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Contents
Articles
Overview
Gameplay
Organizations
14
Races
17
Development
31
Bethesda Softworks
31
34
45
56
61
Games
64
64
68
73
91
93
96
111
117
122
Spin-offs
129
129
131
132
Books
136
136
Lord Of Souls
140
References
141
144
Article Licenses
License
145
Overview
The Elder Scrolls series
The Elder Scrolls (abbreviated as TES) is a role-playing video game series developed by Bethesda Game Studios
and published by Bethesda Softworks.
Developers
Publishers
Bethesda Softworks
2k Games
Platforms
History
The first product The Elder Scrolls: Arena was released in 1994 for DOS PC systems. The game was intended
for players to assume the role of an arena combatant, but development shifted the game into a role-playing game
(RPG).[1] This game began the tradition based on this principle, "[being] who you want and [doing] what you
want"[1] that persisted throughout the series' history.
The Elder Scrolls II: Daggerfall was published in 1996. Fueled by the modest success of The Elder Scrolls: Arena,
The Elder Scrolls II: Daggerfall was even more ambitious than its predecessor. The Elder Scrolls II: Daggerfall
featured one of the first true 3D worlds on a large scale, a game world the size of Great Britain.[2] Glitches were
experienced by players.[3] A game critic commented the game as "tortuously buggy".[3] Despite Daggerfall's
commercial success, the game critic remarked, "the game still bears the mark of bad code".[3]
2
2006 The Elder Scrolls IV: Oblivion
2006 The Elder Scrolls IV: Knights of the Nine
2007 The Elder Scrolls IV: Shivering Isles
2011 The Elder Scrolls V: Skyrim
Following the release of The Elder Scrolls II: Daggerfall, Bethesda Softworks ceased development of the numbered
title of the series until 1998 to develop in the interim The Elder Scrolls Legends: Battlespire and The Elder Scrolls
Adventures: Redguard, which were released in 1997 and 1998, respectively. Both games had a smaller focus than the
numbered series titles: The Elder Scrolls Legends: Battlespire limited itself to dungeon-romping and The Elder
Scrolls Adventures: Redguard was a linear third-person action-adventure game.
The release of The Elder Scrolls III: Morrowind in 2002 saw a return to the old-style expansive and non-linear
gameplay, and a shift towards individually-detailed landscapes and items, with a smaller game-world than past titles.
It was released on PC and later ported to the Xbox. The game achieved commercial success, and sold over four
million units by mid-2005.[4] Two expansions were released between late 2002 and early 2003: The Elder Scrolls III:
Tribunal and The Elder Scrolls III: Bloodmoon. A Game of the Year Edition encompassing the original game plus
both expansions packs, as well as the latest patch and modding tools was released later exclusively for PC.
Development of The Elder Scrolls IV: Oblivion began in 2002, and focused on artificial intelligence (AI)
improvements that interacts dynamically with the game-world, proprietary radiant AI, implementation of Havok
(physics) engine, and improved graphics. The game was released on PC and Xbox 360 in early 2006, and for
PlayStation 3 in early 2007. Bethesda Softworks released one content collection and expansion pack in late 2006 and
early 2007: The Elder Scrolls IV: Knights of the Nine and The Elder Scrolls IV: Shivering Isles, respectively. A
Game of the Year Edition was later released, featuring the original game, plus all expansion packs and updates for all
three platforms, with the PC version getting exclusive mod tools and other bonuses.
The Elder Scrolls V: Skyrim was announced on December 11, 2010, at the Spike Video Game Awards 2010. [5] The
game is not a direct sequel to its predecessor, Oblivion, but instead takes place 200 years later, in the land called
Skyrim, in Tamriel. Skyrim also makes use of an entirely new graphics engine.[6] [7] [8] It is scheduled for release
November 11, 2011.
Game mechanics
The Elder Scrolls games can be safely categorized as role-playing games (RPG), although they do include elements
taken from action and adventure games. In Arena, as in many RPGs, players advance by killing monsters (and
thereby gaining experience points) until a preset value is met, whereupon they level-up. However, in Daggerfall,
Morrowind, and Oblivion, the series took a skill-based approach to character advancement. Players develop their
characters' skills by applying them, and only level-up when a certain set of skills have been developed. The
flexibility of the games' engines has facilitated the release of game extensions (or mods) through The Elder Scrolls
Construction Set.
The Elder Scrolls main series of games emphasizes different aspects of the gaming experience than most computer
role-playing games. A brief article by Joystiq in early November 2006 compared BioWare's creations to Bethesda's
by noting a difference in emphasis. Bethesda's creations focused on "aesthetic presentation and open-ended
adventuring"; BioWare's on a combat system and modular architecture.[9] This overarching aim has been noted by
their designers as well. Bethesda has described their motivations in creating the first series game, Arena, as those of
any good pen-and-paper RPG: creating an environment in which the player could be what the player wants and do
what the player wants.[10] Daggerfall's manual begins with a sort of design manifesto, declaring the developers'
intention to "create a book with blank pages", and "a game designed to encourage exploration and reward curiosity".
Choices, in the form of paths taken by the player, to do good, to chase after evil, are left open to the player, "just like
Setting
The world of The Elder Scrolls is known for its attention to detail, attempted realism, and the vast number of names,
dates, and places that constitute its history and the interconnected structure of its various societies, cultures, and
religions. There is no one compilation of all information pertaining to the Elder Scrolls world, and, within the games,
historical references are often vague or unclear. Players are encouraged to draw their own conclusions about
situations and events for which the records are sparse, contradictory, or incomplete.
The Elder Scrolls games take place on the fantasy world of Nirn, on the continent of Tamriel, a large landmass
divided into nine provinces. The exceptions are The Elder Scrolls Legends: Battlespire, and parts of The Elder
Scrolls IV: Oblivion, which take place between the realm of Oblivion (one of several alternate dimensions ruled by
immortal god-like beings known as Daedra Princes) and the mortal realm of Mundus. There are other continents
besides Tamriel on Nirn (such as Akavir or Yokuda), but there has yet to be an official game that takes place upon
one of them.
Tamriel itself is an empire divided into nine provinces, each with its own native race. Those provinces are as
follows: Cyrodiil, Morrowind, High Rock, the Summerset Isles, Hammerfell, Black Marsh, Skyrim, Valenwood, and
Elsweyr. The native races of the provinces are as follows: Imperials in Cyrodiil, Dunmer (also known as Dark Elves)
in Morrowind, Bretons and Orsimer (also known as Orcs) in High Rock, Altmer (also known as High Elves) in the
Summerset Isles, Redguards in Hammerfell, Argonians in Black Marsh, Nords in Skyrim, Bosmer (also known as
Wood Elves) in Valenwood, and Khajiit in Elsweyr. The emperor resides in the capital province of Cyrodiil. The
ruling dynasty throughout the Third Era consisted entirely of the descendants of Tiber Septim. His line, frequently
called the Dragonborn, ended at the conclusion of the Third Era, with the death of Martin Septim, the last living heir
of Uriel Septim. Several years later, a Colovian warlord named Titus Mede assumed the throne of the Empire,
reigning through at least the first forty years of the Fourth Era.
Elder Scrolls
The physical Elder Scrolls play a very limited role in the storyline of the series, serving only as framing plot device
(i.e., "[the events in this game] were foretold in the Elder Scrolls..."). The Elder Scrolls themselves are rarely
referred to in-game, or even in the in-game literature. The Elder Scrolls IV: Oblivion marked the first actual
appearance of the scrolls, as a MacGuffin in the final quest of the thieves guild story line.
In the game series, a sect of monks devote their lives to the reading and interpreting the Elder Scrolls.[13] Advanced
members who read the scrolls wear blindfolds at all times when they are not divining the scrolls' content. Retired
Moth Priests are completely blind, and continue to wear blindfolds for ceremonial purposes. However,
cosmically-important individuals, or individuals that are the subject of prophecy, have been able to see writing on the
Elder Scrolls without the associated rituals. A book entitled "Lost Histories of Tamriel" provides further insight on
the Elder Scrolls, stating that when any event has actually occurred, it sets itself unchangeably into the scrolls, and
no action, magical or otherwise, can alter this.[14]
In The Elder Scrolls IV: Oblivion, the Elder Scrolls themselves are the object of the final Thieves' Guild questline, in
which the player has to steal an Elder Scroll.[13] The scroll itself appears as an incomprehensible chart, containing
glyphs.[13]
References
[1] "Arena - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-arena. htm), Bethesda Softworks (ZeniMax Media),
2004, , retrieved June 8, 2007
[2] "Daggerfall - Behind The Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-daggerfall. htm), Bethesda Softworks (ZeniMax
Media), , retrieved July 5, 2010
[3] Blancato, Joe (February 6, 2007), "Bethesda: The Right Direction" (http:/ / www. escapistmagazine. com/ articles/ view/ issues/ issue_83/
471-Bethesda-The-Right-Direction), The Escapist (Themis Group), , retrieved June 1, 2007
[4] Bethesda Softworks (ZeniMax Media). August 17, 2005. http:/ / www. elderscrolls. com/ news/ press_081705. htm. Retrieved July 5, 2010.
[5] Christopher Grant (11 December 2010). "Skyrim: Elder Scrolls 5 coming 11/11/11" (http:/ / www. joystiq. com/ 2010/ 12/ 11/
skyrim-elder-scrolls-5-coming-11-11-11/ ). www.joystiq.com. Joystiq. . Retrieved 11 December 2010.
[6] Nick Breckon (12 December 2010). "The Elder Scrolls V engine built internally" (http:/ / twitter. com/ nickbreckon/ status/
14059634595729408). twitter.com. . Retrieved 12 December 2010. "It's a new graphics/gameplay engine built internally. We'll have more
details down the road."
[7] Jim Reilley (13 August 2010). "Rage Tech Being Kept Inside Bethesda Family" (http:/ / uk. pc. ign. com/ articles/ 111/ 1112464p1. html).
ign.com. IGN. . Retrieved 12 December 2010.
[8] Francis, Tom (12 December 2010). "Confirmed: The Elder Scrolls V: Skyrim will use an entirely new engine" (http:/ / www. pcgamer. com/
2010/ 12/ 12/ confirmed-the-elder-scrolls-v-skyrim-will-use-an-entirely-new-engine/ ). www.pcgamer.com. PC Gamer. . Retrieved 12
December 2010.
[9] Rose, Alan (Nov. 3, 2006). "Neverwinter Nights 2, Metareview" (http:/ / www. joystiq. com/ 2006/ 11/ 03/ metareview-neverwinter-nights-2/
). Joystiq. .
[10] "Arena, Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-arena. htm). The Elder Scrolls Tenth Anniversary
(http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv. htm). Bethesda Softworks. 2004. .
[11] (1996) Bethesda Softworks Daggerfall Instruction Manual Bethesda Softworks, 1-2.
[12] "Morrowind, Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-morrowind. htm). The Elder Scrolls Tenth
Anniversary (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv. htm). Bethesda Softworks. 2004. .
[13] Bethesda Game Studios. The Elder Scrolls IV: Oblivion. (Bethesda Softworks, 2K Games). (April 30, 2007)
[14] "Lost Histories of Tamriel" (http:/ / www. uesp. net/ wiki/ Lore:Lost_Histories_of_Tamriel). UESP. . Retrieved 18 January 2011.
Further reading
Barton, Matt (2007-04-11). "The Dawn of the Platinum Age; Bethesda and The Elder Scrolls" (http://www.
gamasutra.com/features/20070411/barton_05.shtml). Gamasutra. Retrieved 2007-05-13.
External links
Gameplay
Gameplay
The Elder Scrolls are a series of role-playing video games developed by Bethesda Softworks. The following article
illustrates the gameplay techniques used in the series of games, from The Elder Scrolls: Arena to the most recent
The Elder Scrolls IV: Oblivion. A pair of books based on the series were announced. The first book, titled The
Infernal City, was released on November 24, 2009.
Interface
Daggerfall uses a "more or less" mouse-based interface and offers fully customizable hotkeys.[6] The game offers the
player both a 3D and 2D automap; the 3D offering full rotational freedom of movement, the 2D offering merely a
topdown view.[5] [6] In contrast to Morrowind, the game offers the player the chance to annotate the map, though
some reviewers found the specific mechanisms by which the system operated made the feature pointless.[6]
Combat
Attacks may be made and controlled in Daggerfall solely through the use of a mouse. A variety of possible attacks
are handled through a combination of the device's directional and depressionary movements.[6] There are four
possible combinations in all, with the choices offering tradeoffs between hit chance and hit damage.[5]
Gameplay
Transportation
The decision was made early on in the development of Morrowind to scrap most of Daggerfall's fast-travel system,
where players were capable of instantly traveling great distances, to encourage travel by foot.[13] However,
Morrowind retains aspects of Daggerfall's system by way of Silt Striders, great insectlike beasts who provide
instantaneous fast-travel between the major towns of Vvardenfell for a fee, depending on where the player wishes to
travel,[14] teleportation spells,[15] the propylon chambers[16] and various minor ferrymen.[17] [18]
Character creation
Morrowind begins with the player imprisoned, though in the midst of being set free. A well-received[10] [19] [20] [21]
tutorial following the release moves the player through the process of character creation.[22] The player is
successively asked questions by a fellow prisoner, an officer, and a bureaucrat as the player is registered as a free
citizen; choosing, in the process, the player character's name, sex, race, birthsign, and class.[10] These affect the
player's starting attributes, skills, and abilities. In a throwback to the Ultima series, the player has a chance to answer
a series of moral questions to determine their class.[10] [19] [23] To accommodate the successive menus and ease the
player into the game, the opening sequence uses extensive scripting, and is one of the few parts of the game to do
so.[24]
Skill system
The player character's proficiency with a skill is increased either by practice or training. Practice involves performing
the specific actions associated with a given trait. Training, a much smaller portion of the game, involves exchanging
cash with select NPCs in exchange for skills. To become better with using armor or a type of weapon, the character
must be involved in combat using the armor or the weapon. To become better with using magic spells, the character
must learn spells and practice casting them. As the player character's skill level increases those actions tied to that
skill improve. Weaponry skills (viz. Short Sword, Long Sword, Axe, etc.) are tied to those weapons' chance to hit.
