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The second part of their Morrowind Q&A with ToddHoward went online today at RPGVault. They mainly talk about the different races in the game, and here's an excerpt:
Jonric: What were the main considerations involved in deciding how many races there would be and also what they would be? Which others if any did you seriously consider including, either in addition to or instead of the ones finally chosen? Excluding creatures, will any other races appear in the game as non-playable characters?
Todd Howard: The first consideration was what races were in the previous games in the series. We wanted to include all of those. But we also wanted to add a few, to make things interesting. So we added the Imperials (a human race) and the Orcs (a beast race). We didn’t really consider any others, though we did consider not including the Argonians, Khajiits, and Orcs due to difficulties with handling their animations and “beast” status. But they are too cool to leave out. You can play any of the races you see in the game, we didn’t exclude any for the player. Since all the races have different art and abilities, time and game balance also become issues for other races.
Jonric: The Breton, Imperial, Redguard and Nord races all appear to be human. What similarities exist within this group, and more importantly, what are the important differences that will allow each one to offer a distinctive playing experience?
Todd Howard: They are all human, but gameplay-wise, they are very different. Each has unique bonuses and special powers. The Bretons are magical in nature and have special powers like “Dragon Skin.” Redguards are quick warriors and get the “Adrenaline Rush” power. Nords are endurance-based heavy warriors, with powers like the “Thunder Fist.” Finally, Imperials are the statesmen and persuaders who have the “Voice of the Emperor.” Each of these options offers really different things you can do in the game. |
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