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Role Playing (Games)

Oblivion Designer Moves To New Company 37

Gamasutra reports on the new position that former Bethesda designer Ken Rolston has taken with Big Huge Games. The lead designer for Bethesda's hit titles Morrowind and Oblivion, Rolston is now slated to be working on an unnamed title for the Rise of Nations developer. Rolston announced he was planning to retire early last year but ... apparently not. The designer characterizes his new project as 'a strikingly original and cunning concept for a console RPG'. No name or concept was included in the announcement.
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Oblivion Designer Moves To New Company

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  • by Reapy ( 688651 ) on Wednesday February 21, 2007 @05:45PM (#18101534)
    If you are a mage, make use of the mages guild to create customized spells that match your abilities.

    Like my favorite spell, "Camp Fire". This little gem consisted of a long duration firespell that did a few points of damage. It also did some fatigue damage as well. This kept the mana cost somewhat low. When you encounter a bad guy, the first trick would be to hit him with some powerful fatigue drain effects, until he hits the ground, passed out. Then, run close and drop the camp fire on him. He will lay on the ground, unmoving, happily toasting away to his death. Sometimes it takes a while, so feel free to pull out marshmallows and toast accordingly.

    Oh, should fire not get the job done, you could try the sister spell to Camp Fire, entitled, "Electric Chair". :)

    Reapy
  • by Anonymous Coward on Wednesday February 21, 2007 @08:58PM (#18103636)
    Uh. Even Ultima III on Apple ][ was better designed then that. At the beginning, you could be easily killed in a single encounter, if you were going in the wrong place.

    But, as you leveled-up, in certain parts of the world, creatures were running scared in front of you. At one point, you could get into any town from the starting area, steal stuff, and kill all the guards that were coming, until you totally controlled the city.

    So the inhabitant of the world were not changing with you, and it gave the world a real sense of reality, and a personal sense of progression. I haven't play much RPG since, but this seems a pretty basic feature...

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