Armor skills (viz. Heavy Armor, Light Armor, Unarmored, etc.) are tied to those armor classes defensive strength.
Morrowind, unlike its predecessor Daggerfall, makes a distinction between "abilities" and "skills"; skills being those
individual proficiencies in particular schools of magic or with particular armor classes, and abilities being broader
proficiencies, such as "strength" and "endurance", which are either tied to important features unconnected to any
skill, (viz. Health, Magicka, evasion chance, etc.) or improve the efficiency of a wide variety of skills. Strength, for
example, improves the damage of any physical blow dealt by the player character. Abilities, however, are improved
only when the player levels up.
The player levels up their character as a whole by leveling up individual skills from their major and minor skill lists
a set determined by their choice of class a total of ten times. Each time the player levels up their character,
they select three attributes to augment as well. The player is better able to augment abilities related to their skill set,
as each level gained in a particular skill adds to the multiplier by which the ability is augmented.[23] [25] [26] [27]
This mildly complex reciprocal system was generally praised, with some few exceptions. IGN, though finding the
manual's description of the system unclear, found the classes well balanced and well designed for all play styles,[25]
and GameSpot found the system clear and sensible.[23] PC Gamer, by contrast, found the system unbalanced, with
combat privileged over other features.[11] Computer Gaming World felt the system's privileging of combinations of
Gameplay
single-handed combat weapons and shields over double-handed weapons unnecessarily exploitable, but appreciated
the freedom offered by the broad skillset and action-dependent leveling.[20] GameSpy gave strong commendation to
the system, stating that "The advancement system makes so much sense that it makes other games, even games set in
the D&D world such as Baldur's Gate, look silly by comparison".[14] One critic felt that Morrowinds system showed
signs of inspiration from RuneQuest.[28] Imbalances between Morrowind's 21 character classes have been noted as
well, with mage and thief classes found to be at a disadvantage to fighter classes.[19]
Interface
Inventory, local maps, usable spells, and player abilities are accessed
and manipulated by way of 4 resizeable windows.[17] [25] The player is
able to converse with NPCs using similar resizeable menus containing
a main body of text and a sidebar to the right with selectable
conversation topics. Words in the main body of text are hyperlinked to
related topics, a system that has been commended for its
intuitiveness.[17] [29] The text-heavy nature of dialogue was a minor
complaint for reviewers of the Xbox version of the game, finding the
text more suitable for a PC resolution than an NTSC one.[30] Game
A screenshot from the game, portraying
developer Todd Howard has described the game as "very object
Morrowind's
inventory and skill system interface.
oriented"[12] and "object heavy";[31] most of the common objects the
player encounters, "books, candles, knives, forks", may be rearranged
about the gamespace and added to the inventory by the player,[17] [32] and items, once placed, never move or
vanish.[33] Bethesda Softworks, in the interest of furthering game realism, employed what Todd Howard termed
"clutter monkeys" for the express purpose of littering the game world with these items.[31]
The player has a journal which is automatically updated with information from time to time following conversations
with NPCs and important developments in the plot, each new entry following all those previous. Though IGN and
GamePro commended the general interface for its relative ease of use,[25] [34] the journal was almost universally
reviled. The journal was found to quickly become a "muddled mess",[35] "hundreds of pages long",[36] without any
useful method of organization by quest title or completion level.[11] Computer Gaming World simply called the
feature an "anal-retentive nightmare of confusion", listing it as one of the game's greatest shortcomings.[20] The
system was overhauled in Morrowind's expansion pack Tribunal, allowing the player to sort quests individually and
by completion, much to the pleasure of critics.[37] [38]
Combat
In Morrowind, the simplest attack, a chop, is performed with a left
click. The somewhat more complex slash and thrust attacks are
performed by a combination of that same generic click with different
tappings of the keyboard's directional keys.[39] Reviewers found little
value in choosing amongst the three melee attacks, since each attack
variant always gives the same damage value, and an option is available
to always use the best attack, an option reviews and strategy guides
tended to recommend.[39] [40]
Each weapon possesses a rating determining its strength in each of
these areas. A combination of hidden arithmetic modifiers upon each
Gameplay
combatant's skills determines whether or not the attack hits. In the original, the player was given no indication of the
amount of health left in their enemies, and no indication of the strength of their attacks. Reviewers took the absence
badly, wishing for a more developed visible response system.[23] [35] [39] Bethesda eventually added enemy health
bars in patch 1.1.0605, released one month after Morrowind's initial publication,[41] and the patch came packaged
with Morrowind's expansions and Game of the Year editions.
Combat in Morrowind was generally found to be simple,[20] [39] one reviewer describing it as a "purely
hack-and-slash affair",[36] with others expressing similar feelings.[20] Questioned for a comparison combat system
during the game's development, developer Pete Hines likened Morrowind's system to that of Jedi Knight.[42] The
combat system was poorly received in most quarters, with GameSpot characterizing it as one of the game's major
weak points,[36] and GameSpy devoting the majority of its minor complaints to it.[35] Electronic Gaming Monthly's
Kathleen Sanders saw Morrowind's combat system as one "universally regarded as boring".[43] On a more favourable
note, IGN found tactical tricks emerging from within the game's workings, as particular skills, spells and abilities
lent themselves to certain strategies. As an example, IGN noted that a levitating character was well suited to kill
melee-capable beasties upon the ground from afar, their numbers being too stupid and enraged to flee from the
onslaught.[39]
Free-form design
Morrowind, following the tradition established by its predecessors in The Elder Scrolls series,[44] attempts to
establish a completely free-form world, with no constricting boundaries on the player's actions. From the beginning
of the game, the player is put in a world where they are left to roam, steal, quest and explore, without necessarily
following the main quest.[11] Lead Designer Ken Rolston, asked prior to Morrowind's release what he thought were
the "core, untouchable design elements" of the Elder Scrolls series which "set them apart from other games",
responded immediately: "Free-form experience."[45] In Rolston's view, the game's central plot is a chance to
introduce the player to a cross-current of conflicting factions, background themes, and to the characters of the game,
rather than the primary focus of the player's experience.[46] "Every TES game has to let you create the kind of
character you want, and then do the things you want. We would never have a TES RPG force you to be a certain
character or go down a certain path."[45]
To allow for this behavior, Morrowind, in addition to creating an extensive main quest, provides detailed discursive
quests for a variety of factions, including various guilds, religious organizations and aristocratic houses, in addition
to side-quests found by mere exploration.[47] [48] Even the main plot itself may be attacked in a number of directions.
There is, in critic Craig Lindey's words, "a very specific set of central plot points within this main plot. But the plot
points are partially ordered: seven high level tasks must be completed, but their constituent sub-tasks...can be
accomplished in any order, and this is repeated for the sub-tasks involved in those sub-tasks." The choices the player
makes in their performance of these tasks thus become methods of character interpretation; a set of dramatic tools
establishing the player's newly created self-identity.[49]
The dialogue of the NPCs was given many possible outcomes, dependent on the player character's experience of the
world. Designer Steve Dalin uses a hypothetical farmer Bob as an example. "if you talk to farmer Bob early in the
game, you may have 5 things that you mutually know about, but if you come back later in the game, the number of
things might expand as your knowledge has grown and you now have more things in common to discuss hence
more dialogue options with farmer Bob" This results in a game "text" that can be arranged not only in a variety of
orders, but also in response to the actions of the player. The implementation of these goals was not without its share
of suffering. "...Letting the player kill anyone he likes meant we had to handle MANY different possible alive/dead
states for characters encountered in quests," notes developer Ken Rolston. "For example, if you have to deliver a cup
of spit of Fred, and Fred is dead, we had to write extra dialog to handle that. Given nearly 3000 characters, and given
that some quests involved many individuals, that turned out to be a soul-crushing labor."[50]
Gameplay
According to Gamasutra's Matt Barton, some have argued that these changes put Morrowind closer in spirit to the
original D&D tabletop game, where players take a more creative role in their play, and where players are left to
decide for themselves the "right" action.[51] This is a view paralleled by Rolston, who has stated that "The goal of
every TES game is to create something that resembles a pen and paper RPG on the computer."[45] Critic Robert L.
Turner uses Morrowind as an early example of what he calls a "reader-driven text", such as that of the hypothesized
"Primer" of Neal Stephenson's The Diamond Age. While not a "text" in a traditional sense, he states, it possesses
some of the basic components of a speculative "ideal open text":[52] "it is simultaneously open and narrative driven;
that is, there is a goal towards which the player must work, and a progression of the story and difficulty of the game.
Yet, at the same time, the means to accomplish the goal, and to a degree, the goal itself are mutable and the player
can effectively decide how to reach the proposed goals according to his/her own preferences, rather than following a
tightly scripted role." A key element of this design, states Turner, is that it has no ideal players; it accepts all. The
result is nothing short of "groundbreaking flexibility". "The world can be visited in a wide variety of orders...and the
interactions with the diverse personalities can also play out in a wide variety of ways." Nonetheless, the central plot
of Morrowind is still limited to the thematic and structural archetype of "the quest of the hero across a land filled
with many dangers to defeat evil forces and conquer a desirable object." The only differences in this instance are but
that "the hero can lose, and that the adventure never ends."[52] Ultimately, the game "cannot recreate itself; it can
only adjust to the circumstances created by the player."
The sheer number of quest possibilities, combined with what developer Ken Rolston identified as a lack of "narrative
urgency", left many critics dissatisfied with Morrowind's main plot. Rolston, in an interview conducted after the
release of The Elder Scrolls IV: Oblivion, felt some regret for that lack. Oblivion, he noted, had given drama and
force to the plot without sacrificing player freedom. "I only wish," he stated, "we'd presented Morrowind's main
narrative with the same obtrusive urgency."[53] Turner quotes from one of Rolston's communications to him,
explaining the popular disapproval of nonlinear narrative methods. In it, Rolston states that "most people are more
comfortable with more linear entertainments perhaps because they are familiar like books and movies, perhaps
because humans are most comfortable with experiences with simple, linear structures." Noting the struggle involved
in the creation and use of the game, Turner concludes that Morrowind is of a marginal breed. "These types of texts, if
they are ever fully realized, will probably exist in roughly the same proportion to mainstream texts as previously
revolutionary works have existed....There certainly is space for this type of reader driven narrative, but I suspect we
are a long way from it becoming the norm."[50]
Gameplay
Character creation
Oblivion generally follows Morrowind's character creation schema, and was equally praised for its design. The
player begins choosing his/her desired race within the Races of the Elder Scrolls, gender, and facial expressions and
appearances,but rather than being left completely free to roam from the moment the character is created, Oblivion
gives the player some time to choose their own play style, and recommends certain character classes in accordance
with that choice. The recommendations system was called "clever" by GameSpot.[60] The character creation system
also allowed greater depth of visual specification than Morrowind, offering the ability to customize skin tone, facial
structure, hair styles, eye color, and various other features individually,[61] rather than choosing a set combination of
textures and meshes, as was the case in Morrowind. As such, the system was lauded for providing a depth of
specification unattainable by other contemporary games.[61] [62]
Classes
Oblivion's skill system is essentially the same as Morrowind's, with skills increasing by use. The only differences are
the removal of some skills from Morrowind (Spear, Enchant, Unarmored, Medium Armor), the consolidation of
others (Axe and Blunt become Blunt; Short Blade and Long Blade become Blade), and instead of five major and
minor skills, there are now seven major. During Oblivion's brief tutorial, the game observes the gamer's playstyle
and suggests an appropriate class choice during a conversation with the guard, Baurus. The player may accept
Baurus's suggestion, choose a different pre-made class, or create a custom class from scratch by selecting skills and
attributes. Each class in Oblivion is represented by an appropriate image that portrays a typical member of that class:
a bearded Mage, armored Knight, enraged Barbarian, and so forth.
Interface
Replacing Morrowind's resizeable
windows, Oblivion developed a system
of nested menus of fixed proportion.
