"Hey, you. You're finally awake." If you play Skyrim and don’t use modifications like Alternate Start or Skyrim Unbound to skip the introduction, you’re probably familiar with those words. You can even print them on a pillow. They are the first thing you feel when you arrive, bound and imprisoned, hitched to the back of a cart that will take you and your fellow prisoners to your execution.
That scene, with the rebels telling you that you got confused with one of them when you cross the border and that the Imperials are about to cut your head off, was harder to create than you might think. Nate Purkeypile, an artist who worked on Skyrim and Fallout 3 and Fallout 4 during his time in Bethesda, explained some of the difficulties the team encountered. Twitter.
Because the whole scene is physically simulated, any change in the environment would affect the cart. Even small ones. “Maybe the road was too bumpy,” Purkeypile said. "Maybe there was just a physics error. Maybe someone accidentally put a rock too close to the road."
At one point, the chariot not only deviated from its course, but trembled violently and flew into the sky as if a giant had shaken it. "Something was saying that car just had to fuck and get off that road," Purkeypile wrote. "The thing is, it didn't happen every time. No one knew what was going on in the beginning."
The Elder Scrolls Diaries
Eventually, they discovered a solution to a different error that was responsible for sending the car into the air. When it was discovered that the bees could not be collected [bees were a potion ingredient in Skyrim], it was fixed by modifying the type of collision assigned to them. "Only the kind of collision that was put on the bee not only let it catch. It also made it crash into things. That is, that bee was an immovable natural force if it ever passed through the path of the bee. cart. The cart wanted to move on the road. The bee didn't want to move. So get on the cart! "
He also had other ramifications, as a Skyrim level designer Joel Burgess added. At one point, bees were scheduled to track anyone with honey in their inventory. With the bee collision activated, this meant that a player could be surrounded and trapped by them. "Do you have love?" Burgess wrote. "Pull over, you're in the bee prison."
Purkeypile uses the bee saga as an example of why open world games are so hard to create. "Every time you fix one thing," he said, "maybe you'll break another. That's especially true of open world games. Still, this interaction of all systems is what ends up making them super interesting." .