![]() ![]() We learnt a lot about how to tell those kinds of stories. "We got a lot of that feedback early on – it's a 'I don't want chocolate in my peanut butter' kind of thing where people want to feel that they have direct influence over the world and that their choices matter. "That's the hard part – most Elder Scrolls fans don't want other players in their game," Rich Lambert, ZeniMax Online's creative director for The Elder Scrolls Online, tells. ![]() Since 1994's Arena – and particularly since 2002's Morrowind – the Elder Scrolls IP has been synonymous with vast open-world single-player RPGs where fantasy fans can lose themselves in a mix of epic main quests, exploration and an abundance of side content.īut how does that translate to an MMO, where each hero is surrounded by potentially millions of other similarly epic heroes?
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