The interface was marked out as
seemingly influenced to an excess by
the needs of the Xbox 360, affording
little opportunity for the free exercise of
the mouse and keyboard.[63] [64] [65] In
contrast to Morrowind's PC-sized font,
Oblivion was said to have "enormous
36-point text font", a feature most
unappealing to PC reviewers.[63]
Oblivion contains a hotkey system,
though one that was seen by some
reviewers as insufficiently large, and
Screenshot of Oblivion's standard inventory interface
limited in scope. IGN complained about
the lack of a simple hotkey-switching
system, wherein a player could have a "hotkey set for magic, one for combat, one for fighting undead, one for
marksman, etc.". Owing to the proliferation of items, spells, weapons, and armor, which were numbered in the
hundreds, Oblivion's limit of 8 hotkey assignments was seen as constraining. The lack of the system meant, to IGN,
that the player would have to continuously switch hotkey assignments to match the current circumstances, making
the game "more of a hassle than it should be."[66] GameSpy's PC review complained that certain interface menus
10
Gameplay
were not assignable to certain keys. Singling out a particular issue, GameSpy found the journal and inventory not
assignable to "J" or "I".[63] Amongst GameSpot's few complaints was one regarding a slight lack of streamlining in
the inventory.[64]
There was some minor disagreement between reviewers regarding the ease on the PC controls as compared to the
controls on the Xbox. GameSpot, in its PC review, felt them to be equally suited to the Xbox and the PC,[64] while
GamePro felt the PC controls somewhat better as regards response, menu selection, and ranged combat.[62]
Elsewhere, GameSpot was of a different mind. In a feature comparing Oblivion on the Xbox 360 and PC, GameSpot
concluded that the game felt more natural on the Xbox 360. Menus were easier to flip through using the shoulder
buttons rather than mousing over them, and the rumble pack made controlling the Xbox more tactile. The ability of
remapping controls on the PC was also noted by GameSpot as a relevant feature, but, in the last analysis, it was
deemed to fall on the player's relative tolerance of PC and Xbox controls.[65]
Combat
One major focus during Oblivion's development was correcting Morrowind's imbalance between stealth, combat and
magic skill sets.[67] [68] The skills system is similar to Morrowind's, though the number of skills is decreased, with
the medium armor and unarmored skill removed altogether, and the short blade and long blade skills condensed into
a single blade skill.[69] The game also introduced "mastery levels," which give skill-specific bonuses when the player
reaches a certain level in that skill. The combat system was also revamped, with the addition of "power attacks",
generally given by mastery levels, and the removal of the separate styles of melee attacks present in Morrowind.
Ranged attacks were also changed, so that the determination of a hit is based solely on whether the arrow struck the
target in-game, rather than the character's skill level. Spears, throwing weapons, and crossbows were removed as
well, while staves no longer counted as weapons, but are only used for casting spells.[70] The choice came from a
desire to focus all development efforts in ranged weapons on bows specifically, to "get the feel of those as close to
perfect as possible", as perfect as the Havok physics engine allowed the team to do. Morrowind's passive Block skill
became an active feature in Oblivion, activated by a button press. When, in the new system, an enemy is successfully
blocked, they now recoil, offering an opening for attack.[71]
Notes
[1] "Arena - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-arena. htm). The Elder Scrolls Tenth Anniversary.
Bethesda Softworks. 2004. . Retrieved 2007-02-16.
[2] "Go Blades!" (http:/ / www. imperial-library. info/ content/ go-blades). The Imperial Library. . Retrieved 2010-10-18.
[3] "Ted Peterson Interview I" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=29). Morrowind Italia.
GameSpy. 2001-03-09. . Retrieved 2007-04-05.
[4] Ward, Trent C. (1996-09-26). "The Elder Scrolls II: Daggerfall for PC Review" (http:/ / www. gamespot. com/ pc/ rpg/ daggerfall/ review.
html). GameSpot. . Retrieved 2007-02-16.
[5] laTourette, George (November 1996). "Daggerfall review" (http:/ / www. gamerevolution. com/ oldsite/ games/ pc/ rpg/ daggerfall. htm).
Game Revolution. . Retrieved 2007-02-16.
[6] Mullins, Clint (November 1996). "Daggerfall review" (http:/ / www. quandaryland. com/ jsp/ dispArticle. jsp?index=94). Quandary. .
Retrieved 2007-02-16.
[7] (1996) Bethesda Softworks Daggerfall instruction manual Bethesda Softworks, 9-17.
[8] (1996) Bethesda Softworks Daggerfall instruction manual Bethesda Softworks, 17-18.
[9] "Getting started" (http:/ / www. imperial-library. info/ content/ getting-started). The Story of Daggerfall. The Imperial Library. . Retrieved
2010-10-18.
[10] Brenesal, Barry (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 1" (http:/ / pc. ign. com/ articles/ 359/ 359554p1. html).
IGN. . Retrieved 2006-09-20.
[11] Klett, Steve (July 2002). "The Elder Scrolls III: Morrowind". PC Gamer US, p. 76-7.
[12] "Development Team Chat #1" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=27). VoodooExtreme.
GameSpy. 2000-07-19. . Retrieved 2006-09-20.
[13] Qwerty. "Interview with Morrowind Developers" (http:/ / www. imperial-library. info/ content/ interviews-MW-team). The Imperial
Library. . Retrieved 2010-10-18.
11
Gameplay
[14] Abner, William (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 1" (http:/ / archive. gamespy. com/ reviews/ may02/
morrow/ ). GameSpy. . Retrieved 2006-09-20.
[15] Desslock (2002-09-13). "Using Mark/Recall and Intervention Spells" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/
13. html). Desslock's Guide to Morrowind. GameSpot. . Retrieved 2006-09-20.
[16] http:/ / www. uesp. net/ wiki/ Morrowind:Transport
[17] Dalin (2001-06-19). "One Man's Journey to Rockville" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=7).
. Retrieved 2006-09-22.
[18] Desslock (2002-09-13). "Fast Travel" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ 22. html). Desslock's Guide to
Morrowind. GameSpot. . Retrieved 2006-09-20.
[19] Falcon, Jonah. "Morrowind Review" (http:/ / www. ugo. com/ channels/ games/ features/ morrowind/ review_pc. asp). UGO. . Retrieved
2007-09-22.
[20] "The Elder Scrolls III: Morrowind" (http:/ / www. findarticles. com/ p/ articles/ mi_zdcgw/ is_200208/ ai_ziff103586). Computer Gaming
World (Ziff Davis Media. Find Articles). August 2002. . Retrieved 2007-01-27.
[21] Gee, James Paul (2004-03-24). "Learning by Design: Games as Learning Machines" (http:/ / www. gamasutra. com/ gdc2004/ features/
20040324/ gee_pfv. htm). Gamasutra. . Retrieved 2007-01-27.
[22] "Arriving in Seyda Neen" (http:/ / www. imperial-library. info/ content/ arriving-seyda-neen). The Story of Morrowind. The Imperial
Library. . Retrieved 2010-10-18.
[23] Kasavin, Greg (2002-05-10). "The Elder Scrolls III: Morrowind Review, page 1" (http:/ / www. gamespot. com/ pc/ rpg/
elderscrolls3morrowind/ review. html?page=1). GameSpot. . Retrieved 2006-09-20.
[24] "Development Team Chat #3" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=26). GameSpy. 2001-04-04.
. Retrieved 2006-09-24.
[25] Brenesal, Barry (2002-05-10). "The Elder Scrolls III: Morrowind Review, page 2" (http:/ / pc. ign. com/ articles/ 359/ 359554p2. html).
IGN. . Retrieved 2006-09-20.
[26] Desslock (2002-09-13). "Attributes and Leveling" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ 6. html).
Desslock's Guide to Morrowind (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ index. html). GameSpot. . Retrieved
2006-09-20.
[27] Anderson, Chris (2002-06-13). "PC Review: The Elder Scrolls III: Morrowind" (http:/ / www. computerandvideogames. com/ article.
php?id=67091). PC Zone. ComputerAndVideoGames.com. . Retrieved 2007-05-19.
[28] Varney, Allen (2005-09-06). "Our Games Are Built On Paper" (http:/ / www. escapistmagazine. com/ issue/ 9/ 20). The Escapist (9): 20. .
Retrieved 2007-01-02.
[29] Walker, Trey (2001-05-23). "E3 2001: Morrowind update" (http:/ / www. gamespot. com/ pc/ rpg/ elderscrolls3morrowind/ news_2764670.
html). GameSpot. . Retrieved 2006-09-22.
[30] Pavlacka, Adam (2002-07-04). "The Elder Scrolls III: Morrowind Review (Xbox), page 1" (http:/ / xbox. gamespy. com/ xbox/
the-elder-scrolls-iii-morrowind/ 546782p1. html). GameSpy. . Retrieved 2006-10-02.
[31] Paligap; Howard, Todd (2001-09-28). "The Todd Howard Interview" (http:/ / web. archive. org/ web/ 20051214220707/ http:/ / www. xgr.
com/ article. php?article=1933). XGR.com. Archived from the original (http:/ / www. xgr. com/ article. php?article=1933) on 2005-12-14. .
Retrieved 2007-04-20.
[32] Staff (2001-09-14). "Todd Howard Interview #3" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=31).
GameSpy. . Retrieved 2006-12-23.
[33] Desslock (2002-09-13). "Where to Store Items" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ 6. html). Desslock's
Guide to Morrowind. GameSpot. . Retrieved 2006-09-20.
[34] Dunjinmaster (2002-05-29). "The Elder Scrolls III: Morrowind Review" (http:/ / www. gamepro. com/ computer/ pc/ games/ reviews/
23820. shtml). GamePro. . Retrieved 2006-09-20.
[35] Abner, William (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 3" (http:/ / archive. gamespy. com/ reviews/ may02/
morrow/ index3. shtm). GameSpy. . Retrieved 2006-09-20.
[36] Kasavin, Greg (2002-05-10). "The Elder Scrolls III: Morrowind Review, page 2" (http:/ / www. gamespot. com/ pc/ rpg/
elderscrolls3morrowind/ review. html?page=2). GameSpot. . Retrieved 2006-09-20.
[37] Abner, William (2002-12-08). "Morrowind: Tribunal Review, page 1" (http:/ / archive. gamespy. com/ reviews/ december02/ tribunalpc/ ).
GameSpy. . Retrieved 2006-09-20.
[38] Brenesal, Barry (2002-12-08). "Elder Scrolls III: Tribunal Review, page 1" (http:/ / pc. ign. com/ articles/ 379/ 379780p1. html). IGN. .
Retrieved 2006-09-20.
[39] Brenesal, Barry (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 3" (http:/ / pc. ign. com/ articles/ 359/ 359554p3. html).
IGN. . Retrieved 2006-12-29.
[40] Desslock (2002-09-13). "Combat Tips" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ 16. html). Desslock's Guide
to Morrowind. GameSpot. . Retrieved 2006-12-29.
[41] Walker, Trey (2002-06-19). "New Morrowind patch available" (http:/ / www. gamespot. com/ pc/ rpg/ elderscrolls3morrowind/ news.
html?sid=2871497). GameSpot. . Retrieved 2007-05-22.
[42] "Q&A with Pete Hines" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=33). Morrowind-Guide.
GameSpot. 2001-11-16. . Retrieved 2007-01-12.
12
Gameplay
[43] "The Elder Scrolls IV: Oblivion" (http:/ / www. findarticles. com/ p/ articles/ mi_zdegm/ is_200511/ ai_n15349692). Electronic Gaming
Monthly (Ziff Davis Media). November 2005. . Retrieved 2007-04-05.
[44] Staff (2000-05-12). "E3 2001 Preshow Report: The Elder Scrolls III: Morrowind" (http:/ / www. gamespot. com/ pc/ rpg/
elderscrolls3morrowind/ preview_2760332. html). GameSpot. . Retrieved 2006-09-22.
[45] IGN Staff (2000-06-08). "Elder Scrolls III: Morrowind Interview" (http:/ / pc. ign. com/ articles/ 080/ 080618p1. html). IGN. . Retrieved
2007-05-14.
[46] Aihoshi, Richard (2003-11-20). "RPG Roundtable #3, Part 1" (http:/ / rpgvault. ign. com/ articles/ 441/ 441165p1. html). IGN. . Retrieved
2006-10-02.
[47] Chandler, Raphael (2005-10-30). "Soapbox: Active Storytelling in Games" (http:/ / www. gamasutra. com/ features/ 20050707/
chandler_01. shtml). Gamasutra. . Retrieved 2007-01-27.
[48] IGN Staff (2000-10-27). "Elder Scrolls III: Morrowind Interview 2" (http:/ / pc. ign. com/ articles/ 086/ 086957p1. html). IGN. . Retrieved
2007-05-14.
[49] Lindley, Craig A. (2005-10). "The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design" (http:/ / www.
gamestudies. org/ 0501/ lindley/ ). Game Studies 5 (1). .
[50] Turner, Robert L. (2005). "FRAGMENTED NARRATION AND MULTIPLE PATH READINGS: TOWARDS THE CREATION OF
READER DRIVEN TEXTS". Neophilologus 89 (89): 495508. doi:10.1007/s11061-005-5278-y.
[51] Barton, Matt (2007-04-11). "The Dawn of the Platinum Age; Bethesda and The Elder Scrolls" (http:/ / www. gamasutra. com/ features/
20070411/ barton_05. shtml). The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004), page 5.
Gamasutra. . Retrieved 2007-05-13.
[52] Ryan, Marie-Laure (July 2001). "Beyond Myth and Metaphor*-The Case of Narrative in Digital Media" (http:/ / www. gamestudies. org/
0101/ ryan/ ). Game Studies 1 (1). .
[53] Varney, Allen (2006-05-23). "Oblivion's Ken Rolston Speaks" (http:/ / web. archive. org/ web/ 20061031104531/ http:/ / consumer. hardocp.
com/ article. html?art=MTA2NCwxLCxoY29uc3VtZXI=). HardOCP. Archived from the original (http:/ / consumer. hardocp. com/ article.
html?art=MTA2NCwxLCxoY29uc3VtZXI=) on 2006-10-31. . Retrieved 2007-01-27.
[54] Onyett, Charles (2006-03-24). "The Elder Scrolls IV: Oblivion Review, page 1" (http:/ / pc. ign. com/ articles/ 698/ 698405p1. html). IGN. .
Retrieved 2006-10-06.
[55] Kasavin, Greg (2006-03-25). "The Elder Scrolls IV: Oblivion Review, page 2" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ review. html?page=2). GameSpot. . Retrieved 2006-10-06.
[56] "The Elder Scrolls IV: Oblivion Interview" (http:/ / www. gamebanshee. com/ interviews/ oblivion1. php). GameBanshee. UGO.
2004-12-09. . Retrieved 2007-06-01.
