Published by
Developed by
Released

Platform
75
MobyRank
100 point score based on reviews from various critics.
3.7
MobyScore
5 point score based on user ratings.
The Elder Scrolls: Arena » Term of development.
Forum Search:  

View Mode: threaded | watch thread

Term of development.
Virgil (1637), Sep 03, 2007
User AvatarHow much of time it took, to create such a huge game world?
Re: Term of development.
Rabbi Guru (1238), Sep 03, 2007
User AvatarAccording to the all-knowing and ever trustworthy Wikipedia it was in 1992 that Bethesda decided to turn Arena into RPG. Previously it was just some gladiator game. And they were supposed to ship the game in Christmas 1993, but couldn't hit the deadline and so instead they released it in 1994 March.

So perhaps 1,5 years + the previous work on the gladiator game?
(Edited by Daniel Saner (1120), Oct 31, 2007)
Re: Term of development.
Daniel Saner (1120), Oct 31, 2007
User AvatarI don't think much of it was designed by hand (unlike Morrowind or Oblivion). It's too huge, very generic, and an almost endless repetition of the same patterns...

I read an interview with one of the developers once where they asked him if it was possible to just walk from one end of Tamriel to the other, and he said yes but he sounded as though he wasn't really sure, so I guess it was more about writing algorithms than designing a world.
Re: Term of development.
St_Martyne Bronze Star Contributing Member (3562), Oct 31, 2007
User Avatar
Daniel Saner Wrote:
it was more about writing algorithms than designing a world.



With procedural era knocking at our front door, I can't clearly see the line that separates these two anymore.
(Edited by SharkD (313), Oct 31, 2007)
Re: Term of development.
SharkD (313), Oct 31, 2007
St_Martyne Wrote:
With procedural era knocking at our front door, I can't clearly see the line that separates these two anymore.

You mean, like Rogue?
(Edited by St_Martyne Bronze Star Contributing Member (3562), Oct 31, 2007)
Re: Term of development.
St_Martyne Bronze Star Contributing Member (3562), Oct 31, 2007
User AvatarWell, yes. However I was speaking more of the future with games like Spore and Rage on the way.

Great hardware capabilities allows to put a lot of detail to everything which at some point becomes physically impossible for an artist, so procedurally generated content is a perfect solution for future games to include, say, 60 variations of a stone texture or 5-km long shoreline without a single cliff face that looks the same.
 

Errors and omissions on this page may be reported to the MobyGames approvers.

MobyGames™ Copyright © 1999-2009, MobyGames.
All rights reserved. Do not duplicate or redistribute in any form.
moby sites | about us | advertise | disclaimer | privacy statement | become an approver | RSS