like if you have the quantum mechanical interpretation that
allows for multiple universes in the universe where you didn't
blink, what would that Todd tell me
about the year it's coming out? Would it be 2025? Trick question. Or 26. I asked that question
many ways, but never like that. Yeah, I thought I would try to sneak it. I mean, there is, there is, of course, no answer because I wish it was soon.
You know, I like, we don't, we want them out too, you know, um,
and I wish they didn't take as long as they did, but they do.
And look, I mean, if I could go back in time, we'd never have been my plan to wait as long as it's, it's taken, uh, for it.
So you love that world, the oldest girls world?
Well, look, it's as part of, I'm spent more time there than anything else in my life probably,
right?
So, it's deeply love it.
We all do.
It's a part of us.
And, you know, when you aren't doing it for a while, you really do miss it.
And when I look at what we're doing, I have planned for that game.
And that was in the meeting yesterday.
It's like, I just want to play all this right now.
But it, you know, we're going to make sure we do it right for everybody.
And we do have to approach it
People are playing games for a long time. You know Skyrims 11 years old
Still probably our most played game and so we don't see it slowing down and
People will probably be playing it
10 years from now also so you have to think about okay
People are gonna play the next Elder Scrolls game for
decade, two decades. And that does change the way you think about how you
architect it from the get go. What are some elements that changed the way
like how do you make a game that's playable for 20 years?
So I don't know, we're trying to figure that out. But there are some
elements I should pause on that, you know, part of me, I'm, of course,
asking jokingly, I'm excited for it. But I think Skyrim was an amazing game
still, you know, I really enjoy it still. Yeah. And you know what? The content,
the, um, even if you think if you step away from it for a while, then play
what I'll put say the vanilla version without mods, if you go away from it for a while, then play the vanilla version without mods.
If you go and haven't played it in a while, there's always a new way to play it.
But then if you look at the mods and what creators are doing to it, we think that is just awesome.
It's something that we've always supported.
We're going to keep supporting.
We've hired a large number of modders that are now professionals. We want to support the people who are doing on their own so they can be professionals on their own.
And how do you create a world that's modable?
So you think of designing a game from the start as that enables mods.
Yeah, absolutely.
So it starts with us like everything we're doing. Okay, a modern a content creator is gonna have to do it use our tools
Now we do clean them up for release
You know because if you're like a developer in house you can deal with some clujiness
When you're putting stuff together when you put it out for people we do clean a lot of it up
And there's still a lot obviously a learning curve there
But we have look we have people been doing it for 20 years with us We do clean a lot of it up and there's still a lot obviously a learning curve there.
But we have, look, we have people been doing it for 20 years with us.
What's involved with modding? I'm actually quite new-bitch at this. Okay.
And I'm almost afraid to ask, it's not that you explain to me.
I fear I will spend a very large amount of time creating mods.
Well, we have an editor.
You can download on Steam, the creation kit for our games, and then it
loads up the world, and you could do something really, really small, like change the color of the weather.
And it creates a little plug and file, we call it, you know, a modification of the game, and then
you can run your game with that. It's on console now that the mods, not the editing. And it's just
been incredible. Our community there has been
amazing what they do with the games. So a lot of it is the visuals.
A lot of people do visual things because it's the easiest thing to do first, or to build a new space.
There's some great things with like I love the Kajit follower mod for Skyrim. It's awesome.
to cheat, follower, mod for Skyrim. It's awesome.
There have been quest lines.
Those things just take a really, really long time.
And so someone is gonna do that.
That's almost like it takes them a long time.
It's more than a hobby.
And we're always looking at ways that we can make it like,
hey, they can turn a career into it.
Cause it's just awesome.
What about, is there any possibility in doing a mod for some of the AI stuff?
There is. And I've seen some, but to really move it along, if they're using the tools that we
already put out there, so to really move the AI along, you'd have to get in the code
which some people have figured out ways to hack in and do things with script extenders.
But for the most part, like really pushing it, it does take us, which is why you see when we have a new game come along
the palette that they have is there's so many more things they can do.
Well, I've built bots that play the driving games,
but they do that by just taking,
reading the screen and doing basic,
not basic, it's actually pretty complicated,
but computer vision and doing the control,
but you're basically simply in the human player.
To do that for Skyrim or for some of the open world games,
that's literally you have to create AGI to be able to
to play those open. Well, maybe not, maybe you can create a super dumb, like just the two-handed
sword and just keep swinging until they're stuck. There's some bots stuff out there that does it.
We have, we have some very, very dumb bots that we use to run through the world to test it,
that we'll deploy on a whole bunch of servers just to, you know, we do it every day. We run through the world to test it, that we'll deploy on a whole bunch of servers, just to, you know, we do it every day.
We run through every space we're doing in Starfield.
And then just running, they're all...
Well, it does it very quickly.
It loads up every place, every place in the game,
and runs around a little bit,
and then loads the next place, and runs around a little bit.
We're just testing, like, did a crash.
What's the memory growth?
What's the... Get a report,
hear all the places where the frame rate wasn't up to snuff
and then we do have one that will play on its own heavily scripted, but it lets us test
You know every time we make a build there's a bot that runs through like the first
one or two main quests like it'll just play it that way we know do we break anything?
Because you don't want to waste like QA's time,
like you guys broke it again within five minutes.
So yeah.
Yeah, so that's for like broken stuff.
I wonder if you can build a bot
that estimates the quality of the experience.
Oh my gosh, okay, can you do that?
I don't know.
But just like the number, like how boring or not boring,
the boring meter. How many times you die? How many times you die? Death is like how boring or not boring the boring meter how many times you die
How many times you die death is death boring or exciting? That's a question. I mean
I don't I don't feel like there's a balance to be struck there because you always want to be in fear of death
Again, we always we have this chart at work. We use which is like if you think about any game that you've played that you've put down
It's either about a frustration
slash confusion or boredom. You got to put the player right in the middle of that.
But I've sometimes put down games from frustration only to return. Again, stronger. Dark Souls.
Yeah. So I mean, that's, that's, I mean, the challenge, that's part of it.
It's, well, I don't know.
Actually, Skyrim, I'm one of those, I mean, I'm sure there's all kinds of humans that
you've interacted with about what they enjoy.
But to me, I could enjoy Skyrim on every, and any difficulty at the level.
It doesn't, all of it.
So it depends.
The open world nature of it is what's really compelling.
Not necessarily the challenge of the particular question, so on. But I'm not sure if that's
the same experience for everyone. Do you play the survival mode? There's survival mode in Skyrim.
It was a creation club thing. It does like some hunger. It does hot and cold, it does some other systems that make it,
you know, in our minds, more believable.
It was actually a creation club thing
made by an external creator
who is now full time with us.
So can we actually thinking about
Starfield thinking about other scrolls six,
go through the full life of video game you've created.
So what's it take to take a game from the idea to find the final product?
What are the different steps along the way?
Great question.
Well, usually it starts with, I mean, honestly, lunchtime conversations with a number of us, hey, we think we
want to do this.
This is what it's going to be like.
I mean, look, with an Elder Scrolls, you know you're
going to do it.
It's a matter of when.
So OK, what's the tone we're going for?
Where's it set?
So we usually start with the world.
And then we're always overlapping. So while we're making one game, as we're, you
know, getting in the throes of it or wrapping it up, you know, probably by the midpoint of
one game, we've had enough conversations to understand what the next one's going to
be. What are the big ticket like? Where's it set, what's the tone, is there a big ticket feature
to that make it really unique?
And then when we're finishing one game,
we start prototyping.
Sorry, before that, we start concepting.
So we'll do concept art.
And for one reason or another,
I usually have the beginning of the game worked out.
I like to think about, okay, how's the game start? What's the player do first? We do music early.
You know, so take Elder Scrolls 6. We forgot where it's set. What's the tone? What are the big features?
We discussed the beginning of the game, which we've had for a very long time.