[57] "The Elder Scrolls IV: Oblivion Interview with Gavin Carter" (http:/ / www. rpgamer. com/ games/ elderscrolls/ elder4/ elder4interview.
html). RPGamer. . Retrieved 2006-12-27.
[58] Tsukitaka, Mahamari (2006-04-10). "The Elder Scrolls IV: Oblivion Review" (http:/ / www. gamechronicles. com/ reviews/ pc/
elderscrolls4/ oblivion. htm). Game Chronicles. . Retrieved 2007-03-22.
[59] APY (2004-12-08). "Fan interview December 2004" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=23).
GameSpy. . Retrieved 2007-06-03.
[60] Kasavin, Greg (2006-03-25). "The Elder Scrolls IV: Oblivion Review, page 1" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ review. html?page=1). GameSpot. . Retrieved 2006-12-27.
[61] Onyett, Charles (2006-03-24). "The Elder Scrolls IV: Oblivion Review, page 2" (http:/ / pc. ign. com/ articles/ 698/ 698405p2. html). IGN. .
Retrieved 2006-12-27.
[62] Sid, Vicious (2006-03-07). "The Elder Scrolls IV: Oblivion Review, page 1" (http:/ / gamepro. com/ computer/ pc/ games/ reviews/ 53215.
shtml). GamePro. . Retrieved 2006-12-27.
[63] Rausch, Allen (2006-03-27). "The Elder Scrolls IV: Oblivion Review, page 3" (http:/ / pc. gamespy. com/ pc/ the-elder-scrolls-iv-oblivion/
698423p3. html). GameSpy. . Retrieved 2006-12-27.
[64] Kasavin, Greg (2006-03-25). "The Elder Scrolls IV: Oblivion Review, page 3" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ review. html?page=3). GameSpot. . Retrieved 2006-12-27.
[65] Kasavin, Greg (2006-04-04). "The New Eternal Debate: PC or Xbox 360?, page 3" (http:/ / www. gamespot. com/ features/ 6147028/ p-3.
html). GameSpot. . Retrieved 2006-12-27.
[66] Onyett, Charles (2006-03-24). "The Elder Scrolls IV: Oblivion Review, page 3" (http:/ / pc. ign. com/ articles/ 698/ 698405p3. html). IGN. .
Retrieved 2006-12-27.
[67] "The Elder Scrolls IV: Oblivion Q&A - Overview, Character Development, Fallout" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news. html?page=1& sid=6111720). GameSpot. 2004-10-28. . Retrieved 2007-05-26.
[68] Martin, Chris (2005-03-09). "The Elder Scrolls IV: Oblivion - An Interview with Bethesda Softworks" (http:/ / www. gamesfirst. com/
index. php?id=113). GamesFirst!. . Retrieved 2007-06-02.
[69] Meister, Steve. "To the Death, or to the Pain?" (http:/ / elderscrolls. com/ codex/ team_teamprof_stevem. htm). Bethesda Softworks. .
Retrieved 2007-03-26.
[70] Howard, Todd. "The RPG for the Next Generation" (http:/ / elderscrolls. com/ codex/ team_rpgnextgen. htm). Bethesda Softworks. .
Retrieved 2007-03-26.
13
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[71] dela Fuente, Derek (2005-07-20). "Elder Scrolls IV: Oblivion - Q&A" (http:/ / www. totalvideogames. com/ articles/
Elder_Scrolls_IV_Oblivion_-_QA_Feature_8066_4139_0_0_0_0_20. htm). TVG. . Retrieved 2007-06-02.
References
LaMosca, Adam (2006-04-05). "Bethesda Comments on Oblivion Gender Bias Concerns" (http://web.archive.
org/web/20060409143013/http://www.passthepress.com/?p=251). Gamers With Jobs. Archived from the
original (http://www.passthepress.com/?p=251) on 2006-04-09. Retrieved 2007-07-09.
Ruberg, Bonnie (2007). "Clint Hocking Speaks Out On The Virtues Of Exploration" (http://www.gamasutra.
com/view/feature/1454/clint_hocking_speaks_out_on_the_.php?print=1). Gamasutra. Retrieved 2007-06-26.
Organizations
The organizations in The Elder Scrolls series (also known as "guilds" or "factions") are an element of play that The
Elder Scrolls games have had in common since The Elder Scrolls II: Daggerfall. Daggerfall, along with The Elder
Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion contains a series of fictional factions, many of which are
available for the player character to become a member of. These factions have become a key feature in the game,
with the main plot of Morrowind revolving around being a member of certain factions.
The joining of factions is an optional element of the games, reflecting the open-ended, sandbox nature of The Elder
Scrolls series. Joining organizations offer players a number of advantages, primarily being given quests by other
members then rising through the ranks of the guild. While some organizations (especially the guilds) appear in
numerous games, others (such as the noble houses in Morrowind) are unique to their own game.
Development
The guild system was introduced in Daggerfall, replacing the more rigid class system that had been in place in The
Elder Scrolls I: Arena.[1] However, Todd Howard said that the only thing that he would change if he was redoing
Daggerfall was the system of factions, which he believed did not work as advertised.[2] After finding that joining
guilds was so popular in Daggerfall, designers decided to make joining guilds a bigger part of Morrowind.[2] Guilds
and organizations in Morrowind took inspiration from real-world historical groups, with the Imperial Empire
reminiscent of the Roman or British empires, The Elder Scrolls III: Bloodmoon's East Empire Company taking
inspiration from the East India Company and the architecture of House Hlaalu showing Arabic influences.[3] [4]
Joinable factions were retained in Oblivion, where each joinable guild was given one head designer. Once they had
designed a quest, they presented it to the entire development team of around 50, after which time the team gave
feedback, allowing for the quest to be tweaked.[5]
Gameplay
A player is able to join certain organizations (especially guilds and houses) giving them certain benefits. In Elder
Scrolls IV: Oblivion, there were five joinable guilds- the Fighters' Guild, the Mages' Guild, the Thieves' Guild, the
Dark Brotherhood and the Arena.[6] There was also one "secret" joinable guild- the Blades.[6] There was also a
conscious choice from the designers to not allow the player to join certain guilds, including the Imperial Legion, due
to the different roles that the organizations play in Cyrodiil to what they did in Vvardenfell, where Elder Scrolls III:
Morrowind was set.[6]
Once a member of a guild, a player is set quests by NPC guild members. The quest typically has an objective fitting
the nature of the guild and the player is left to decide how to complete it themselves. For instance, in Morrowind,
there are numerous Thieves' Guilds quests revolving around stealing specific items,[7] and in Oblivion, a Dark
Brotherhood quest involves the player being invited to a mock party at which he is tasked to kill every other
14
Organizations
attendee. Todd Howard said that "there are so many ways to do that quest and it isn't a 'run through a dungeon with
armour' kind of quest", saying that it was one of his favorite in the game.[5] In Morrowind, a guild would typically
have numerous NPCs with quests per guild, totaling somewhere between twenty and thirty quests per guild.[7] Guild
quests are separate from the game's main story, and so though the main plot may feature the factions, a player does
not need to work their way through them. As such, the player can choose to ignore the main plot or the factions as
they please.[2]
Benefits of guild membership includes the ability to rise in ranks through the organization, until the player becomes
the head of the faction.[8] In Elder Scrolls III: Morrowind, being a high rank changed little apart from the way that
other guild members addressed the player, while in Elder Scrolls IV: Oblivion certain services are not available to
players until they are high up in the guild- for instance, enchanting is not available to players unless they are of a
certain rank in the Mages' Guild.[6]
Guild relationships in Daggerfall were minimal, and so, despite in-game rumors of organizations being at war, there
were no gameplay elements influenced by this in the final version of the game, despite the fact there had been plans
to have some.[9] In Morrowind, joining a guild would result in members liking you more, leading to cheaper goods
and services.[10] This also worked in reverse, with members of opposed guilds liking you less.[10] Oblivion took this
further, introducing a Radiant AI system, allowing NPCs to have their own goals and motivations. Though this did
not work on a wider scale to create goals for entire guilds, NPCs were automatically friendly to other NPC guild
members.[6]
Joinable organizations
Joinable organizations in Daggerfall
In Elder Scrolls II: Daggerfall, there are a large number of joinable organizations that all have loosely the same
format. Each organization offers quests and services, but joining an organization of one type may preclude
membership in another organization of the same type. For example, each of the Nine Divines has an affiliated
Temple, but the player may only join one such temple. These Temples offer different services based on the Divine
worshiped therein; a Temple of Julianos offers spellmaking services to high-ranking members, while others may
offer Daedra summoning or other services. Knightly orders are present in some countries, which offer quests,
repairs, and at higher levels, houses. The Mages' Guilds offer spellmaking, enchanting, magic item vendors, spell
vendors, skill trainers, and free libraries, although rank determines availability. The Fighters' Guilds offer skill
trainers, item repair, and free lodging to accompany its steady stream of simple quests. The Thieves' Guilds offers
few services, although some offer the services of a spymaster, who is knowledgeable about many dialog topics, and a
magic item vendor. The Dark Brotherhood claims the strangest guildhalls, typically homes filled with people who
appear to be insane, but also feature services like alchemy and relatively involved quests.
15
Organizations
While many factions have a rivalry, and some are openly opposed or even violent towards one another, such as the
Dark Brotherhood and the Morag Tong, there is only a minimal amount of direct opposition, in which doing a quest
for one guild would damage a player's standing in another.The Elder Scrolls III: Tribunal also did not feature as
much inter-faction gameplay. [3]
Most groups and factions will punish members that attack or steal from other guild members. However, almost all
will always offer a way in which they can have their name cleared and re-join with no further punishment. [12]
16
Organizations
References
[1] Barton, Matt (2007-04-11). "The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004)" (http:/ /
www. gamasutra. com/ features/ 20070411/ barton_05. shtml). Gamasutra. p. 5. . Retrieved 2008-07-29.
[2] Qwerty. "Interview with Morrowind Developers" (http:/ / www. imperial-library. info/ content/ interviews-MW-team). The Imperial Library.
. Retrieved 2010-10-18.
[3] "The Elder Scrolls III: Bloodmoon review" (http:/ / www. game-over. net/ reviews. php?id=843). GameOver. 2003-06-14. . Retrieved
2008-07-29.
[4] "One Man's Journey to Rockville" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=7). Planet Elder Scrolls.
Gamespy. 2001-06-19. . Retrieved 2008-07-29.
[5] Wallace, Suzy (2006-07-05). "Interview with Todd Howard" (http:/ / www. computerandvideogames. com/ article. php?id=142458). PCZone.
. Retrieved 2008-07-26.
[6] "Elder Scrolls' fans interview Bethesda #2" (http:/ / www. oblivionportal. com/ community/ interviews/ 050826faninterview. php). Oblivion
Portal. . Retrieved 2008-07-26.
[7] Brenesal, Barry. "Morrowind Review" (http:/ / uk. pc. ign. com/ articles/ 359/ 359554p3. html). IGN. pp. 3. . Retrieved 2008-07-28.
[8] "Bethesda Softworks Announces The Elder Scrolls IV: Oblivion" (http:/ / www. elderscrolls. com/ games/ oblivion_overview. htm). Bethesda
Softworks. 2004-10-22. . Retrieved 2008-07-26.
[9] "Ted Peterson Interview I" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=12). Planet Elder Scrolls.
Gamespy. 2001-04-09. . Retrieved 2008-07-29.
[10] Brenesal, Barry. "Morrowind Review" (http:/ / uk. pc. ign. com/ articles/ 359/ 359554p2. html). IGN. pp. 2. . Retrieved 2008-07-28.
[11] Brenesal, Barry. "Morrowind Review" (http:/ / uk. pc. ign. com/ articles/ 359/ 359554p5. html). IGN. pp. 5. . Retrieved 2008-07-28.
[12] "Error: no |title= specified when using {{[[Template:Cite web|Cite web (http:/ / www. uesp. net/ wiki/
Oblivion:Mages_Guild_Suspension)]}}"]. . Retrieved 9 October 2011.
Races
The Elder Scrolls series of role-playing video games are populated with a number of fantasy races, ten of which are
playable. Generally, these races fall into one of three distinct archetypes, namely, humans, elvenkind, and beastfolk.
Within the lore of the Elder Scrolls universe, men and elves alike were descended from an ancestral race known as
the Ehlnofey, and are capable of interbreeding. It is uncertain if beastfolk share the same lineage, as much of the
existing lore presents conflicting information.
17
Races
Altmer
The Altmer, also called High Elves, live in the Summerset Isle.[9] They are taller than the other races and have a
golden skin color. They tend to be proud and consider themselves the most civilized race.[10]
Their unique abilities have changed throughout the series. In Morrowind and Oblivion they had a weakness to fire,
frost, and shock magic, but boasted the greatest magicka bonus of all the races, while their 'pure' bodies give them
greater resistance to diseases. However, in Arena and Daggerfall, the first two games in the series, they had none of
those strength and weaknesses but instead boasted an immunity to paralyzing magical effects.
Altmer is the elven name of their race, meaning High Folk, and most likely a derivation of the name of the first race
of elves, the Aldmer, meaning First or Elder Folk. They consider themselves the successors of the Aldmer and the
highest of all races. Unlike men, who believe themselves to have been created along with the world by the gods,
Elves believe themselves to be descended from these gods, calling them the Aedra, "Ancestors". Imperial
propaganda (presented in the leaflet 'A Pocket Guide to the Empire' which shipped with the game Redguard) initially
portrayed them as arrogant in their superiority and heartless to the point of inhumanity, suggesting that they
euthanize nine out of ten children in their quest for racial 'perfection'. In truth the same leaflet makes many other
such anti-elven statements in a manner akin to real-world state-sanctioned racism. A new edition of the same
fictional 'guide' was shipped with Oblivion which contained a much more favourable view of the Altmer, mentioning
deep class and social struggles in which the young were rebelling against the notion of their race's superiority in
general and the superiority of the Altmeri nobility in particular with many even abandoning worship of the
traditional Altmeri pantheon of gods altogether.
