Morrowind

The technology of Skyrim

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Bethesda has revealed some information about the new technology being used for TESV: Skyrim. In a GameInformer article, "The Technology Behind Skyrim," Bethesda outlines four aspects of Skyrim's technology: the new Creation Engine, improvements to Radiant AI, a new collection of features named Radiant Story, and the implementation of the Havok Behavior system.

The Creation Engine

Bethesda has created a new engine for Skyrim named the Creation Engine, which will probably turn out to be the most significant aspect, good or bad, of Skyrim's technology. GameBryo may have problems, but we don't know yet how the Creation Engine will turn out.

Little information has been released about the Creation Engine so far, but what we do know makes me optimistic. Bethesda has created the engine specifically for their games, which seems like a better idea, at least in theory, than trying to wrangle GameBryo (or any existing engine) to accomplish what is needed. SpeedTree has been replaced by a new system that allows greater artistic control over how foliage animates and reacts to the environment. Since the game takes place in Skyrim, snow is of course a necessity, and Bethesda has luckily not returned to the flawed precipitation system in earlier games (where rain and snow fell through, well, everything). Snowfall is now calculated in-game and accumulates on surfaces. The level of detail for distant objects and landscape has been improved, and dynamic lighting and shadows are now "on everything."

Radiant AI
Bethesda has been talking about improving the Radiant AI system, which was somewhat restrained in Oblivion. NPCs will now have real jobs or tasks (farming, mining, etc.) instead of simple sets of actions. NPC reactions have been improved to relate more directly to the NPC's relationship with the player. One example given is "a friend would let you eat an apple in his house," which certainly sounds better than every NPC throwing a fit if you touch that inkwell sitting on their desk. These changes look like they will help the world seem more alive, which is always a good thing.

Radiant Story
Radiant Story seems to be the feature Bethesda is most interested in hyping, like Radiant AI for Oblivion. Radiant Story is actually a group of features all related to presenting the player with more content. First, Bethesda has created a system of random and dynamically generated quests and events. You may be asked to assassinate an NPC or find an object in a dungeon, but the conditions and objects are not predefined. The game will also attempt to send you to locations you haven't yet explored. Radiant Story also functions as another method preventing quests from becoming inaccessible. In an example given in the GameInformer article, if a merchant with quests is killed, his or her child may take over the store and offer the same quests. Of course, Bethesda warns that if you killed the merchant, the child may seek revenge.

Bethesda has also implemented an omniscient "Story Manager" which works to create dynamic events based on the player's actions. If you drop a weapon in town, an NPC might try to return it to you, or NPCs may fight over it, or maybe nothing will happen. NPCs might ask you for help, training, or a duel. NPCs you become friends with may ask for help later, or even become temporary companions. In the wilderness, you may encounter creatures being attacked by other creatures, or an NPC who directs you to a random quest.

Some of these features do sound innovative, while others just sound like improvements to existing systems such as the "random" encounters in Fallout 3 and Fallout: New Vegas. The Story Manager actually reminds me of Left 4 Dead's Director. We'll have to see how Radiant Story functions once Skyrim is released, since Oblivion's Radiant AI turned out to be substantially different from the pre-release information about it.

Havok Behavior (Animation)
Bethesda is again returning to the Havok system. Beyond just the usual physics people usually associate with Havok, Skyrim will be using Havok's new "Behavior" system, which allows for improved and more easily designed animations. Havok Behavior can blend together various animations automatically, such as the transitions between walking, jogging, running, and jumping, or the flow between combat animations. NPCs and creatures can become stuck in spider webs and will struggle to escape. The system is also being used for Skyrim's dragons, allowing their animations appear natural instead of "mechanical" or scripted.

Havok Behavior is being applied to improve the dialog system. Instead of freezing time and focusing the camera on the NPC, time will continue to flow. You can look around during your conversation, NPCs may continue whatever they were doing (working, eating, etc.) or even move to take a seat.

GameInformer did ask Todd Howard if Havok Behavior could or would be used for player mounts such as horses or mammoths, but Todd gave a non-response. We'll have to wait and see on that subject...

25 comments

  1. jfiemmpa
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    I'm not here to 'soapbox' or write a bloody essay about my gripe, so here it is: for such huge worlds (Morrowind et al) there is a disturbing lack of verticality. Not a word? It is now! For all of the 3D-ness of these epic games, where's the rope?? Why can't I climb up <anything> without a friggin ladder??

    Anyone remember, or even play the Source-based "M&M: Dark Messiah"? The RopeBow?? Brilliant game mechanic for a true 3D world! I'm not going to explain it. Find the game and play it, please! See for yourself, then help convince Bethsoft to consider it (maybe along with a body for your First-Person avatar?).

    So many other bits, like freezing the ground causing your charging enemy to slip and fall off a cliff. Here's another simple one: kick-to-the-solarplexus!! Duke Nukem 3D did it! Dark Messiah did it! Why not Elder scrolls? Kicking a goblin (M&MM) off a cliff, through a shoddy wooden fence was so funny, and sadistically satisfying! Even the one-on-one combat mechanics were superior: target lock, charge-magic attacks, power moves, special attacks for special weapons, dual wielding. These concepts aren't new, so what gives?

    You can't really say 'because it's been done.' Doom had big levels and lots of guns; that didn't stop the FPS genre, it inspired it!

    IMHO alert:
    I have always felt Elder Scrolls would be perfect if it took the best elements from Dark Messiah (and Thief series, I'm not totally biased... remember extinguishing light sources??).

    Yes, M&MM was linear, (it's a Source Engine game) but it did things right where it counted. Why must I go to The Community to look for Oblivion's missing pieces, like Deadly Reflex and Unnecessary Violence to name a few?