Where's it set again? Yep.
of the game, which we've had for a very long time. Where's this set again?
Yep.
In Tamriel.
Damn it.
Well, at least we know we narrowed it down that.
That'll be epic if it was like a portal in turn of the dimension.
Anyway.
Then I like to do music.
So we've already done a take on the music for Elder Scrolls 6.
So you can sit there with the concept art
and the music in case you like.
No, no, the music, we put in the teaser for it.
This was 2018.
We've taken that further, obviously.
And again, we're working on the world.
You're then doing concepting a design for the world.
And then once we're wrapping up one game,
we can really start prototyping the new one.
And you're usually building kind of your initial spaces.
And so we do like to do like a first playable,
a smaller section of the game,
that we can sort of prove out and show to people,
hey, this is how it feels different.
This is what it looks like.
This is what's unique about it.
Then we turn that into a larger chunk. When the team comes on when the other game is done.
And that's still what we call a VS vertical slice. So you still don't have the full team on it.
And it's a larger chunk of the game that you can play. And then once you feel good about that, you're gonna bring on
the rest of the team. And
we're fortunate that the other games
we've done are popular enough that we can be doing DLC and content and those kind of things while
we're getting the one going. And then we're full production where we're sort of at maximum size.
We just call that production. That's like the full production period. And that, depending on the game,
you know, can run a year or two years, maybe more.
And then you kind of have a finalizing final six months to a year on a game, which is,
okay, we've built everything now.
And usually it needs a lot of glue, where we have a lot of very different elements that
maybe aren't clicking together
the way you want outside of the regular polish for levels and features.
And we're shaving and gluing and sticking things together so that it's not this schizophrenic
game experience that things flow from one into another.
In terms of story, like, on that level.
It's really, no, usually the story, the designers have done a really good job.
It's more about game features, you know, and then how they interact with the story or
I went from this experience to this experience or picking flowers and alchemy feels like
a different game. Then, and then how is another character referencing that? And how is that
intersecting with the skill system and the interface?
Like the skill system and the interface is the party host.
If you think about a game, most games, particularly what I like to do is that's your person that
says, welcome, do this, go here, check this out.
And the skill system and the way it reacts on the HUD, the interface of the game,
is sort of leading you to the next thing. And once you get that flow down, and the rate at which
the game is giving you activities, then you're in like what we describe as a game flow.
And it's not until really that last year, before that, the game flow
was just, it doesn't even exist in the way that you see it in the final game. And that's
what we're working on a lot that last year.
So, at which point is like the set of skills, the skill tree, the characteristics of the
role playing aspect of it? One is that set, the idea is...
We usually have it in the beginning,
but it's just, we know it won't be done until that last year.
We'll have one, but we know it's gonna get honed,
because it's not until you really see,
okay, how impactful is that one?
How much are you doing it?
Like, how much are you really?
And the main combat ones, they always win.
You always know the players will drift toward
the combat type skills,
because every character needs some amount of that.
But okay, well, how important is cooking?
How important is alchemy?
How important is these other type of activities?
And then how do you balance them?
Where when you load up the skill menu,
it isn't automatically, give me plus 10 damage.
How do you get, what about the combat system that does seem to be an important part of a lot of
games? You started in the beginning, yeah, every time. Yep. So, you said we're making that first
playable. It's an area you can go through some amount of dialogue, some amount of combat.
How do you get the combat right?
What's the secret to a great combat system?
Well, first of all, on a control side,
helping the player when they don't realize it.
There's a lot of tricks you can do with magnetism
in terms of the controller and where the attacks go.
So it has to feel the minute to minute has to feel
really good in your hand.
So there's a lot of animation time,
right, and changing animation.
So they're impactful and they happen at a rate that the player feels like they're really doing it.
And then ultimately, it's the illusion that the enemies are smart, but they really are there for you to kill.
Right. So they do a lot of things to just let themselves get killed.
They're not a nearest smart, near smart as we can make them because it turns out that is not fun.
Right. So there's a balance between, but there's a, that is, I guess, a kind of AI AI and it's a very intimate interaction with an AI because there's a lot
of stuff going on.
It's not just very kind of shallow, like a dialogue or something like that.
There's a time critical nature of it.
A lot of stuff is happening.
And if anything feels off, it's going to feel wrong.
Yep.
All the games do it.
It's not unique to what we do in terms of how they handle combat scenarios.
And there's some games that just do it extremely well in terms of even a multiplayer where you're
playing bots and most people don't know it.
Or how a multiple enemy scenario is really,
they don't all shoot you, they trade off,
they're gonna wait.
I was like, I'll just wait my turn
because we don't want to overwhelm them.
But you feel like you're overwhelmed
when there's six enemies, but a good game will.
No, they're gonna take their time.
Is there a science to it?
Is it art?
Is it like, how do you cut it? Is it like, I got a hot,
yes, yes.
I mean, it's all of that.
So it's like an iterative process
where you tried different things.
Yeah, there's a lot of,
there's a lot of animations.
It's a lot of timing, animation work,
hard work also.
How does the ridicule change?
What are the little sound effects?
What about like the game of I like that it's fun.
Again that goes back to the winning. The winning is fun. Death is not. Yes, let the wookie win.
I like how you have to dumb down the AI to make it fun for humans.
Because if you didn't, it would just be just slaughter, nonstop for for all humans. That's good to know. What about things like you said, cooking, like crafting,
making potions and poisons and smithing, weapons and armor, cooking. How do you get that right?
What's interesting there?
It's such an interesting, like,
you know, a lot of games don't have that kind of thing.
So what roles does it play?
You know, I think we really cracked it
in a way I like to fall up for actually,
where when you're doing Elder Scrolls,
we have like the flowers and things and you have alchemy and we
Took this to okay if it's post apocalyptic would if everything in the world
Was an
chemical ingredient some kind so breaking it down of their components so when you
Walk around a world like that again. We like the simulation. We like we like the forks and the spoons and the cups and all that okay
How can I use those to create so I love it works, starts working and fall out for where,
okay, all these things I find,
there is they have some value in creating or crafting outside
of a cup is worth one gold piece or one cap.
By the way, after we honest,
I haven't played Fallout 4, played Fallout 3, thought that
was a legendary game. Can you make a case with Fallout 4, then I should just wait to
fall out 5? I think you should play Fallout 4. Love to hear your thoughts. It's a different
game. Skyrim is too. I mean, it's... We try to make them all different. They all have...
They are fundamentally different. They all have their own tone Yeah, so fall out three and fall out four intentionally a very different tone. Oh really interesting
So what what's that world like what's
The post-apocalyptic world of fallout if you can just briefly take a stroll into that world tone-wise
Well, there's look in entertainment. There's a lot of post-apocalyptic stuff. And what makes Fallout tick is the world that was left behind, the world that blew itself
up, this utopian world of nuclear energy, and it all goes wrong.
So I love the American dream of that, like how they visioned the future in the fifties
and that blowing itself up.
I think that's like a super interesting
place to explore, which is why we always wanted to play in that world. And it does an amazing
job of sort of weaving, you know, the dramainks at the camera sometimes, often actually, and that when
you're in that world, it just has this, it's own unique flow and vibe outside of anything
else kind of in that genre.
So Elder Scrolls has, or at least Skyrim has some humor.
Has a little bit. But Fallout leans into a little more. A little bit more, a little bit more.
Yeah, yeah, it does. It's like ironic humor. It's the ducking cover. So get under your desk
if the bomb comes and everything will be fine. It's that type of humor. So the funny thing is,
I do think Fallout 3 is one of the greatest games ever.
You've said that quote when we started Fallout 3 in 2004, we obviously had big ideas of what we
could do with it and I talked a lot of people from X developers to press folks to fans what made
it special. What are the key things you'd want out in a new one? The opinions, and I'll
put the smile lead varied a lot, but they would all end the same like a stern father
pausing for effect, but do not screw it up. How do you not screw up a game? You have
not screwed up many games yet. I mean, back to the fallout one.