Ayleid
The Ayleids, also known as the Wild Elves or Heartland High Elves, were the first race to establish an empire in
Tamriel. They lived in a tribal society, with each "tribe" being different from the next. They were the first inhabitants
of the Imperial City and apparently spoke a variation of Old Cyrodiilic. Many Ayleid ruins can be found throughout
Cyrodiil. These ruins are filled with dangerous traps, monsters, bandits, and undead. Many would-be treasure hunters
have died trying to plunder these lost ruins of the Ayleids.
The Ayleids controlled the entirety of Cyrodiil, thanks to their mastery of magic and their alliances with the Daedric
princes, and enslaved the Cyrodiilic and Nordic populations (which at that point were both part of the same
prototypical race of men). During this time, the Ayleids made great strides in the arcane arts. The downfall of the
Ayleid civilization was largely the result of their own mistreatment of their human slaves whom they provoked into
revolution; under the Ayleids, torture, mutilation and mass-killings of slaves were undertaken for sport and actually
became mainstays of the Ayleids' culture and aesthetic traditions as revealed ingame in The Adabal-a. With the
blessing of the Aedra, a slave named Alessia led a revolt that resulted in the inexorable destruction of the Ayleid
civilization. Remaining Ayleids frequently showed up as civil servants to the nobility in the Alessian empire or as
vassal-kings of the Alessians; still others fled to Valenwood and interbred with the Bosmer. The last known King of
the Ayleids was the ruler of the city of Nenalata who controlled eastern Cyrodiil.
In the expansion to Oblivion, Knights of the Nine, the Ayleids' close relationship with the Daedric Princes is
explored in greater detail. It is revealed that they held their human subjects in check with Daedric magic which
allowed them to maintain armies of undead and lesser daedra. Their subservience to the Daedric Princes and their
immense cruelty towards their human subjects (elaborated upon ingame in the book The Adabal-a [11]) were
contributing factors to the Aedra giving their aid to the human races.
White Gold Tower, the central spire of the Imperial City in Cyrodiil, was the central temple of the Ayleids. It now
serves as the Imperial Palace for the Tamrielic Empire. The rest of their capital city was either razed or buried
beneath the Imperial City.
18
Races
By the Second Era, the surviving Ayleids who had not been fully assimilated withdrew to the deep forests where
they shunned contact with other races (hence the appellation Wild Elves); little is known of modern Wild Elves and
their culture but at least one entered the Arcane University and became the major source for what is known about
them. Their tribes apparently possessed wildly disparate cultures, but shared a thread of xenophobia, likely
remaining from the Alessian Reformation when Ayleidic culture was destroyed.
Bosmer
The Bosmer, also called Wood Elf, inhabit the province of Valenwood.[9] They are among the shortest races, and
they are remarkable thieves and archers, due to their superior dexterity and agility, presumably because they spend
their time living in trees. They are also religiously carnivorous and cannibalistic as a result of the Green Pact, a
central portion of the Bosmer faith.[12] [13] The Green Pact is never explicitly shown, but in its simplest sets these
rules down: Bosmer may only consume meat-based products and are forbidden to harm any plant for their own
betterment. As a result of these stipulations, Bosmer are dependent on either stone or imported timber for
construction purposes.
The Green Pact has also heavily impacted Bosmeri cuisine, combat, and weaponry. They have developed methods of
fermenting meat and milk to develop powerful alcoholic beverages and weapons such as bows are often made of
treated and shaped bones. Most notable about Bosmeri combat is their stipulation that a combatant must consume an
enemy's corpse within a short time after killing them. This has led to changes in approaches to combat, such as
fasting and planning family feasts following a battle.
Bosmer are unique among the races of Tamriel in that they possess the ability to transform their shapes. According
to legend, the Bosmer witnessed the death of Yffre, the first of the Ehlnofey to die. In his passing, his spiritual
energies formed an Earthbone, a natural law, to limit certain aspects of the world. Yffre's Earthbone placed a limit on
the ability of a being to change its form and nature, as previously they could change them at will. However, the
Bosmer, having witnessed the formation of the Earthbone, learned how to manipulate it to avoid its restrictions. The
most notable of their uses of this ability is the Wild Hunt, a ritual known only to the shaman of Valenwood.
Reserved to protect Valenwood from invading forces, the ritual permanently transforms all participants into
mindless, blood-thirsty monsters, who will then consume all of their enemies and then themselves. The Bosmer have
noted that all monsters in the world were born from previous Wild Hunts.
Chimer
Chimer (changed folk) are an extinct race. They fled from the Aldmeri (elven) home of Summerset after their
religious conversion, and settled in the land of the Dwemer, later known as Morrowind. The Chimer were often in
conflict with their neighbors, the Dwemer and Nords, due to religious and racial conflicts respectively. Eventually,
the Chimer, under the rule of Indoril Nerevar Moon-and-Star, formed a lasting alliance with the Dwemer in order to
drive back the Nords. This peace lasted until the Chimer learned of the Dwemeri attempts to create a god, and the
Chimer attacked, successfully preventing the awakening of Numidium. But after the Battle of Red Mountain, during
which the Dwemer vanished in unexplained circumstances, the Chimer were transformed into Dunmer by the
Daedric Goddess Azura as punishment either for when the Tribunal broke their oath to Nerevar and Azura by
making themselves gods or for their possible murder of Nerevar.
The Chimeri Exodus was led by the prophet Veloth, who later became a prominent saint in the Tribunal Temple, in
the Merethic Era and was done so the Chimer could practice Daedra worship. The Dunmer attribute the inspiration
for this exodus to the Daedric Prince Boethiah. They say he ate a prominent figure of the Aldmeri religion, Trinimac,
and used his voice to show the Chimer the lies of the Aedra, who the Aldmer worshiped. He spoke of various ways
in which they should live and demonstrated how to complete the Exodus. Other Daedric Princes, such as Mephala
and Azura, initiated other changes and taught other lessons to the early Chimer, as well.
19
Races
A possible hint to the appearance of the Chimer can be seen in Morrowind in the persons of Vivec and Almalexia,
who were both of the Chimer race before the formation of the Tribunal. They appear to have been similar in height
and build to Dunmer, with a coloring similar to Altmer. As the Chimer were actually a splinter faction of the Altmer,
this is not surprising.
Dunmer
Dunmer, also called Dark Elves, hail from Morrowind.[14] They are the Elder Scrolls variation of dark elves, a
popular fictional race in role-playing games and fantasy literature. Gameplay-wise, they are well-balanced (tending
towards a battlemage or spellsword class).The Dunmer are the descendants of the Chimer, who were punished by the
Daedric goddess Azura for the betrayal of their General, Indoril Nerevar. Azura's punishment was to turn the color of
all the Chimer race's skin to ash-gray and their eyes to ruby red.
Native-born Dunmer tend to look down on "outlanders", which are other races or Dunmer born outside of
Morrowind, though the intensity of this xenophobia varies from place to place. The land from which the Dunmer hail
is to the far east of the Empire and is commonly known as Morrowind (which contains the island of Vvardenfell).
Slavery is practiced in Morrowind, and slaves are mostly either of Khajiit or Argonian descent, although some men
and elves are also enslaved there, a practice that had been more common in the past. (Because of the past
enslavement, some Khajiit and Argonians have a bone-deep hatred for the Dunmer.) The Empire of Tamriel has a
ban on slavery but, as part of the terms of Morrowind's entrance into the Empire, Dunmer were allowed to keep their
own sacred and traditional laws. However, in the sequel to Morrowind, Oblivion, it is revealed that slavery has been
abolished and the slaves freed by the king of Morrowind Province, Hlaalu Helseth, with House Dres and House
Hlaalu supporting the move. (Released or past escaped Khajiit slaves are attempting to mass in a Dunmer resistance
in Elsweyr.) This can be discovered through dialogue with recurring characters from Morrowind.
Though some Dunmer, especially of House Hlaalu, have become assimilated into Imperial and foreign culture,
almost all retain many of their traditions and values, and some Dunmer even prefer living a tribal life as Ashlanders in small, tight-knit tribes in the deserts and scorched plains of the Ashlands and on the plains of the Grazelands. In
the Ashlands, native tribes rule without laws or care for government, and live strictly by honour codes, rituals and
ancient traditions usually dictated by a wise woman or seer. Historically, half of the ancient Dunmer chose this
lifestyle, with the others creating or joining the Great Houses and establishing such cities as Balmora or Vivec. The
land is so harsh and dangerously infested with creatures such as Alits and cliff racers that westerners and Imperial
garrisonmen dare not venture out of the safety of Dunmer settled areas. Dunmer do not ride horses, or own them for
that purpose - rather, horses in Morrowind are raised for the slaughter, to be eaten as food.[15] [16] This fact
mentioned, with some hesitation, by Morrowind's level designer Gary Noonan, during a development chat as a
cautionary note against the possible inclusion of rideable horses in The Elder Scrolls III: Morrowind. A chat in
which Morrowind's lead character designer also assured expectant consumers that, in Morrowind, there would be "no
horse eating allowed".[17] Horses were definitively excluded from the game by Todd Howard in February 2001.[18]
Ken Rolston offered the Dunmer diet as a rationale for why the game ended up without them.[16]
The Dunmer themselves, previously known as the Chimer, or 'changed folk' due to their worship of the Daedra,
rather than the Aedra (Gods) worshipped by the other Aldmer in Summerset, traditionally gained their dark skin as a
result of the Battle of Red Mountain. It was in this battle that the Dwemer vanished. The Dwemer are a major part of
Dunmeri history. During the battle, all Dwemer mysteriously disappeared, presumably by their own technology.
Though the change in the elves' skin tone was traditionally interpreted as the will of Azura, alternative theories
certainly exist. The Dwemer's complex technology could have been the cause instead, as it functioned on a
technological level incomprehensible to the "old-world" style, horses-and-swords environment present in the Elder
Scrolls world. The official Imperial line of thought, however, is that the Dunmer simply exterminated the Dwemer
and that their bluish-grey skin is the result of adaptation to their harsh, rather volcanic environment.
20
Races
Dwemer
Dwemer, meaning "Deep Elves", are a lost race that lived primarily in the region of Vvardenfell and in Hammerfell.
They are often referred to as "Dwarves" in western cultures, although they were no shorter than a human and the
name seems to have been derived from a supposed encounter with giants who saw the Dwemer as short.[19] They
were a reclusive, independent race, dedicated to the principles of science, alchemy, and engineering. They did not die
out; instead, the entire race vanished into thin air all at the same time around the world. Yagrum Bagarn is the only
known remaining living Dwemer on Nirn. Yagrum Bagarn resides in the Corprusarium deep beneath the island of
Vvardenfell, in the Tamriellic province of Morrowind. He has been infected by corprus, granting him eternal life, but
constant pain. He is searching for clues to the whereabouts of his race when one finds him in TESIII: Morrowind. In
the Tribunal expansion pack of Morrowind, there is also a quest that leads you meet a Dwemer ghost whose name is
Radac and can be found in Radac's Forge. This Dwemer is largely not thought of due to the fact that he does not give
any clues about the Dwemer race and is not alive.
Records of Dwemer activity date back to before the First Era, most notably in the Vvardenfell region (Vvardenfell,
in Dwemeris, means "City of the Strong Shield"), which has the highest concentration of Dwemer ruins of any land
in Tamriel. Feuding between Chimer and Dwemer continued until the First Council, when the Dwemer and Chimer
unite to expel the Nords from Morrowind. One clan of Dwemer, the Rourken, refused to make peace with the
Chimer, and their patriarch threw his ceremonial warhammer, Volendrung, across Tamriel, proclaiming that his clan
would settle where it landed. Over time, they settled in modern-day Hammerfell (explaining that region's name),
home of the Redguards.
Eventually, however, tensions developed between the Chimer and Dwemer once again. A great war erupted between
them, eventually leading to the mysterious disappearance of the Dwemer during The Battle of Red Mountain. The
difficulty was prompted by the discovery of a mythological artifact known as the Heart of Lorkhan by the Dwemer,
deep in the mountains' bowels. The Chief Tonal Architect Kagrenac, their de facto religious leader, devised a set of
tools (Sunder, Keening, and Wraithguard) to manipulate the Heart to instill divinity to his people, but the spell failed
and caused all known Dwemer to vanish (Varying accounts state that their connection to the heart was severed,
although this seems unlikely. Other accounts suggest that Kagrenac used his Tools to release the Dwemer from the
Mortal Plane, but this is even more implausible). Since 1E 668, no word has been heard of the Dwemer, with the
notable exception of Yagrum Bagarn, who resides in the Corprusarium of Tel Fyr. Apparently, he was absent from
the Mortal Plane at the time of the disappearance, visiting an Outer Realm, an alternate dimension. His 3000 years of
exploration and 500 years of investigation have yielded no leads on the presence of his people on Mundus or any
other plane of existence currently known.
There are many mysteries among the Dwemer creations left behind. Mages Guild investigators have discovered that
if one of the centurion spiders is taken away from Vvardenfell, it gradually becomes more sluggish, eventually going
into a state of torpor. Even more curious is that upon return, the spider re-activates back to normal aggressive levels,
as if sensing the presence of the Dwemer ruins. Strangely, the Dwemer robots reactivate in the lands of the Redguard
also.
