People
often ask me, "Emil, how does your beautiful auburn
hair maintain that lush, natural sheen?" Whoa now.
There are some secrets I'll take to my grave. But if
you want to know how to kill a man with one quick dagger
thrust to the neck while remaining shrouded in shadow,
well
you just can't shut me up. That's probably
because I've had an unhealthy obsession with stealth
games and stealth game design since I first played Thief:
The Dark Project. That obsession was only strengthened
when I went to work as a designer on the Thief series at Looking Glass Studios and Ion Storm Austin,
and is still with me today as I help incorporate what
I learned into the Elder Scrolls series here
at Bethesda.
For me, the most fascinating
thing about designing stealth gameplay in TES IV:
Oblivion is trolling the Elder Scrolls forums
and reading suggestions from the fans. More often than
naught, the ideas I see presented are exciting, ambitious
and inspired greatly by the Thief series. And
that in itself is the great paradox of designing stealth
gameplay for a massive computer role-playing game like Oblivion -- how do you create great stealth in
a game that isn't just
about stealth?
If the player character in Oblivion accepts a quest to kill an NPC, there's no guarantee
he or she is going to slink through the shadows and
try to take out the target with a stealth kill. Sure,
it's a possibility. But so is charging in headlong with
a two-handed sword and swinging away like a psychopath.
And hey, some players like to get their Gandalf on and
hurl fireballs from two-hundred feet away. So while
our game is about sneaking and stealing and stabbing
in the back, it's about so much more, too. We've got
magic systems and combat systems, alchemy and bartering,
skills and stats and so much else that the Thief series never even came close to touching. When your
entire game is all about a career criminal who hides
in the shadows and takes whatever isn't nailed down,
the entire design process revolves around making that
experience as memorable as humanly possible. In Oblivion,
stealth is only one of many different styles of gameplay,
and we have a responsibility to our fans to make sure
all of them are equally well developed and enjoyable.
So what will the stealth
gameplay in TES IV: Oblivion be like? Will it
essentially be the same type of gameplay featured in Morrowind?
The simple answer is: not even close. In fact, the stealth
systems in Oblivion have been completely redesigned
in order to accommodate the gameplay fans want and expect.
So yes, light and shadow will affect your ability to
sneak. Yes, NPCs will react believably -- in both speech
and action -- to the player appearing and disappearing
before their eyes. And yes, lockpicking now requires
quite a bit more than just selecting a tool from your
inventory and activating a door
or chest.

Here's what really gets me excited,
though. The more I work with Bethesda's unique design
tools, namely the Elder Scrolls Construction Set, the
more I realize how much more flexible a role-playing
game like Oblivion is when trying to craft unique,
exciting stealth gameplay scenarios. Elements that initially
might seem like they have no place in a stealth game
-- spellcasting, advanced melee combat, persuasion of
NPCs -- actually serve as the perfect compliment. I
never realized how fun it could be to hide in the shadows
and kill a monster not with an arrow, but with a well-placed
spell. Or to break into a building, get caught by a
guard, and then resist arrest and fight to the death
using a dizzying combination of special attacks. Or,
best of all, to actually threaten an NPC through dialogue
and have his behavior affected by my particular choice
of words.
In fact, I've been getting a
lot of practice experimenting with exactly the types
of scenarios I've described as I implement the quests
for the Elder Scrolls Series' venerable assassin's
guild -- the Dark Brotherhood. In Morrowind,
players could join the Morag Tong and commit government-sanctioned
acts of murder. In Oblivion, I wanted to take
a different, decidedly more evil, approach. Gone are
the writs that essentially served as "Get out of
Jail Free" cards you could simply wave in front
of a guard's face to walk away with cold-blooded murder.
No, make no mistake, in TES IV: Oblivion, those
who join the Dark Brotherhood will operate on the wrong
side of the law. When you kill, you kill for the family,
authorities be damned
and Sithis
be praised.
So naturally, it's been my goal
from the beginning to incorporate every stealth gameplay
element available in Oblivion into the Dark Brotherhood
questline. What does that mean for players? Well, they'll
just have to wait and find out. What does that mean
for the hapless NPCs populating Cyrodiil? To be honest,
I really have to pity them.
Oh, poor Rufio
you shouldn't
have slept so soundly. Roderick, lying there unconscious
with fever
they really should have locked up your
medicine. And Baenlin, old Baenlin sitting there in
your chair
I could have just slipped in and eliminated
you silently. But the alternative was so much more satisfying
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