Yeah.
Yeah, that was, look, that, I remember that we were met
with a lot of skepticism in terms of,
oh, what are they going to do with this?
It was a beloved kind of isometric turn-based role-playing game.
You know, awesome for when it came out.
And actually it was announced,
we had finished more of win, but not announced oblivion,
but because we'd acquired the rights,
we had to announce it.
I think Interplay was a public company.
I don't remember.
I just remember we had to announce it,
and we're thinking there,
well, you're gonna,
we're gonna piss off all the Elders' roles fans
because we're announcing a fallout game.
We're probably gonna piss off the hardcore fallout fans
because we didn't make the original, and clearly we'll probably make a different kind of game.
So I do remember, you know, there was a lot of concern with all of our fans and fans
of Fallout at the time.
And so I think it was pretty rewarding for us that that game found the audience and success that it did.
It's one of my favorite projects that I've ever worked on.
And because it was so fresh for us, and we had a very clear, even before we had the rights,
this is the game we're going to make.
This is the kind of thing we're going to do.
And we had done more when we were working on oblivion.
And it was kind of a breath of fresh air to do it. And what's kind of remarkable is,
Fallout 3 comes out just two and a half years after oblivion. And we did all this DLC for
oblivion. So we were really, really kind of prolific in how our development, how it was going.
So I just remember enjoying making that game so much because everything we were doing was new.
Which, which asked if the world creation, was there some innovation, like technically, that was happening?
The world creation, you're like, it world creation, it was obviously a different look,
even though some of us,
a very few of us had worked in the Terminator things.
The VAT system, the skill system,
and we loved the original game so much.
So you felt this responsibility to bring it back
in a big way and reintroduce it in a way that,
as much as we could scratch the same itch when you when you played
the original game that had the same tone.
Are there some favorite things to you about that world that just kind of connect you to the
show?
Well, I love, again, I usually start with the beginning.
I love the beginning.
I love the character generation.
If you go, if you played it a lot or you're developing it, it starts to feel really long.
But the first time you play it or second, I just think it's awesome. And this idea,
it's a hard thing to say, okay, we want you to feel like your character on the screen.
Even when you play like a Skyrim, you don't know what you were doing before that. But Fallout 3, you were born in the vault and you raise in the vault and you
lived in the vault, but you experienced a part of that. So it's a very different, when
you step out, I think it really, the visuals are the visuals, but the emotional moment
of stepping out of the vault, you feel like you lived your whole life in the vault.
They in you feel like you have a sense of your past.
Right.
And I need to find my father.
We should, isn't it possible to have that sense with like Elder Scrolls, like a life
story, like childhood trauma and stuff back to the human. I mean you'd have to like we look you do some of that stuff
But they go through menus, you know pick your background. We're doing that in Starfield
Hey pick your background what you do in before this moment. Can you pick your traumas and stuff?
That's a mod
And then also make a mod for like a therapist, but a lot of it you know is in your head
So you're gonna you're gonna do that're going to pick this background and you do
these things and you're sort of like, this is who I was. And we intentionally with Eldersgroves
kind of make it a as much of a blank slate. You know, Eldersgroves, a little bit more of a blank
slate game to who you are, which has a lot of positives and fall out for us has been more of a,
this is this, this was your life before. Here's who you were. Go be who you want to
be. But this is the background. It's a little more strict.
Now, this might reveal something about me. And speaking of chocolate trauma, but I, but I,
but I feel like there's a lot of a lot of the meaningful experience of a role-playing game.
It's not just the development of the character throughout the game, but the initial character
creation, like you said.
Is there something to that process that you found to be powerful, like the design of that
process?
Because you think so much about that beginning.
What, how much should be controlled,
how much should be defined, the interface itself,
the visual appearance of the character too?
Because I feel like that you're loading in,
you start to load in the world that you're about to enter
by creating that character, right?
Yeah, we think about it a lot.
It's a really, really good comment comment and question and it's more than
It has to set the whole stage has to like peak your interest for the world you're gonna enter and
We've done it so many different ways
in terms of when you actually go to make your
character when you're go to make your character,
when you're making the choice.
And one of the things over time
that we've wanted to avoid is people starting over.
So there's a lot of intentionality around the types
of choices you have that can be undone or not undone.
Because what you, what game players want to, is I'll play it, and then I'll make a new character.
But sometimes they do that because they realize they made the wrong type of character.
And as a designer, you don't want that to happen.
So some people, let me get this common elder and I'll just go, oh, you simplified it.
No, no, no, no.
We move those choices into the gameplay so that you don't, you know, make this character
in the beginning.
And then eight hours later realize you make a horrible mistake.
And so okay, I'm going to start out like that to me is a really, really bad experience.
So...
Also, like life itself, but yes, go ahead.
But like life is okay, so you can then...
Fix it in game.
Right, I wish I had learned archery.
Well, I'm going to start tomorrow.
So you can do that.
Like the Skyrim character system, you know, it was really designed around that.
All you pick is like, what's your race?
And that gives you some things, but there's nothing you can't get then on your own.
It mostly, it sounds weird, but you mostly want that beginning character generation to
be visual, which you then can also change in the game.
And some starting skills that get you off to the type of
play that you want but if you discover you don't like that type of play as you
play you can move your character along. So we have moved away posts you know
oblivion to a classless meaning you don't have a strict character class,
warrior-mage thief, whatever, in our games.
And that's continuing for the...
Do you like thinking of Elder Scrolls 6?
You're already thinking about that kind of stuff.
So you think of early on the, like you said,
the first few experiences in the game.
You already think it through them.
Yeah, yeah.
We know what the first few hours are like. We know what the character system
is basically like. So, totally, what's the difference to you between oblivion,
Skyrim, more or less, when you believe in Skyrim and Aldrich Gold Six.
Like, to me, I've made stuff blends together.
Yeah.
But oblivion, that's when you could make spells and stuff.
You could, you could do it in Moorland as well.
Oblivion has some more guardrails on it.
Moorlands where you can really go and Daggerfall.
And I remember, I don't remember if you make spells in arena,
I think you can. Someone will correct me. You definitely can in dog fog. It's crazy. Moreland
You can summer and then we start we start putting guardrails on it because people started
Breaking the game in certain ways. Yeah, why is it about to break the game like you always want it?
Well, there's like one people love in moreind where you could make these recall stones and you
could teleport to different areas, but you really need in that game.
It breaks so many quests.
And so as we, any, any quests, we would do this exercise of designing a quest and then
someone would say, and then I recall away.
Oh, okay, the quest is broken.
So, and then one day someone says,
can we just get rid of that spell effect?
Everyone's like, yes, please.
And so it allowed us to make better content.
So, the tangent upon a tangent upon a tangent,
how do you create a compelling quest?
Because there's all kinds of personalities of humans
that play these games, right?
Because I like the grind.
Well, there's, look, there's multiple flavors
of a compelling quest.
Some of them have very good upfront storytelling.
You just like the story and the NPC
that's giving you this task.
And you'll go through a more handcrafted experience
that the designers have done a really really good job on the space
It has some some twister surprise in the middle and then the ending has some
You know multiple options that the player feels like they had they got to do something they made an interesting choice
But the best ones for me are actually were
All of that was far more open-ended.
The how I am going to accomplish this task is completely up to me and I'm
going to find some ingenious solution. A silly, this sounds very basic. It's
going to sound quite cliche and silly go find me
five daydric arts or whatever like find me x of something that's hard to get
it's a very simple set you can give a simple story setup for that
and we're not telling the player where to get those and they think now where could i get those
and i've actually find those to be just as rewarding as the really handcrafted
well done, a little bit more linear with an interesting choice at the end, if those
objects are in the world in some, you know, believable way that there's usually some challenge
at getting them.
How do you place objects in a world in an interesting way?
Because it's a big part.
We have a level design.