Dwemer artifacts are highly prized throughout the Empire, although since they are technically the property of the
Emperor under the charter of the Imperial Society of Architecture and Design as well as the Imperial Historical
Society, the sale of them is illegal. This does not seem to stop artifacts from falling off the backs of wagons or
otherwise disappearing into various collections. Dwemer weapons and armour are especially valued, renowned for
their excellent craftsmanship and sturdy design. However, acquisition of these artifacts is extremely dangerous,
because of the remote location of the ruins, and the multitude of aged and no-longer reliable Dwemeri machinery
within, including the Steam Centurion and other automata, as well as sophisticated traps of which the Dwemer were
particularly fond.
21
Races
Falmer
It is thought that the Falmer ("Snow Elves") were the original elven inhabitants of Skyrim, the northernmost
province of the continent of Tamriel, and were defeated and displaced by the Nords. The Pocket Guide to the Empire
in the chapter on Skyrim mentions the Snow Elves as a local superstition, with Nord villagers blaming them for a
number of random misfortunes and scant physical evidence of their existence.[20] In Bloodmoon the player may
choose to pursue a quest to find out more about the Falmer.[21]
There are two mutually exclusive hypotheses about the fate of the Falmer. The Skaal claim that the Rieklings are
descended from the Falmer. On the other hand, an Altmer scholar in Raven Rock claims that the Rieklings are
merely snow goblins, and that the Snow Elves have blended with the other elven races through interbreeding. The in
game book Fall of the Snow Prince seems to support the latter hypothesis. It chronicles the defeat of the Snow
Prince, an elven leader, at the Battle of Moesring.[22] [23]
Left-Handed Elves
Only briefly mentioned in a few in-game books, the Left-Handed Elves supposedly lived in the Redguard homeland
of Yokuda. It is implied they were entirely destroyed by the Redguards in a war between the two. They are thought
to have created the Orichalc tower of Yokuda.
Maormer
The Maormer or Sea Elves reside on the island of Pyandonea south of the continent of Tamriel. They have pale,
almost chameleon like skin and yellow eyes. They originally lived in Summerset Isles, but they were exiled by the
High Elves. Their leader is an immortal wizard named Orgnum Thras. The Maormer practice a snake-like magic
which they use to tame sea-serpents.[24]
Orsimer
Although beast-like in appearance, the Orsimer (Pariah Folk or simply Orcs) are descended from a group of Altmer
(or even Aldmer) that worshipped a god named Trinimac.[25] Trinimac is the strongest of Altmeri ancestor spirits,
and is described in-game as having led his Orsimer people to war against the dissident Chimer, who coveted the
machines and industry of the heathen Dwemer. The Daedric Prince Boethiah, however, decides to eat Trinimac,
ending his war plans, corrupting his essence and remaking him as the Daedric Prince Malacath. Incidentally, his
people lost their Elven features, and became the beastly Orcs.[8] [25] [26] Orsimer were the former inhabitants of the
province of Hammerfell,[27] but lost their land to the armies of Redguards.[27] [28] [29] [30] [31] The Orcish capital city
is located near High Rock, and is called Orsinium.[24] [32] According to in-game Morrowind descriptions, the Orcs
are "sophisticated barbarian beast peoples", "noted for their unshakeable courage in war and their unflinching
endurance of hardships". "In the past, Orcs have been widely feared and hated by the other nations and races of
Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the
Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among
the finest front-line troops on the battlefield. Most Imperial citizens regard Orc society as rough and cruel, but there
is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes."[33]
Human
Human in The Elder Scrolls is a generic term and does not necessarily indicate a shared ancestry among those races
it is applied to. The Imperials and Nords are of Nedic ancestry and the Nedes in turn trace their lineage back to the
continent of Atmora, the Bretons are of mixed Nedic and Elvish heritage, and the Redguards originated on the
continent of Yokuda. Humans, for the most part, descend from the "Wandering Ehlnofey", the half of the mythic
race that accepted Nirn and wished to live on it.
22
Races
Breton
The Bretons are half-elves, with more human than elvish blood, and populate the province of High Rock, where the
second game of the series, Daggerfall, takes place. They are capable mages with high magic resistance but other than
that they have few distinctive features. They are considered an intelligent human race in Tamriel, known for a
proficiency in abstract thinking, a possible reason for their adeptness in the magical arts.[34]
Bretons originated in the First Era. A series of raids on Nedic holdings by the Aldmer, resulted in the destruction of
all human settlements in Skyrim. Many Nedes were enslaved some of whom were used as pleasure slaves and gave
birth to mixed offspring. These offspring were termed Manmer by Nords. While the Aldmer maintained control of
Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their
foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel
have a much-diluted meric ancestry, seen in their higher magical affinity and paler skin and taller stature.
Imperial
Natives of the civilized, cosmopolitan province of Cyrodiil,[35] the Imperials are well-educated and well-spoken.
Though less physically imposing than the other races, the Imperials are shrewd diplomats and traders. These traits,
along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces
of Tamriel and unite them under the banner of their prosperous empire.[36]
Imperials were not a playable race in Daggerfall, and "the Imperial Province" (that is, Cyrodiil), was declared to
have "no indigenous race".[37] The Imperial race is playable in Morrowind as well as Oblivion and Skyrim.
The Imperial race is further divided into two sub-races: the Colovians; independent rural folk in the west of Cyrodiil,
and the cosmopolitan Nibenese occupying the rest of Cyrodiil. The Colovians historically are not as reverent to the
established Cyrodiilic religion as the Nibenese.
Imperials were originally brought to Cyrodiil as slaves to the Heartland High Elves, or Ayleids. The Imperials have
been in control of Cyrodiil, along with the rest of the Empire, since the fall of the Ayleids. Imperials have had many
wins and losses in the wars of the past, some through struggle, others through annihilation of the opponents' armies.
First and foremost, though, Imperials are diplomats and have shown themselves to be capable of gaining territory
through negotiation as much as through war, as evidenced by their extension of Imperial authority into the Dunmer
kingdom of Morrowind.
Nede
The now extinct Nedes originally lived on the frozen continent of Atmora, where they banded into small clans who
fought in a great civil war. A small group of Nedes then migrated and settled in northern Tamriel.
The Nedic hero Ysgramor, leader of a great colonizing fleet to Tamriel, developed a runic transcription of Nordic
speech based on Aldmeri principles, and was the first recorded human historian. Ysgramor's fleet landed at Hsaarik
Head at the extreme northern tip of Skyrim's Broken Cape. They built the legendary city of Saarthal and lived with
the Aldmer in relative peace until the Aldmeri began to notice the comparatively fast growth of the Nedic people's
population.
The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred
Companions. These Five Hundred Companions settled and those who stayed in Skyrim became the Nords, with
those going west breeding with the Aldmer and becoming the Bretons and those going south becoming the Imperials.
The remaining Nedes raided Elvish settlements along the coast from Skyrim and Atmora until 1E68. The last two
ships from Atmora pulled into a harbor with more than half their crews dead. Atmora had become a frozen
wasteland, and almost all that lived there had died.
23
Races
24
Nord
The Nords inhabit the northern province of Skyrim, which will be the setting for the upcoming The Elder Scrolls V:
Skyrim.[20] They are strong and able warriors who are also highly resistant to frost. They are generally fair haired,
pale, and blue eyed. Their origins can be traced all the way to the continent of Atmora.[38] Little is known of the
geography and history of Atmora, as at the time of the migration from there, humanity did not possess a written
language. What little is runic writing, as well as old Elvish records which are not open to Imperial scholars, but
which are known to refer to the continent as 'Aldmora', meaning "Elder Wood". It is likely Atmora is a human
corruption of this word. In a historical sense, the humans who live there are called "Nedes", as are those humans
living in Tamriel before King Harald, thirteenth of the Ysgramor line, seceded from Atmoran rulership, after which
they are historically annotated as Cyro-Nordics, to illustrate that the Cyrodiil people had not yet gone separate from
the original trunk of human population.
When designing the Nordic people and culture, Bethesda Softworks took inspiration from a combination of
real-world historical sources, including most prominently the Scandinavian kingdoms, northern (especially Baltic)
Russia, and northern Scotland as seen with the Nord ability of woad, a substance used by Scandinavian and Celtic
peoples.
Redguard
For the 1997 game of the same name, please see The Elder Scrolls Adventures: Redguard
The Redguards hail from the province of Hammerfell in western Tamriel. They are noted for their great strength,
agility, and physical hardiness, and are very adept at surviving in hot, dry conditions. They possess dark skin,
ranging from light brown to nearly black in hue, often with a distinct reddish tint.[39]
Redguards (in their own language 'Yokudans', taken simply from the name of their homeland) hail from the western
continent of Yokuda, which sank into the sea in ancient times. This was probably the result of a tectonic shift in the
form of an earthquake or a volcanic eruption, however, the Redguards seem under the impression that it was in some
way their fault. Upon the sinking of their homeland, which apparently was predictable to some degree, the Yokudan
fleet set sail to the east, where they shored at the continent of Tamriel, in the province of Hammerfell.
At the time, Hammerfell was populated largely with Orsimer (Orcs) who were known for their toughness and
ferocity in battle. The Yokudans, knowing they must settle to survive as a people, launched a Ra'gada a "warrior
wave", at the shores of Hammerfell, conscripting every man and boy capable of wielding a sword into the strong and
capable Yokudan military. They attacked the Orc towns and cities in lightning raids, took no prisoners and after only
a few brutal months, had established a strong presence along the western shores of Hammerfell. From this foothold
they continued to launch assault after assault, eventually succeeding in nearly exterminating the Orcs, and making
way for the High King and the Yokudan royalty, known as Na-Totambu, to arrive with safety in Hammerfell, without
fear of assassination. It is from this Ra'gada that the Redguards take their name. By defeating the superhumanly
strong and hardy Orcs, they solidified their place in history as the greatest warriors in the known world.
Kothringi
A race of men mentioned in only a few in-game books hailing from Black Marsh. They were said to look like men
only with metallic skin and were quite common in Black Marsh during the second era. They were eventually wiped
out by a plague before the start of the third era.
Their origin is unknown. Some say they are the result of Nedes and Argonians interbreeding, others say that they
were simply Nedic settlers that adapted to life in Black Marsh.
Races
Akaviri
Akaviri refers broadly to races from the continent of Akavir which means "Dragon Land". Often it is used to refer to
the Tsaeci in particular as they have had the most influence on Tamriel. They have Asian influences. The Ka Po' Tun
are most likely based after the Chinese culture given their strong affiliations with Dragons and that they are implied
to be "descendants of the dragon". The Tsaesci is obviously based on the Japanese culture given that they were the
ones that brought many Japanese themed weapons such as the katana and wakizashi into Tamriel and that members
of the race have Japanese-inspired names; also notable is that the Tsaesci killing off the original, human inhabitants
of their land could be compared to the Japanese we know today assimilating and oppressing the Ainu, or indigenous
Japanese. The Tang Mo could be based civilization of Vietnam: the Vietnamese of Vietnam who successfully drove
out every invader to their lands, or, going by the Chinese-influenced name, as well as the fact they live on islands,
they could be the islanders of the South China Sea, such as Hong Kong and Taiwan. They could also be simply a
representation of the countless other Chinese ethnic groups besides the Han (Ka Po' Tun), and this would also make
sense, due to always repelling barbarians from the frozen north. The Tang Mo are also perhaps a nod to the Monkey
King, a character from the classical Chinese novel Journey to the West. Nothing much has been revealed about the
Kamal, but due to vague descriptions of the people as war mongers, and their homeland being an icy wasteland, they
could be based on the Mongols.
Ka Po' Tun
The Ka Po'Tun are a race of tiger people that live on Akavir. Their name means "Tiger-Dragon's Empire". When
the Tsaesci supposedly tried to eat all the dragons in their Empire, the dragons fled to Po' Tun, as the empire of tiger
people was called then. A great war raged across the land, leaving all the black dragons and all but a few red dragons
dead. The remaining red dragons retreated to Tamriel, where they were supposedly given refuge in Cyrodiil. Ever
since, the tiger people that remained have tried to somehow become dragons. Tosh Raka is the first one to succeed.
Apparently he is the largest Dragon on Nirn, with orange and black coloring, and has built Ka Po' Tun into the
largest empire of Akavir. He desires the destruction of Tsaesci, after which he intends to invade Tamriel. The first
born-son of an Emperor is known as a Half-Breed, this is a title and rank.
Kamal
Kamal, meaning "Snow Hell", is one of four nations of Akavir. It is home to armies of snow demons. Every summer
these demons thaw out and attempt to invade the neighboring nation of Tang Mo, home to many breeds of
monkey-people, but every year they are repelled.
Tsaesci
The Tsaesci, which means Snake Palace, are a race of vampiric serpents. The serpent-folk apparently ate the men
that had lived on Akavir, although this could mean that they assimilated with them as a culture. Their appearance has
been described differently on many occasions, the only consistency being that they are "tall, beautiful (if
frightening), [and] covered in golden scales." They have been described as having human upper bodies and snake
lower bodies, to being entirely snake-like. 2920, Morning Star, an in-game book in Morrowind and Oblivion
describes (and in it they are called Akaviri) Prince Juliek, son of Emperor Reman III and heir to the throne of the
Cyrodillic Empire, in an arena match with a Tsaesci. It is said the creature had two tails and amazing grace, it also
mentions that these creatures had never used shields and when faced with one it was confused, 'if you don't want to
get hit then get out of the way,' is their motto. Prince Juliek won by eventually overcoming the nimble beast. The
appearance may however be inaccurate, and made up by storytellers to make the Tsaesci more monster-like. They
are actually closely related to men, and are loosely classified as humans. This could either be due to shared origins or
interbreeding with Akaviri humans or maybe they are indeed half human half serpent.