    Some may rightly say because those things were never part of Bathesda's creation, but I ask 'why'? Even now, in the Fallout series, I can't break glass or shatter lights. Why? The best glass mechanic I've seen was in Red Faction! Shouldn't that inspire?!

    So I beseech the powers-that-be: take all of the good that has come before and bring it into the awesome vastness of the Elder scrolls universe! It's not like peanut butter and chocolate, it is peanut butter and chocolate!! Simple and brilliant.

    Here's hoping ES V: Skyrim will be that game.



    -spAzz77



    Damn. Wrote a bloody essay...


    P.S. Is it me, or are the trailers missing Tessellation?? No DX11?! Grrrr??!! Don't make me soapbox Morrowind and Truform! Funny how, even then, I relied on The Community
  2. ZoepaToota
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    Well, the technical side of the Gamebro to the exponential aspect circumventing thereby navigating zircon encrusted bromadrosis hence completely alleviating any and all sense whatsoever..................HOWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL for 11/11/11 AaaaaaaaaaaaaaaaaaaaaaaaaaaaaaOOOOOOOOOOOOOOOOoooooooooooohhhhhh November 2011 DRAGONBORN !!!!! Dont eat yellow snow!
  3. alividlife
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    Kudos @ Galahaut
    lol

    That link from the French Playstation Magazine did more for me than pretty much everything I have read thus so far!

    They were right to put their trust in you

    I never had a problem with consoles till now. I never understood (rationally yes, but logically no) how limiting XBOX 360's and Playstation 3 are...
    My complaints would be most certainly be singing to the choir on a site like thenexusforums or tesnexus.

    I really hope that Todd Howard and Company definitely allow the SDK to tailor to the before mentioned comments,
    64-bit native, and whatever newfound awesomeness the Script Extender crew magically creates.
    Modders given the ability to deal with this "Radiant AI" which to me,-- sounds like there's some major potential for mod conflicts.

    I have been reading a lot of content the last few days over that PC vs Console argument.
    Hah.. One of the biggest "bonuses" for consoles is the fact you can play in a sofa and use a controller.....
    Am I the only other PC gamer that uses a controller and plays in bed with a HUGE monitor? Ultimate comfort.
    Plug and Play? ... Yes that is years aged.. where as computers are exponentially getting better, yet consoles are released in timely matters as to allow profit holders reap their sow.

    Anyway.. I should stop myself there, as the PC vs Console debat is really a no-brainer for me and I am sure it's been beaten to death over and over on these forums.. Apologies guys lol

    But then again, I think.. This is the ONLY thing holding this game back. SERIOUSLY. A sniveling 14 year-old taking a break from the latest Halo. Where as personal computer gaming enthusiasts are either facerolling on WOW or stuck with the dumbed-down for console content.
  4. KradenEPC
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    This article has been out for weeks... it seems like not a lot of people have read it though so it was probably smart to relay the information.

    In my opinion... considering how overwhelmingly successful Oblivion was, I think the end product for Skyrim will be a game with most of the annoying, lazily-done aspects of the game removed. It will be a clean, smooth game, but I also think that the gameplay will be tailored for the masses... think Morrowind to Oblivion, or Resident Evil 4 to Resident Evil 5. I love all of the games that I just mentioned, but some Elder Scrolls purists might not be happy if they're expecting an experience closer to Morrowind.

    Regardless, this is the most hyped I've ever been for a video game to be released, and I'm positive Bethesda won't disappoint. Well, they won't disappoint ME at least lol.
  5. Galahaut
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    Found that article a few days ago, don't really remember where/how.
  6. Corakus
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    @Galahaut

    Wow, where did you find this?There's a lot of new info here.
    Thanks for clearing that up about the conversations.One of things that bugs me about a lot of rpgs is the fact that you're stuck in conversation mode with an npc until you skip it with a specific button or key, this sounds a hell of a lot better.
  7. Galahaut
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    Also notice the part where it says "You can look around during your conversation".Look around, not move around.I'm guessing that means it will be like a cutscene in Oblivion where you're forced to stand still in one spot.I hope not, I should be able to walk away from a conversation or smack them in the face with an axe if I don't like what they're saying.Guess I'll have to wait till we get more info on the conversations.


    You'll be able to exit conversations by walking away.

    http://www.gameranx.com/updates/id/1407/article/bethesda-reveals-new-skyrim-facts/

    "It is possible to cut dialogue short by simply walking away from a speaking NPC."

    Not sure on NPCs being attacked, though. I would guess the result would be the same as walking away, with the conversation ended until combat is finished and you talk to the NPC again.
  8. nikolajcoolkiller
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    cool THE ELDER SCROLLS ROCKS i love it
    .. CANT FUCKING whait for the new game. V skyrim

    come up whit more info please
  9. Corakus
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    "Havok Behavior is being applied to improve the dialog system. Instead of freezing time and focusing the camera on the NPC, time will continue to flow. You can look around during your conversation, NPCs may continue whatever they were doing (working, eating, etc.) or even move to take a seat."

    What happens if you get attacked by someone during a conversation?Will the NPC keep on talking or will they react accordingly to the assault by either running away or helping out?Also notice the part where it says "You can look around during your conversation".Look around, not move around.I'm guessing that means it will be like a cutscene in Oblivion where you're forced to stand still in one spot.I hope not, I should be able to walk away from a conversation or smack them in the face with an axe if I don't like what they're saying.Guess I'll have to wait till we get more info on the conversations.
  10. lordinquisitor
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    havok, so no chain weapons?

    what about using this engine for the next fallout, would love this as we usually get the butchered version of the engine. Ref = no shields or primitive bows in Fo3 FNV.

    The move when talking sould like potential for annoyance.

    Fact they have to support the outdated consoles will definetly mean it wont look as good as it should.