You cannot, people, if they only knew how much we spend, we have a clutter group, a group
people who clutter.
Like we, like clutter is all the stuff around.
It's like interior decorators for treasure and stuff and trash and they
go through every space and they clutter it. Our level designers think about it a lot.
These also become landmarks for the player when you're walking through a space and oh,
this is the place with this and there is a logic to making a good level. As they say, even if you walk by like a little T intersection, that becomes like a decision point in the player's head.
Like, I didn't go down that way.
But the more you do that, it looks easy on paper, but when you're playing a game, you actually kind of want to limit those
because he's trying to keep track of all these decision points, then they get lost.
he's trying to keep track of all these decision points then they get lost.
And yes, we have maps,
but anytime the players go into check a map
in a place like that,
I feel that it's more of like a backstop
for certain players.
If we, if they need to check the map,
I feel like we've kind of failed.
God, so there's a momentum to it.
Just pulls them in.
And you know, you played a lot of games.
You played a lot of levels where you're just like,
I'm a little confused or I don't know in a flannel.
You play other levels where like, man, I just, yeah,
it was great.
I went through it.
It was well balanced.
I knew where I was going.
And it's not, you don't wanna ever be mazy
as long as you know where you're going,
as long as you know you made those choices,
then it feels fine.
But as far as the treasure and all of the loot,
it is really an art.
We will not do enough clutter,
and then we will over clutter,
and then there's too much stuff everywhere,
and then we declutter every single game.
I wish we got better at it.
It would save us a lot of time.
But you're constantly going by feel like this is not as too
much, it's not. Right, right. Because the other thing is, look, it creates people want to pick everything
up. They want to click everything. So if you have too many things of importance in a room, it's like
it actually makes you feel a little tight as a player. You're like, well, I need basically an idiot
if I don't pick all the stuff up.
You probably felt this way.
Yeah, yeah, for sure.
And like the moment where you decide,
that you're just like, I've clicked so many things
in this room, I actually am gonna leave
that ammo canister there.
But you feel like a dope.
Yeah.
You've probably experienced this.
Yes, but also you have a, you have a joy from
if there's not many items and you found the one and you got it right and you feel good
I got it and then it's finding like oh I stuck my head in this corner and you know I picked this lock and I open this locker and oh
There was this there was this thing I've been waiting for yeah
What about like rare and rare items? That's an art even more so of an art
um art even more so than art. I will say we have a ways to go there in terms of finding the right
drop rate for special items we call them in your epic rare legendary. You look at games like so
many games do it and there are ones that you just play and love because they have it down.
You just play and love because they have it down. Destiny 2 is great at it.
Diablo, a series I love, you know, sort of famously Diablo 3, which I think is great.
They did an update.
It mostly just changed the loot drops.
It's like this whole new experience.
And there's a really real art to it.
I think that we're still learning.
We're still learning a lot and we're we're trying to you know get better at it
Because it's one of those things where it drives you through the game
It's it's fun to get the treasure and the oblo and skyrim have this interesting quality of
being
extremely popular and
There's a lore around like rare items
So it's a it changes the dynamic of like you could afford to have really rare items.
Yes. And then somebody finds it and that becomes like a thing. I mean, as you release a game,
there's a lot of people play and they start sharing stories and so on. It's so interesting
because that's part of the game experience. the stories of others, right? For us, 100%. Because we've been classically with most of our stuff, single-player,
that that water cooler shared experience, we would have a thing like,
where we call them, did you know moments? Like, we got to have a bunch. So, you meet someone, they do,
what are you doing? And then they say, did you know if you go here and do this, what did you know?
And that to us is where a lot of our community has been sharing their stories.
Has there ever been a temptation to create not a single player game. That's gigantic. That's so powerful. Well, we did fall in 76.
We have Elder Scrolls Online, not a game I created,
but look, that started as more classic MMO.
Know the folks, they're part of a company
who made that game.
And it's insanely, insanely popular.
It is, okay, so I should try it out.
They do some great storytelling quests.
Like the actual mechanics aren't the same as Skyrim, but the world is awesome.
They've just done an incredible job.
It's about to be 10 years for that game as well.
This is a great community around that.
Yeah, I haven't played because there's a mobile Fallout game.
I need to play that. I was thinking of playing Diablo Mobile, too.
I mean, you can debate the monetization, but I would not it's I think they did a fun. It's really fun.
On Fallout, what's the Diablo? Diablo?
Oh, Diablo.
Yeah, well, Fallout. I definitely recommend that one. Fallout shelter. Completely different game.
Yeah. Diablo Immortal is, I was very, very impressed with that. I had a lot of fun.
On the mobile. Yeah. What's the challenge of designing uh, I was very, very impressed with that. I had a lot of fun on the mobile.
Yep. What's the challenge of designing a game for mobile versus the PC and console?
Well, obviously the screen size. Right. That will you feel first? What's the, uh,
what's the fundamental change in the, in the philosophy of design? Does it, does it constrain?
Does it change the tone of the game? Well, we've done a few things and we have a new mobile game that we're working on that we haven't announced yet that I'm in love with.
There are a couple of things that you approach on mobile. Now, I can give you sort of the classic mobile gaming thing and then what we do. A classic mobile gaming is really for short play sessions. For the amount of
people you're going to get, the number that I have the amount of time to sit there for
a long time and play it, like a console game or a PC game is lower because people are
playing mobile games on the move or whatever.
And how it on boards you because obviously most of them are free so the tutorial how the tutorial works.
How it gets you into the game because you haven't bought it you haven't done this investment of buying it and then saying no i'm going to learn it.
People don't care so really understanding how they get into the game those two things are really the magic to mobile gaming. We have found though with our games,
you know, particularly Fallout Shelter,
people will sell their phone hour too.
Like they will just sit there and play it.
Like large numbers of people will play it for hours a day.
So there is a more, I don't know,
a dictating element to the mobile,
because I guess you can spend more time.
And if you look at, you know, if you look at kids these days, they can stare at their phone for hours.
That's all they do.
That's where they watch everything.
So it's also like a demographic thing, the younger audience, they would rather sit and
stare at their phone than play it on a big screen.
I would just love to sort of list out throughout human history, the evolution of sentences that
began with, if you look at kids these days.
It's true.
It's true.
The kids, the kids of the kids these days will probably be talking about being doing like
virtual reality.
Like I love mobile games though.
I play it a ton of them.
I am like the game, my favorite game this year is Marvel snap.
This card game from the folks who did
Hearthstone, you should really play it.
If you like, do you like card games?
I, yeah, super heroes.
No, it's genius.
You don't like superheroes.
No, I don't like super heroes.
I never understood. Listen, this never.
This is going going like supergirl going up in the Soviet Union
What I don't understand them at this. All right. Well, I don't understand you wearing a costume
It's it's silly to me. I can't so you have to suspend
Like you have to be able to immerse yourself and for some reason there's something about costumes
It doesn't get me, but then again, I'm like into elves and dragons,
so I don't understand.
And I'm fine.
I think I get it.
Yeah.
But the rest, at least the America,
the Western world disagrees with me, so.
You and Batman, you have like little ears, but that's fine.
Um, this is, uh, well, back to, uh,
other skulls in the Starfield.
So one thing I didn't ask you about,
when you look at the timeline of five, six, seven, eight years,
whatever it is to create a game,
what's the role of the deadline internally,
not publicly enough?
That's the honest.
Do you try to keep in your own brain
a deadline for the team a deadline?
Yeah, all the time.
And when you set that deadline early in the development, do you try to set deadline, like
that's really tough to reach?
No, we try to make it like, hey, this is our best guess.
If you make it tough to reach, it's sort of, you know, you're going to miss it.
It's arbitrary.
We really try to, you know, keep ourselves honest because it will let you know where you're at.
When I first play a ball,
we want to be done with prototyping
or designed by this date.
We want to have a first play ball this date.
We want to have this.
But look, things happen.
Pandemic happens.