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Races
The Tsaesci once invaded Tamriel in 1E 2703, but were driven back by the forces of Emperor Reman I. Surviving
Tsaesci in Cyrodiil served as mercenaries and personal guards of nobles. They left many influences on the Imperials,
including the Dai-katana and Dragonscale armor, as well as the uniform of the Blades and the Red Dragon symbol of
the Empire. Several Tsaesci even served as Potentate, acting in place of the Emperor when the Reman dynasty
ended. The first Potentate, Versidue-Shaie, ushered the Tamrielic Empire into the Second Era, an era of chaos and
upheaval. He, and his heir, ruled Tamriel for four hundred years, until the Akaviri Potentate was assassinated by the
Morag Tong in 2E 430.
Tang Mo
Tang Mo, meaning "Thousand Monkey Isles", is one of four nations of Akavir, a continent far east of Tamriel. Tang
Mo is home to many breeds of monkey-folk who are described as kind, brave, simple, and often crazy. At some
point or another every other Akaviri nation has made an attempt at enslaving the people of Tang Mo, and every
summer the snow demons of the neighboring nation of Kamal thaw out and attempt to invade Tang Mo, but the
brave monkey-people have always successfully repelled their enemies. The monkey-people have strong hatred
toward the snow demons of Kamal and the serpent-folk of Tsaesci, but after a history of strife have come to ally with
the tiger-folk of Ka Po' Tun.
Dragons
Killed off by the Tsaesci, they were said to be very intelligent and capable of communication with Nedic visitors to
Akavir. The dragons of Vvardenfell were supposedly wiped out by the cliff racers that were brought south from
Akavir during their invasion of Tamriel and found a natural home in the wastes of the island. However, dragons are
present in Skyrim.
Beast races
Argonian
The Argonians are a reptilian race that is native to Black Marsh.[24] They can breathe underwater, are immune to all
poisons and are highly resistant to disease. For years they were forced to defend their borders and as a result they are
experts in guerrilla-wars. They resemble lizards; they have scaly features, a tail, and are very stealthy and agile,
though not as agile as the Khajiit. They also have an extraordinary natural talent for picking locks. The Argonians
also have their own royal assassins known as Shadowscales. Shadowscales are Argonians, born under the sign of
The Shadow in Black Marsh. They are taken by the Dark Brotherhood as hatchlings and trained in the art of stealth
and combat. Shadowscales serve their country as assassins until they are adopted as members of the Dark
Brotherhood. Whilst their beginning primary skills in various Elder Scrolls games suggest otherwise, many
Argonians are shown to have a large interest in magical arts.[40] [41]
Argonians have a rather brutal history. Between the abductions of Hist sap and their wars with neighboring
countries, a great many were taken as slaves by the Dunmer and as a result, some Argonians, especially those born
and raised in Black Marsh, have a history of violence and hatred towards Dark Elves.
Hist
The Hist were originally the trees of Argonia, though the term has mistakenly been used for the Argonians.[24] [41]
During the great war between the Ehlnofey, the Hist were bystanders, but most of their realm was destroyed as the
war passed over it. A small corner of it survived to become the Black Marsh province in Tamriel, but most of their
realm was sunk beneath the sea.[42] According to the Monomyth, the Hist acknowledge Sithis in his role as the
original creator.[43] The Hist have been tossed around quite frequently on The Elder Scrolls Official Forums, all due
to one dangerously mislaid sentence. In the PGE, Argonians are said to never have left their homeland "except for a
26
Races
relatively intelligent strain called the hist. [sic]"[24] This statement, implying that the Argonians are a type of Hist,
left quite a bit of fallout, but was resolved by a clear statement by Mark Nelson that the whole thing resulted from
ignorance on the part of the editors of the Guide.
Hist are, in fact, great sentient trees worshipping the eternal, immutable, god of chaos, Sithis. Unfortunately, it is
difficult to find many canonical statements about the Hist in game lore. The Annotated Anuad gives us some
information, telling us that the Hist are one of two races to survive the "twelve worlds of Creation," along with the
Ehlnofey, and that the Hist had a great homeland sunk beneath the sea by the wars of the Ehlnofey. It is never certain
how much credence one should give to a creation myth. Any statements regarding the Hist's survival of the twelve
worlds of a Creation should be treated with due suspicion.[42]
Argonians are known to have deep connections with the Hist, calling themselves "people of the root,"[44] and licking
the leaking sap of their trunks in religious rites.
In Oblivion, if the player chooses to embark on the Fighters' Guild faction quest, they will eventually come to a
mission in which they must discover the source of the Blackwood Company's power. The player discovers that the
Blackwood Company is using the sap of a Hist tree. They succeeded in smuggling a whole Hist tree from Black
Marsh in order to have a constant supply of the illegal sap.[45]
Imga
The Great Apes, or Imga reside in the Imperial province of Valenwood and idealize the High Elves of Summerset
Isle, with some going so far as to shave themselves and powder their skin so as to better emulate their appearance.[9]
To date, no Imga have appeared in an Elder Scrolls game, and the only Morrowind reference to the Imga appears in
the 'Pocket Guide to the Empire' which describes the provinces of the Cyrodilic Empire as of the year 864 of the
Second Era. However, their existence has since recently been re-established with the addition of an ingame book in
Oblivion, detailing the travels of an adventurer trying to return his stash of booze kidnapped by a group of Imga.
Khajiit
The Khajiit are a feline race hailing from the province of Elsweyr.[46] Khajiit vary considerably in appearance,
ranging from almost Elven Ohmes-raht to larger species such as the Senche (large tigers used as mounts) and the
Cathay-Raht (warrior "jaguar men").[46] [47] [48] Khajiit are generally excellent thieves and good fighters,[47] and
fierce individualists with generally no sense of 'private property.' Most of the Khajiit vary from orange to dusky red,
though they can be other colors like black, white and tan. Elsweyr formally is some form of republic ruled by turns
citizens and deserted clans but really controlled by hardly covered dictatorship of "Mane". Khajiit speak Ta'agra.
Khajiit are chiefly one of the underclasses in the country of Morrowind (along with Argonians), usually working as
slaves or living on the street as beggars. They have a large presence in the Thieves' Guild, partly for this reason. In
addition, escaped or freed Khajiit slaves from Morrowind who make it back to Elsweyr are attempting to form a sort
of Elsweyri Anti-Dunmer Alliance.
Highway-men gangs in the province of Cyrodiil seem to be exclusively Khajiit which at first might have been
thought of as Thieves' Guild affiliation, but is disproved because of the nonviolent manner in which The Thieves'
Guild conducts its work.
Sload
The Sload are a race of sluglike beastmen that live in the Coral Kingdoms of Thras, southwest of Tamriel. They
have generally followed an isolationist policy, with only limited contact and trade with Tamriel, therefore their
history is not well known. The most important event known is when they released the Thrassian Plague upon
Tamriel in 1E2200, killing more than half of the population. In response, Tamriel assembled the All Flags Navy that
ravaged Thras, killing all the Sload it could find and finally sinking it with unknown magics. The Sload, however,
27
Races
survived, and Thras has since risen again.[24]
Divine
The various peoples of Tamriel worship a variety of deities and otherworldly powers. The principal among these are
the Aedra and Daedra. The Aedra, including the "Nine Divines" worshipped in Cyrodiil, are generally gods of
positive aura, and are beings of creation. They are largely inaccessible to the people of Tamriel, although their altars
and shrines give the faithful temporary blessings or healing. The Aedra inhabit the realm of Aetherius, located
beyond Oblivion. Aedra literally translates to "Ancestors" meaning that the elves believe themselves to be
descendants of the gods, unlike other races who believe they were created by them. There have been sources, mainly
Mankar Camoran, who have stated that the gods are actually daedra, however. Which one is true is currently
unknown.
The Daedra are beings of change, with some Daedra being less than good and others being outright evil. Unlike the
Aedra, an individual has the opportunity to receive missions and rewards directly from the Daedra by making
offerings either at Daedric statues scattered around Tamriel or on certain days or conditions. The Daedra inhabit the
vast realms of Oblivion, the space surrounding the mortal plane. The Daedric Princes generally rule over their own
plane of Oblivion. In Elder Scrolls IV, the player can visit up to four such planes, including the planes of Mehrunes
Dagon (prince of destruction), Sheogorath (prince of madness), Peryite (the "Taskmaster") and Boethiah (prince of
deceit and treason). Upon visiting Sheogorath and his realm and choosing to complete the expansion pack (The Elder
Scrolls IV Shivering Isles) the player will be able to become the Daedric prince of madness and gain their own
realm. Like Aedra meaning "Ancestors", Daedra in contrast translates to "Not our Ancestors" and thus daedra
worship is shunned by most.
References
A. A running joke within the series is that Marobar Sul's Ancient Tales of the Dwemer are almost entirely not about
the Dwemer. Each book in the series is provided with an appendix denying Dwemeri heritage to the tale it comes
paired with. The appendix for this particular tale runs as follows: "'The Seed' is one of Marobar Sul's tales whose
origins are well known. This tale originated from the Argonian slaves of southern Morrowind. "Marobar Sul" merely
replaced the Dunmer with Dwemer and claimed he found it in a Dwemer ruin. Furthermore, he later claimed that the
Argonian version of the tale was merely a retelling of his 'original!'"[49] An essay by the Morrowind character
Hasphat Antabolis, who, incidentally, provides the player with a Dwemer related quest in Morrowind,[50] [51] is
included in Oblivion, attempting to construct a possible reason for the public's great love for them. Antabolis
concludes that "Marobar Sul's Dwemer are so much more comfortable, so much friendlier, so much more familiar,
than the real Dwemer, whose truly mysterious nature we are only beginning to understand." Antabolis is forgiving of
Sul's faults. "I have some sympathy for that preference. As the following essays will show, the Dwemer were, to our
modern eyes, a remarkably unlikeable people in many ways."[52]
[1] Aicantar of Shimerene. "Timeline Series - Vol 1: Before the Ages of Man" (http:/ / www. imperial-library. info/ content/
oblivion-timeline-series). . Retrieved October 18, 2010.
[2] ArthmodeusD; Prometheus. "Nirn Map" (http:/ / www. imperial-library. info/ sites/ default/ files/ gallery_files/ minibigmaproadslore31gv.
jpg). . Retrieved October 18, 2010.
[3] Xanathar. "Updated Map of Tamriel" (http:/ / www. imperial-library. info/ sites/ default/ files/ gallery_files/ mapbigtamriel1. 1. jpg). In
Sinder Velvin. . Retrieved October 18, 2010.
[4] Nu-Hatta. "Nu-Mantia Intercept: Letter #5" (http:/ / www. imperial-library. info/ content/ nu-mantia-intercept-letter-5). . Retrieved October
18, 2010. A close reading of the text is available from B. "Facts and Opinions from the Nu-Hatta Intercept" (http:/ / www. imperial-library.
info/ content/ facts-and-opinions-nu-hatta-intercept). . Retrieved October 18, 1020.
[5] Zeph. "The Elder Scrolls Treasury III: TES3 Encyclopaedia" (http:/ / www. imperial-library. info/ content/ zephs-tes-treasury) (PDF). p. 9. .
Retrieved October 18, 2010.
[6] Raptormeat. "The Elder Scrolls Translation Dictionary" (http:/ / www. imperial-library. info/ content/ translation-dictionary). . Retrieved
October 18, 2010.
[7] Reading Auri-El, Jode, Jone, Sheogorath, Syrabane, Trinimac, and Xarxes as such.
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Races
[8] Brother Mikhael Karkuxor of the Imperial College. "Varieties of Faith in the Empire" (http:/ / www. imperial-library. info/ content/
morrowind-varieties-faith-empire). . Retrieved October 18, 2010.
[9] Imperial Geographical Society. "Pocket Guide to The Empire: Aldmeri Dominion" (http:/ / www. imperial-library. info/ content/
pocket-guide-empire-first-edition-aldmeri-dominion). . Retrieved October 18, 2010.
[10] "Elder Scrolls Codex: High Elf" (http:/ / www. elderscrolls. com/ codex/ races_highelf. htm). . Retrieved September 4, 2006.
[11] http:/ / www. uesp. net/ wiki/ Lore:The_Adabal-a
[12] "Elder Scrolls Codex: Wood Elf" (http:/ / www. elderscrolls. com/ codex/ races_woodelf. htm). . Retrieved September 4, 2006.
[13] "On the Preparation of the Corpse, Volume One: The Acquisition of the Corpse" (http:/ / www. imperial-library. info/ content/
morrowind-preparation-corpse-volume-one-acquisition-corpse). . Retrieved October 18, 2010.
[14] "Elder Scrolls Codex: Dark Elf" (http:/ / www. elderscrolls. com/ codex/ races_darkelf. htm). . Retrieved September 4, 2006.
[15] Noonan, Gary. "Return of a Fellow Scholar" (http:/ / www. imperial-library. info/ content/ return-fellow-scholar). Obscure Texts (http:/ /
www. imperial-library. info/ content/ obscure-texts). The Imperial Library (http:/ / imperial-library. info/ ). . Retrieved October 18, 2010.
[16] "General Elder Scrolls Weaseling" (http:/ / www. imperial-library. info/ content/ general-elder-scrolls-weaseling). Dog Ate My Homework
(http:/ / www. imperial-library. info/ content/ dog-ate-my-homework). The Imperial Library (http:/ / imperial-library. info/ ). . Retrieved
October 18, 2010.