People go home, it throws everything off.
Or what you needed to do, because we're not just
like making a game and then moving everybody on,
what you needed to do.
Skyrim was so popular,
we kept people on that game for longer.
So it delayed a little bit,
we were doing a fallout for it at the time,
because we can't, you know,
hey, we really shouldn't move the people on the fallout yet,
because we're doing these things in Skyrim and we should.
So it just sort of keeps you on us
for where you're at.
Does it get super stressful as you get closer?
Are you trying to avoid announcing anything?
Is there a temptation or an ounce?
Well, I've done it all ways, right?
I've announced, you know, Starfield were pretty, you know,
loud with a release date that we then had a delay.
So, um, was that tough?
It was.
It was, but it was a right thing to do.
And, uh, how do you know? So the right thing to thing to like when you when you sat down and looked at it like this is not ready
It's not an exact science, but you can look at what needs to be done in the amount of time you have and
You know we've done it in the past where we can get it done where we believe we can and so you're fighting that personal belief that you can get something done.
But there's a lot of things that go into release date with marketing and publishing. And
you know, we've reached a point where on Starfield where it was pretty clear to us,
even though you want to say you can get it done, that the risk involved with that to the
to the fans, the game, the team,
the company were part of Xbox now, to everybody was, we should really move it and give it
the time it needs.
So you mentioned part of Xbox, Microsoft bought Bethesda and XMomax for $7.5 billion.
What's it like joining the Xbox team?
You've, I think, written about it.
What are the exciting aspects of that?
You know, when your company goes through a change like that,
no matter what it is, even
if it's somebody that you've worked with for a long time, you never know what you're
in for you hope.
And I had worked with them for, since we started doing console stuff with Moorwind, was,
you know, they came to us, came to me and said, hey, you should make this game for the Xbox.
And so when they were making that console, had a great experience with them.
And then on the 360 with the blivian. And so I guess the point is, we felt that we had a very good
relationship with everybody there, and we understood what their culture was. But you never really know.
And I mean, this honestly, it's been awesome. That the culture inside of Microsoft and Xbox that people see from the outside is the
culture inside the way they talk about players.
The way they'll invest in the players, the risks they'll take, the thoughtfulness from Phil
Spencer on down has been, you know, feel really, really lucky.
And then a game like Starfield,
where look, we've had a lot of success with the games
that you talked about, but we've never been kind of
the platform seller, you know, the game for a platform
for a period of time.
And so, you know, there is a lot of pressure there.
There's a lot of responsibility there
to make sure we deliver for everybody.
Is there a chance that Starfield is exclusive to Xbox?
It is exclusive.
It's officially already.
It's officially already.
Yep. Yes.
So you're...
I get it.
So extra pressure also creating a new world.
Yeah, it's new, but keep in mind, for us, that exclusivity is not unique,
even though we've done PlayStation stuff, and I think the PlayStation 5 is an insane machine.
They've done a great job, and we've had great success on PlayStation. We were traditionally
a PC developers in the beginning. We transitioned to Xbox, became our lead platform, like
Morwen's, basically exclusive to Xbox. Ob oblivion was exclusive to Xbox for a long period of time
Skyrim DLC was actually so we've done a lot of like our initial stuff is all Xbox so
We get in development and saying we're focused on Xbox and
It's not abnormal for us in any way. It's been kind of the norm
And from a development side I you know, I like the ability to focus.
So our ability to focus and say,
and have help from them, you know, the top engineers
at Xbox to say, we are gonna make this look incredible
on the new systems is like from my standpoint,
it's just awesome.
What's the difference in creating the console versus the PC?
I also have to admit I've never
Is this shameful actually you should recommend to me. I've never placed Skyrim or any
Any of the games you've created on Xbox really yeah and on console
I played I may have to play very little actually. Yeah, sure. I mean look. There's there's the obvious interface part
Yeah between mouse and keyboard and then a controller
But when you're looking at hardware, PCs, it's tough, right? Because you're looking at, well,
you know, what are their driver versions? What kind of monitor do they have? What is the actual
refresh rate of X, Y, and Z? We're used to it. But if, you but if anyone will tell you, give me the hardware that I know I'm writing
it for, you know this.
And the series X is just an incredible machine.
And now that you know what it is, you know what it is, and now that we're part of Xbox,
getting the people who built it to show you how to make it really, really dance is just
awesome.
Is there a case to be made? Do you get people that enjoy people that do both PC and Xbox
that enjoy Xbox more? Like that? If they have choice, they enjoy it. I think that depends on
and look now that you can kind of cross, you can take your save and go between and all those things.
You can.
Yeah.
If you, depends on if...
For which games?
So for the Skyron?
If you have the Game Pass PC version of it versus Steam, not Vs Steam right now.
Not Vs Steam.
God.
And so there's the Game Pass.
So I'm like learning about this.
So there's a mix.
So this is going to be on Game Pass. And then you can, yeah, a mix. So this could be on Game Pass.
And then you can, yeah, if you can take it from PC through Game Pass.
But I think it depends on like, for me, like, what's my physical mood?
Do I want to lean back on a sofa?
Exactly.
Right? Like my actual physicality of it is what determines where I want to play.
Yeah. Do I want to be two feet from a thing right now?
And sometimes I like that.
I am more of a console player,
just because I sit on my PC at work all day,
like I play a lot of video games.
So when I get home,
you know what I play,
I was like, I am a sofa screen controller person.
Let me ask you a ridiculous question.
So you've created some of the greatest games ever. I
think there's there's a the question will be what's the best game of all time. All right,
all right, just give me a second. So Tetris. All right, yes, interesting. Have you read the book on Tetris?
No, you should read it. Pickley, someone to grab from Russia.
Yeah, I said, I'm sure there's an interesting story. the fact that there's a book about Tetris is fascinating. So you're book about Mario. I would love to find out more,
but I think I would put personal, put Skyrim. I'll take that. Good answer.
At number one for me, which is tough. However, you put it because you could also
make the case out of the other school series like what do you actually value more if you put Tetris and Super Mario up games, you were involved with what are some interesting candidates for you?
They're just games that inspired the world,
impacted the world, shook the world in terms of what video games are able to do.
Well, first, I'm just sort of like hearing you say that's you think scarm is the
best game of all time is quite like thank you.
And it's, you know, incredible thing to hear.
And you know, when I think about, well, a couple of answers, there's ones that are like
personal to me, Ultima 7.
It's probably not.
You can't talk about Ultima, like you said that as an inspiration. I've never crossed that world
Well, which it was kind of game is it? It's a role playing game. You know circa
1992 93 94 and Ultima online first, you know
Really visual online world in that way
But for me that was a virtual fantasy world where I had, you know, you could
break bread, you could pick all the stuff up. I mean, anyone who's played Ultima's and
plays our stuff can see the kind of touchstones and callbacks to that or inspirations.
And the other thing that I loved about Ultima was, they were all different, right, that they iterated and they weren't necessarily, what
I'll call, plus one sequel, outside of Ultima 7, part two, clearly a plus one sequel, but
they each had their own tone.
I love like the boxes, you know, it's something that we get into as well.
I love this idea that a game also is this tangible
Thing oh when you but when you buy it You bought you know the cardboard boxes and the way they were designed and
Ultima 7 is black and ultima 8's the fiery gate and the paintings on them and I just you know
If you break your heart a little bit that that culture is a big gone a little bit a little bit and
That's also why I like
You know this goes to video gaming or any other digital things where digital ownership has great value to people
So I like looking at my collections of games even digitally
I want to see nice you know in the same way you want to see nice album art
I want to see nice cover art for our games.
And we spend a lot of time on them so that you take a look at Elder Scrolls and more
on Wendell Blyphium and Skyrim, we want those boxes to look good next to each other.
Going back to the video games, I always mention Tetris because I think it's, obviously
I love virtual worlds and those kind of things, but for the time and
what an interactive like video games were the simplest form.
I sort of think you can put Tetris in front of just about anybody and they'll enjoy it.
It's got some moment of challenge and it's just so elegant.
It's like to me, the, like, this very pure game that only works because it's a video game.
And I think mobile games figured out some of the magic of Tetris, the simple, uh,
some of them have, yeah, yeah, yeah.
And, but Tetris did a long, long time ago.
Right. You can really create that immersive experience without...
But for me, the ultimate civilization, as far as a grand strategy game, Pac-Man, I mentioned
in terms of bringing games into the mainstream in a way that captured people that nothing before it had.
Super Mario Donkey Kong, everything Nintendo,
I'd probably the best game makers in the world still.
They know who they are, they know what they wanna do,
always and all of what they create.
I gotta ask you about a game I haven't played,
but people put up there as one of the greats Zelda Breath
of the Wild.
Have you got in chess to play?
A lot of it.
Yes, yes, it's fantastic.
It's fantastic.
What do you think about, I mean, it's a very different experience.
I played other Zelda's than the open worlds you've created, but it is also an open world.
It is.
It's my favorite Zelda, because obviously I open world stuff. And the one thing that they do really, really well is they don't
constrain you. Some people, you know, even some of the things we do constrain
you a little bit more, Zelda says, here's the whole thing. And you are constrained
by the actual player abilities you haven't earned yet, not some arbitrary barriers. And so
I think this did a phenomenal jazz magical game. It really feels open. It's because it
truly is. Yes. What about, I mean, I'm just like asking about some open world. A very different one is the world of either Grand Theft Auto or Red Dead Redemption.
Both love. I would put GTA 3, Grand Theft Auto 3 up there with the landmark kind of usher in the
open world when that comes out on the PlayStation 2. Even though there was GTA 1 and 2, this was an
all new thing with the mobster storytelling.
The first 3D version. It was then Vice City's kind of a fast follow,
which could be my favorite one.
So you like it?
I love all the grand thefts,
I think they're really phenomenally well made games,
same with Red Dead.
They read Dead's redemption one.
Could be my favorite story?
Like highly recommend finishing that game. So you like both the story, you like the grittiness of that because they have they have a bit of the like I guess if you like to fall fall out, there's
the humor. The I don't know, I don't know what it is. It's the lighthearted humor of it, but also the brutality of human
nature is in there too. And also some of the fun they create with the music when you
drive and stuff like that. They create a world. There's a tone. There's a very strong tone.
There's a very strong tone. You know, the satire on the world is just so well done.
The game plays great.
I think they've just done a phenomenal job.
Is there any other's that popped a mind portal portal?
Yeah.
That's that's another weird creation.
I could just sit here and list games forever.
Before I fall, I'm enjoying this.
Harstones I game I love.
I love all type of sports.
College football and say football was my favorite.
It's like, I would say this is a great role.
Oh, you would actually keep getting a role.
It's a role playing game.
Because I have all these characters.
I have like, you know, 60 characters.
And they're all leveling up.
And then I have to play them.
And then the college ones are like college football. They'd graduate so you lose your players and
then they stop making this series and they know the folks at EA and they will
say I have bugged them when is it going they're doing it so it's finally coming
back. Nice. What would you say is the is the greatest sports game all time?
Hmm. Well it's N.C. football I have to pick the year.
Vs. Madden?
Oh, yeah.
Yeah, but it's more teams.
You get the college, you know, fight songs, there's more pageantry, and the players turn
over. They're only there for four seasons. So you have to, the, the, the, so, you know,
it's, there's, it's more dynamic.
So you like a variety versus. so what was the last one?
2014 maybe it was.
And you don't like FIFA and, I like, look, FIFA is incredible.
I just look at my college football fan.
They give you that fantasy.
If you like, if you like European football slash soccer, FIFA is incredible.
I love that game too.
I've you've been paying attention to the game design
of that world, of those worlds?
Yeah, and the thing people I think with those kind of games,
it is re, like, or racing games,
Forza put up there, love Forza, play them all.
When you have to recreate something that's real
in the real world, say it's cars or it's sports games, everybody knows how it should work.
That's a really difficult task when people know how it should work.
Then you're gonna balance it for single player, the multiplayer parts of it,
that get very very competitive, and
you know, in my respect, you're forced to put out a new version every year. And I say forced in quotes because they're, you know,
account them as big updates.
But it's a very, it's a much more difficult development process than I think
people understand and how hard those teams work and know a lot of people who do it.
And I think they just do.
I've enjoyed them all. I buy a madden every year.
Yeah, every single year. Yeah, they do refresh it. There's a feeling of freshness. I don't know what
that is. Yeah, look, there have been years where it feels like less was done and more was done,
but I enjoy it every year. Yeah. Yeah. What does a perfectly productive day in the life of Todd Howard look like. So maybe not perfectly, but just like a perfectly average productive day.
What, what, a morning person, evening person?
Is it chaos? Is it pretty regular schedule?
I'm in a good, I'm in a good flow right now. I'm still doing a lot of stuff.
So there's things I'm like executive producing and then
you know, Starfield I'm directing. So I sort of view that as that's an everyday thing.
Fortunately, I get to do a lot of stuff from
look at the TV show we're making and this Indiana Jones game that's been developed in machine games, we have to look at that. But the best really day or for I feel it's fulfilling is get to play some of a game.
The game will say Starfield.
Get to play some of Starfield.
Look at the problem set of what it is doing and then get in a room with the other developers
that I work closely with and we solve that problem together.
So that's the most rewarding thing when you can say, okay, what do we want this to do?
What's the real player experience we want? What are all the pieces in front of us?
You know the actual tangible pieces as opposed to the beginning, the pie in the sky part is always fun. But it's like
anything is possible. That's fun, but it's not rewarding in the same way because you haven't
solved something. Whereas these are the elements you have to play with. How do we make this all work
together? And you come out of it at the end of the day, like now that feels great.
the end of the day, like, now that feels great.
So brainstorming about specific, big picture, both big picture and very specific detail of a game
that's not working, something's not working.
You want to fix it, that kind of stuff.
Because you feel like, okay, you've made tangible progress
on the actual build of the game,
where something you played in the beginning of the day
didn't feel great.
You've figured out a solution with a group of people. Like it's always with a group.
And then the next day, you're like, yeah, that was that worked out.
Who's on the team? Is it designers, engineers, all the above artists, voice,
overalls? So it's internal to the studio. It's a lot of programming, a lot of art. You have design, which breaks into some quest design,
writing, systems design, who are doing all the treasure
and the loot and the skill systems.
And then level design is making the spaces
like those that you'll play through.
Production is a big part of it.
The producers who organize everything.
Can't remember if I mentioned art, a lot of artists. QA staff as well. They're hugely valuable in saying, hey, we broke your game
in these magical ways. What are you going to do about it?
Is the loot design team still hiring? How do I plug it? It seems like the most fun stuff.
Always. I mean, all of this seems like a super fun job.
It is, you know what? It's the best. Then you have audio. And it, it, by far, is the greatest job you can possibly have. And so if you're into like
technology, it's great. If you're in the storytelling creativity and art, it's great. And it's really
the gaming, you know, the combination of that. And like, like I mentioned to you offline, I think
of video games is, I mean, to is to me is brought thousands of hours of happiness
And so when you're designing the game, whatever you're doing you have a part to play in a thing that's going to bring
Like millions
Hundreds of millions of hours of happiness to people and you know, it is and I'm gonna I'm gonna play
Play you saying that back to our team because you know, it is. And I'm going to play, play you saying that back to
our team. Because people forget your heads down, you're trying to solve these problems.
And then you do forget how many people it touches. Like even tiny decisions, you make tiny
little things you create. He has weird, I wish there was a way to like, I would notice
things in a video game. And it's like, oh, okay. Like, it feels good. I wish there was a way to like, I would notice things in a video game and it's like,
oh, okay, like, it feels good,
but you don't get that signal.
The creator doesn't get that signal.
I wish they did.
I guess you could get that signal by,
why is luck stuck in this room like digging through the loop?
We do get, we do now get a lot of good data on what the players are doing.
Enjoying and not that kind of thing.
Well, we know where they've been and where they've died and how long they play in certain
sections.
And we can sort of tell outside of people just telling us on forums or calling or other
things, we can tell for some data where people are dropping off or having a, you know,
we can tell if there's a key frustration point.
Do you ever think about making people feel like human feelings when they play, like designing,
like make them feel fear or excitement, anger, longing, loneliness, pastoral. All they love.
Yeah, of course.
The big one, I like to say, is the video games give you is pride outside of other, you
know, if you watch movies or things like that, like, yeah, but you never think like,
look what I did.
Yes.
And that feeling of like accomplishment and pride and what you did where you overcame. You talked about going
back to a game that like those are real feelings of like accomplishment that I've felt in games
that I've played. And when we get to see a player feel that it's really really special.
we get to see a player feel that. It's really, really special.
The other one is there is a, you know, there isn't a escape or to be someone else that's
more powerful in our games that you aren't real life that gives you a confidence or a
perspective.
We're doing one next week, but we've done a number of make-a-wish visits, kids who could
wish for anything.
And they want to come and I want to see the next game and meet the craters and see how
you do it.
And they come with their family.
And it is like the greatest thing that we do.
And it reminds you of like how important it is.
And the other really awesome thing is
that you can see like the family changed
by the end of the day.
Like they don't, they don't even realize
what it meant to their child or what would into it.
And it's just that to me is like
been involved with that foundation for a number of years and it's been really good.
You know, reminder of how lucky we are.
And in general, for young people, that sense of accomplishment is hard to find.
I mean, yeah, they don't, not everybody has it in the outlets that
real life provides.
Well, that's life provides.
Well, that's the thing. I mean, the world is cruel to when you're young.
No, it takes you seriously.
You don't get like, that's why everybody always wants
to grow up and get all this quickly, it's possible.
It's the hardest thing.
It's hard.
And then video games allow you,
I mean, to build a sense of confidence, a sense of pride,
and something. That's why when people talk down to video games, like it's a culture and
so on, it's not, it misses out on that really deeply meaningful thing. Especially with
like single player, there's some darker aspects to multiplayer that people create communities
and, you know, it can go off the rails a bit, but the actual experience of the game, especially one where you stick with for a while, that's
really beautiful.
Do you have advice for those same young folks?
Given that your life is an interesting one, given what kind of degree you got and being
a legendary game designer.
Do you have advice for young folks in high school, maybe college?
How do I have a career or a life that can be proud of?
Well, you have to find something that you love so much that it's never going to feel
like a job. And don't do it for money, don't do it for find something you love and the rest of it
will come.
It won't be a straight path.
And do not ever underestimate yourself.
It's going to take hard work.
But the worst thing that young people do is think they can't
accomplish something, or they underestimate themselves.
And maybe those first few times through where they do fail, if they love it enough, they're
going to be resilient and push past that.
Anyone who's had success or gotten somewhere, it's been, they've had those times, right?
And they've stayed resilient
because they love it so much
that this is what they wanna do.
When you do it for other reasons,
I just don't think it's gonna work out the same.
Did you have low points in your life,
dark points, or your mind went to a dark place, whether
it's struggling to get a job, but as a soft work, or maybe with a red guard flop, or where
you kind of started to doubt yourself or any of that. Well, I think what's weird looking back, I was so, I was always so like in love with doing this,
that I didn't view them as
like dark per se.
Looking back, I was, I just wanted to, okay, let me find a way to make this work.
Even when it's hard and it's failing and all that kind of stuff,
you just kind of like, it's a problem before you dissolve.
Yeah, you know, when I started up at Desda,
I don't know, my father had moved nearby to the office.
I was moving and, you know, I slept in a sofa,
like I didn't care, like I don't need a bedroom.
I'll just, I'll sleep on the sofa and work there.
That's all I want to do.
When the company almost went out of business, it was, well, I hope it doesn't.
I feel somewhat responsible.
But hey, that's a learning lesson.
Let's go.
I think I was pretty resilient to it all.
Follows 76, like really bad launch. And okay, what do we do wrong? Look, we
learn, let's go at it. Now it's a, now it's a success. But those kind of ups and downs
for the length of developments that we have, you know, people don't see them, but we have
them, you know, all the time. And so it's that sort of belief that, you know, with the team having done it time and time again
to know that, now we're gonna make it
as good as we possibly can.
And whatever we're experiencing now,
when we solve it and we get it out
and you know, we see the millions of people who love it,
it's all worth it.
And you're getting into new spaces.
First of all, new worlds with Starfield but also new, I saw the TV show you're getting into new spaces. First of all, new worlds with Starfield,
but also new, I saw the TV show you're working on.
On Fallout with Amazon, what's that like?
Worlds that you created in the digital realm
becoming going on the screen.
Yeah, people asked, I can remember 10 years ago
after Fallout 3 was a hit,
you know, the movie producers coming and, hey, we think it's gonna make a great movie
and taking a lot of meetings and I think, you know, most of it would jump at that, like, sweet.
And I sort of paused and like, I don't know, what is this gonna do?
I feel like they're gonna synthesize and make great people, like, well known creatives. Like, it's gonna get synthesized into this two-hour? I feel like they're going to synthesize it. I'm at great people, well known creatives.
It's going to get synthesized into this two-hour, I don't know.
I'm not seeing the great thing here yet.
I think the advent of television in terms of what it's become,
nowadays, with big budget TV series, of came up again and met with people
and Jonathan Nolan and Lisa Joy who do Westworld.
And I always love the work he did, writing interstellar
and the dark movies I just love.
With Jonathan Nolan's involved with this.
Yeah, he's the, yeah, he's the EP.
That's big.
It was incredible.
Yeah, this is awesome. And the EP and he's directed the first credible. Yeah, this is all. And
he's the EP's director of the first few episodes. And when I connected with him,
Jonah was like, hey, you know, you're my, you're the person I want to do this. So I met with people
kept saying like, you know, just let me see if he wants to do it. And I was to my joy. He was like, oh, yeah, fall three is one of my yep,
Simon. Yeah, there was like no, how do we get this done?
And at that time he was sort of he was at HBO and it was you know, we were trying to figure out it was put a little pause on it and
and
You know got to visit the sets reading reading scripts, and things like that.
It's all new to me.
But I, they're doing such an incredible job.
Like, I think if you like this world, you are going to be just blown away.
So keep on.
I've never made a TV show.
You know, though, it's all the best.
You know, no one ever does it wanting it to not be great, but they've just done their
attention to detail and
obsessive with what's on the screen and the storytelling and how it looks, the whole thing.
I think obsession is really prerequisite for greatness. What they did, HBO did with Chernobyl,
did HBO did with Chernobyl, like the attention detail.
And he's doing the last of us now that showrunner. If you really care and you really put a lot of effort
into the details, you can basically choose that.
I was stunned.
That they, I mean, I don't wanna spoil,
but when people see it, I think it'll just be like,
wow, it's the, the other thing we're approaching it, it is very different where when it was people would say want to make a movie
They wanted to you know tell the story of Fallout 3 or then tell the story of Fallout 4 and for this it was
Hey, let's do something that exists in the world of Fallout
It's not retelling a game story
It's basically, you know
In area of the map and like, let's tell a story here
that fits in the world that we have built, doesn't, you know, break any of the rules,
can reference things in the games, but isn't a retelling of the games that exists in the same
world, but is its own unique thing. So it adds to it, while also people who don't haven't played the games who can't
experience like how crazy cool Fallout is. Can watch the series and so. Are there some similarities
or interesting differences between the creation of a game and a TV show that you notice from the
sort of story perspective? Well for them you know it's much more character driven, like you can do all these things with the world
and stuff that we already have.
It's the main characters who they are, what their motivations are,
that really is the engine.
Right.
There's no finding the right actors to do those.
Yeah.
Because you're not, there's no interaction.
There's no, you don't get to enter that world.
They have to do the work for you.
They have to seize it on the show.
Yeah, I can't wait to see how it turns out.
You also mentioned Indiana Jones.
That's a weird, that's a different one.
How do you work with a famous protagonist?
Like, when the character is known, how do you work with that?
Well, it's different.
It's different.
Like Indiana Jones is different where like the name, it is the, like it's Indiana Jones,
not a world, it's him.
Right, you can talk about the world of Indiana Jones, but at the end of the day, it's about
this character. And Raiders, still my favorite movie of all time,
notimate, it's the best movie ever.
Best movie ever.
Ever.
Love.
Unattangent, what do you love about it?
Well, you know, I saw it, obviously, when I was younger,
and I believed it.
I believe this happened.
And when they found the arc, I literally,
I could not believe that they found it so
And I have found over my life
It's still really watchable every time I enjoy it every single time
Love the character love the story
the opening is the greatest movie opening ever and
The opening is the greatest movie opening ever and I just love everything. I love everything about it. What was the opening? Is this one what it's the temple and then the ball rolls and tries to crush.
That's the opening a raiders. Yeah, it steals the.
I don't. I think you're you're deeply.
What's the opening a raiders.
So I've always wanted to it's one of those things like what's on your bucket list,
like, I want to make an Indiana Jones game. And I had pitched Lucas, I met some people there and
pitched them back in 09, this Indiana Jones game concept. And they wanted to publish kind of the
deal fell apart. They wanted to publish it. And were a publisher and so we didn't do it.
I didn't really have the team to do it.
I just was going to figure that out after we agreed to a deal.
We made Skyrim, so it worked out.
Then Fast Forward, 10 years plus, Lucas now part of Disney and they're doing a lot more
of licensing and working with people.
A new some folks there and said, I have this idea that I pitched a long time ago.
And they loved it. And again, the internal team that I had not only didn't have
the time, they probably weren't as good a fit as machine games who's done the
Wolfenstein series, who is the perfect fit for this game with storytelling and how
they record it. And they are, it's awesome. They're just doing an incredible job with that game.
And people are going to be, if you like Indiana Jones, it is, it is a definite love letter to
Indiana Jones and everything with it. Can you say if it's a little, if it's more on the action adventure, like side,
like the actual experience of the game?
I could go back. I would just say it is a mashup. It is a unique, it isn't one thing
intentionally. So it does a lot of different things that, you know, weave myself and Yerick and the folks in machine games have wanted to do
in a game. So it's a unique thing.
Before I forget, how many humans do I have to kill? I mean, dragons do I have to kill
to get myself somehow into Elder Scrolls 6. So if anyone wants to create mods of me, is that possible?
Yeah, it's possible. While maintaining realism somehow, you don't want a person that
student die. He puts you in a fallout. You can wear that. Yeah, exactly.
Please put me so far there's also a culture of a-
You do a mod where you replace the mysterious stranger.
There you go.
That's the Tudu task.
Top mod right there.
And you will have my deep gratitude and more, dear stranger for doing so.
What's the programming language for mods?
Is it mostly a-
Their use are internal scripting language that's built into the tool?
Okay, I'm almost afraid to explore that world because you will never never never turn back
How long you've created so so many incredible games?
Is there a what is the future hold?
Do you is there so sort of going through this process,
do you still have the energy, the passion, the drive?
I do.
I keep creating.
I cannot imagine doing anything else.
I'd like to do it as long as possible.
I will say, as I've done it,
soon it'll be 30 years at Bethesda. I've learned that to appreciate the developments
a little bit more, that the time it takes, I should prioritize all of us enjoying the
development process more than I did in the past. it was like, you know, just wanted to the end.
That's all that mattered.
And the more you do it, you realize,
no, I'm spending the majority of my life in Tamriel
and the wasteland and fallout.
So, you know, the moments that we're all doing this together,
we need to enjoy it.
Like, it's a lot of work finishing Starfield,
but hey, we had to enjoy this. This is like incredible. We don't get that many shots
So so the actual process of creating the struggles along the way of stuff not working
Like you said at this point of starfield probably creating some of the glue of how stuff feels and going back
Again and again again to try to make the beginning better all all that kind of stuff. And I would say it for anybody's vocation, whatever you're doing.
You know, whatever people do, you're going to have harder times.
And sometimes people, you know, you have to, you know, maybe recalibrate yourself to like,
okay, how can we make this more enjoyable for all of us, no matter what you're doing?
And rewarding.
So, if life is a video game, which you you most likely is, what do you think is the
meaning of life? From having created so many games, or the character has to try
to figure out, I mean there's bigger questions than just solving the
quest. You're asking big questions of why am I here? I feel like that's good
practice for answering
the same question for this video game we're in
What do you think is the meaning of life taught hard?
That's a very
I can say what motivates me.
That's a good start.
Having a curiosity, you know, the ability to not assume a lot and be curious about the
world around you.
It's more, it's, you know, not the same as just wanting to learn everything,
but what makes other humans tick? How do they feel? How do they love? It might be cliché
to say, the meaning of life is to love, right?
So that curiosity is just about noticing the world
Noticing the world around you. You look there's someone's anecdotes. Someone says
Everybody has two lives
And the second one starts when you realize there's only one and
I think I usually preach to my children everything else like have a curiosity to the world around you and you'll have the most fulfilling days.
Are you able to be inside the worlds that you've created and be able to notice them? Like really,
like really enjoy them? It takes time, so like Skyrim had its 10th anniversary, it's one I went back into it. I think I got to see it for what it is. My younger son got really into it a few
years back on the switch. That's what we noticed. People age up into it. Right. So when
there's so popular is, you know, see people come into, you know, they're now becoming, you
know, teenagers and, oh, okay, I'll finally place Skyrim. And he got obsessed with it.
And he wasn't used to say, hey, check out my games.
And he was like, ah, shut up dad.
We don't plan so much stuff.
And he got obsessed with Skyrim.
We're having deep, elders growls, lower conversations
at dinner.
And I saw it through his eyes.
And that was pretty special.
And then the mods he was downloading,
the YouTubers he was following,
talking about stuff.
So the people who like the elders' girls people
don't realize how much of that I have watched
with my son.
And then I kind of, when the 10th anniversary came out,
I'm gonna check out a bill.
I have to check at the build out,
but I hadn't played it in so long.
And it was like, it does, it has this flow. We're like, oh my God, I just played for four
hours. I need to, I need to turn off. Yeah, I mean, there's something about enjoying, enjoying
against the people you love to, or the water cooler discussion. And with kids, so I actually,
I would love to have kids and hopefully soon in the future. So I guess the
thing I need your advice on is how do I time in such a way when they're old enough, right at the
age they're old enough, like I want to know when to have them so that when they're old enough,
that's exactly when other school six comes out. So I wanna, can you give me when I should have kids?
All right, never mind.
You were a genius.
How to ask that question.
The number of times.
Yeah, you told the anecdote that your son
asked you the same question.
But of course, it's all for good fun.
Take as much time as needed.
It's a sky I'm still an incredible game
and has an impact on millions of people
as do all of your games.
It's thank you for everything you've done for the world. It's a huge honor to be with you. Talk with me.
This has been an honor and you know, it has to be said, like it's, I have a huge team of people I've
worked with for some of them for 20 years and it's really all of us together. Keep doing great job. Guys and gals, I can't
wait to see what you create next. It really, really does have an impact on silly kids like
me and millions of silly kids like me. So I really appreciate everything.
Thank you. Thanks, Sam. Thanks for listening to this conversation with Todd Howard.
To support this podcast, please check out our sponsors in the description.
And now, let me leave you some words from Tolkien.
So come snow after fire, and even dragons have their end.
Thank you for listening, and hope to see you next time.