[17] "Development Team chat #1" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=27). VoodooExtreme. Planet
Elder Scrolls (http:/ / planetelderscrolls. gamespy. com/ ). GameSpy (http:/ / gamespy. com). 2000-07-19. . Retrieved April 20, 2007.
[18] Staff (2001-02-27). "Todd Howard Interview #1" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=27).
Morrowind Summit. Planet Elder Scrolls (http:/ / planetelderscrolls. gamespy. com/ ). GameSpy (http:/ / gamespy. com). . Retrieved April 20,
2007.
[19] The Imperial Library
[20] Imperial Geographical Society. "Pocket Guide to The Empire: Skyrim" (http:/ / www. imperial-library. info/ content/
pocket-guide-empire-first-edition-skyrim). . Retrieved October 18, 2010.
[21] "UESPWiki: Bloodmoon - In Search of the Falmer" (http:/ / www. uesp. net/ wiki/ Bloodmoon:In_Search_of_the_Falmer). . Retrieved
December 28, 2010.
[22] Lokheim, chronicler to the chieftain Ingjaldr White-Eye. "Fall of the Snow Prince" (http:/ / www. imperial-library. info/ content/
morrowind-fall-snow-prince). . Retrieved October 18, 2010.
[23] Nazz. "Rieklings = Falmer?" (http:/ / imperial-library. info/ fsg/ nazzarticle3. shtml). . Retrieved September 4, 2006.
[24] Imperial Geographical Society. "Pocket Guide to The Empire: The Wild Regions" (http:/ / www. imperial-library. info/ content/
pocket-guide-empire-first-edition-wild-regions). . Retrieved October 18, 2010.
[25] "The True Nature of Orcs" (http:/ / www. imperial-library. info/ content/ morrowind-true-nature-orcs). . Retrieved October 18, 2010.
[26] "The Anticipations" (http:/ / www. imperial-library. info/ content/ morrowind-anticipations). . Retrieved October 18, 2010.
[27] Xanathar. "Tamriel Timeline - First Era" (http:/ / www. imperial-library. info/ content/ first-era). . Retrieved October 18, 2010.
[28] Tyston Bane. "The Pig Children" (http:/ / www. imperial-library. info/ content/ morrowind-pig-children). . Retrieved October 18, 2010.
[29] Odiva Gallwood. "History of Daggerfall" (http:/ / www. imperial-library. info/ content/ daggerfall-history-daggerfall). . Retrieved October
18, 2010.
[30] Imperial Geographical Society. "Pocket Guide to The Empire: Hammerfell" (http:/ / www. imperial-library. info/ content/
pocket-guide-empire-first-edition-hammerfell). . Retrieved October 18, 2010.
[31] "A Compilation of Redguard History" (http:/ / www. imperial-library. info/ content/ daggerfall-compilation-redguard-history). . Retrieved
October 18, 2010.
[32] Sathyr Longleat. "Wayrest, Jewel of the Bay" (http:/ / www. imperial-library. info/ content/ daggerfall-wayrest-jewel-bay). . Retrieved
October 18, 2010.
[33] "Elder Scrolls Codex: Orc" (http:/ / www. elderscrolls. com/ codex/ races_orc. htm). . Retrieved September 5, 2006.
[34] "Elder Scrolls Codex: Breton" (http:/ / www. elderscrolls. com/ codex/ races_breton. htm). . Retrieved September 4, 2006.
[35] Imperial Geographical Society. "Pocket Guide to The Empire: Cyrodiil" (http:/ / www. imperial-library. info/ content/
pocket-guide-empire-first-edition-cyrodiil). . Retrieved October 18, 2010.
[36] "Elder Scrolls Codex: Imperial" (http:/ / www. elderscrolls. com/ codex/ races_imperial. htm). . Retrieved September 4, 2006.
[37] (1996) Bethesda Softworks Daggerfall instruction manual Bethesda Softworks, 10-11.
[38] "Elder Scrolls Codex: Nord" (http:/ / www. elderscrolls. com/ codex/ races_nord. htm). . Retrieved September 4, 2006.
[39] "Elder Scrolls Codex: Redguard" (http:/ / www. elderscrolls. com/ codex/ races_redguard. htm). . Retrieved September 4, 2006.
[40] "Elder Scrolls Codex: Argonian" (http:/ / www. elderscrolls. com/ codex/ races_argonian. htm). . Retrieved September 5, 2006.
[41] Brendan. "Argonian Compendium" (http:/ / imperial-library. info/ fsg/ brendanarticle1. shtml). . Retrieved September 5, 2006.
[42] "The Anuad Paraphrased" (http:/ / www. imperial-library. info/ content/ morrowind-annotated-anuad). . Retrieved October 18, 2010.
[43] "The Monomyth: Introduction" (http:/ / www. imperial-library. info/ content/ morrowind-monomyth). . Retrieved October 18, 2010.
[44] Zeph. "The Elder Scrolls Treasury III: TES3 Encyclopaedia: Argonians" (http:/ / www. imperial-library. info/ content/ zephs-tes-treasury)
(PDF). p. 15. . Retrieved October 18, 2010.
[45] "UESPWiki: Oblivion - Fighter's Guild Quests: The Hist" (http:/ / www. uesp. net/ wiki/ Oblivion:The_Hist). . Retrieved September 5, 2006.
[46] Imperial Geographical Society. "Pocket Guide to The Empire: The Elsweyr Confederacy" (http:/ / www. imperial-library. info/ content/
pocket-guide-empire-first-edition-elsweyr-confederacy). . Retrieved October 18, 2010.
29
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[47] "Elder Scrolls Codex: Khajiit" (http:/ / www. elderscrolls. com/ codex/ races_khajiit. htm). . Retrieved September 5, 2006.
[48] Raptormeat. "Khajiit Physiology Phases and Forms" (http:/ / www. imperial-library. info/ content/ khajiit-physiology-phases-and-forms). .
Retrieved October 18, 2010.
[49] Sul, Marobar. "The Seed" (http:/ / www. imperial-library. info/ content/ morrowind-ancient-tales-dwemer-part-2-seed). The Elder Scrolls
III: Morrowind. Ancient Tales of the Dwemer (http:/ / www. imperial-library. info/ content/ morrowind-ancient-tales-dwemer). Bethesda
Softworks. The Imperial Library (http:/ / imperial-library. info/ ). . Retrieved October 18, 2010.
[50] Faern Sargtlin. "The Story of Morrowind: Arkngthand, Dwemer Ruins" (http:/ / www. imperial-library. info/ content/
arkngthand-dwemer-ruins). . Retrieved October 18, 2010.
[51] "UESPWiki - Morrowind: Antabolis Informant" (http:/ / www. uesp. net/ wiki/ Morrowind:Antabolis_Informant). . Retrieved August 29,
2006.
[52] Hasphat Antabolis. "Collected Essays on Dwemer History and Culture, Chapter 1: Marobar Sul and the Trivialization of the Dwemer in
Popular Culture" (http:/ / www. imperial-library. info/ content/ oblivion-essays-dwemer-history-and-culture). . Retrieved October 18, 2010.
Jonric (2006-04-18). "The Elder Scrolls IV: Oblivion Team Q&A #2" (http://rpgvault.ign.com/articles/702/
702075p1.html). IGN. Retrieved 2007-05-27.
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31
Development
Bethesda Softworks
Bethesda Softworks, LLC
Type
Industry
Founded
1986
[1]
Products
Parent
ZeniMax Media
Website
Bethesda Softworks, LLC, is an American video game company. A subsidiary of ZeniMax Media, the company
was originally based in Bethesda, Maryland and eventually moved to their current location in Rockville, Maryland.
Consisting of a broad portfolio of games in role-playing, racing, simulation, and sports, Bethesda Softworks' major
franchises are distributed worldwide.
History
Bethesda Softworks has been a developer and publisher of interactive entertainment content for over two decades.
Founded in 1986 by Christopher Weaver in Bethesda, Maryland and moved to Rockville, Maryland in 1990, the
company has a long history of PC and console games. In 1998, Weaver decided to expand the company beyond PC
games and into multimedia and invited Robert A. Altman to help manage the budding company. Weaver and Altman
co-founded ZeniMax Media Inc. in 1999.[2]
Bethesda is credited with the creation of the first physics-based sports simulation (Gridiron!) in 1986 for the Atari
ST, Commodore Amiga and Commodore 64/128. Early games scored respectably in the gaming press, earning
accolades as "the most accurate and enjoyable simulation of a sport I have ever had the pleasure to play", "the best
ice hockey sim yet", for Wayne Gretzky Hockey.[3] [4] The company is best known for creating The Elder Scrolls
RPG series, based upon the original programming of Julian Lefay. The first chapter of the series, entitled The Elder
Scrolls: Arena, was released in 1994. Since that time, numerous other chapters have been released. The game's direct
sequels, Daggerfall, Morrowind, and Oblivion, were released in 1996, 2002, and 2006, respectively; a fifth game,
Skyrim is scheduled to be released in November 2011. Additionally, the game has had three spin-offs: Battlespire
Bethesda Softworks
32
(1997), Redguard, (1998) and The Elder Scrolls Travels: Shadowkey (2004). Bethesda is also known for publishing
titles based upon popular movie franchises, including The Terminator, Star Trek, and Pirates of the Caribbean.
In 2004, the Fallout franchise was acquired by from Interplay Productions and the development of Fallout 3 was
handed over to Bethesda Game Studios. Fallout 3 was released on October 28, 2008. Five Downloadable Content
Packs for Fallout 3 were released in the year following its releaseOperation: Anchorage, The Pitt, Broken Steel,
Point Lookout, and Mothership Zeta.
Bethesda continues to expand their publishing into new franchises. In 2009, Bethesda released WET and Rogue
Warrior, in 2010 Obsidian Entertainment's new Fallout title, Fallout: New Vegas was published and Splash
Damage's Brink was released in May 2011. Hunted: The Demon's Forge, a fantasy action game developed by inXile
Entertainment was released on May 31, 2011. On June 24, 2009, Bethesda's parent company, ZeniMax Media,
acquired id Software, whose titles, including RAGE, will be published by Bethesda Softworks[5] it was later
announced that any games using the new id Tech 5 game engine be published by them.
Gridiron! (1986)
The Terminator (1990)
Terminator 2029 (1992)
The Elder Scrolls: Arena (1993)
The Terminator: Future Shock (1995)
SkyNET (1996)
The Elder Scrolls II: Daggerfall (1996)
An Elder Scrolls Legend: Battlespire (1997)
The Elder Scrolls Adventures: Redguard (1998)
IHRA Drag Racing (2000)
The Elder Scrolls III: Morrowind (2002)
Call of Cthulhu: Dark Corners of the Earth (2005)
Star Trek: Legacy (2006)
The Elder Scrolls IV: Oblivion (2006)
Fallout 3 (2008)
WET (2009)
Fallout: New Vegas (2010)
Brink (2011)
Hunted: The Demon's Forge (2011)
RAGE (2011)
Bethesda Softworks
Upcoming games
References
[1] "Company Profile" (http:/ / www. zenimax. com/ profile. htm). ZeniMax Media. . Retrieved 2010-10-11.
[2] ZeniMax Media Receives $300 Million Investment from [[Providence Equity Partners (http:/ / www. zenimax. com/ news_pressrelease10.
25. 07. htm)]]
[3] Walker, Jeff (September 1989). "Wayne Gretzky Hockey" (http:/ / www. amigareviews. leveluphost. com/ waynegr1.
htm#waynegretzky1ac). Amiga Computing 2 (4). . Retrieved 2007-06-09.
[4] Kennedy, John (December 1989). "It is the Orangeblobs v. the Blackblobs: GRIDIRON!" (http:/ / www. amigareviews. leveluphost. com/
gridiron. htm#gridironac). Amiga Computing. . Retrieved 2007-06-09.
[5] "ZeniMax Media Acquires id Software" (http:/ / www. reuters. com/ article/ pressRelease/ idUS160209+ 24-Jun-2009+ PRN20090624).
Reuters.com. 2009-06-24. . Retrieved 2009-09-11.
[6] Yin-Poole, Wesley (7 July 2011). "Bethesda announces Dishonored" (http:/ / www. eurogamer. net/ articles/
2011-07-07-bethesda-announces-dishonoured). Eurogamer. . Retrieved 2011-07-08.
External links
33
34
Arena (19921994)
Background
Prior to working on the Elder Scrolls series, Bethesda worked
predominantly with sports games. In the six years from their founding
to Arena's release, in 1992, Bethesda had released ten games, six of
them sports games[3] games with such titles as Hockey League
Simulator, NCAA Basketball: Road To The Final Four ('91/'92
Edition), and Wayne Gretzky Hockey[4] and the remaining four
adaptations from other media[3] adaptations predominantly from the
Terminator series.[4]
Bethesda's history as a sport and port game developer did not help it
when it began its first action-RPG venture. Designer Ted Peterson
recalls the experience: "I remember talking to the guys at SirTech who were doing Wizardry: Crusaders of the Dark
Savant at the time, and them literally laughing at us for thinking we could do it."[5] Ted Peterson worked alongside
Vijay Lakshman as one of the two designers of what was then simply Arena, a "medieval-style gladiator game."[5] [6]
Staff
Peterson, Lakshman and Julian LeFay were those who, in Peterson's opinion, "really spear-headed the initial
development of the series."[5] Game journalist Joe Blancato, however, credits company co-founder Chris Weaver
with the development: "If Weaver had a baby, Arena was it, and it showed." During the development of Arena, Todd
Howard, later Executive Producer of Oblivion, joined Bethesda, testing the CD-ROM version of Arena as his first
assignment.[3] Ted Peterson had joined the company in 1992, working assignments on Terminator 2029, Terminator
Rampage, and Terminator: Future Shock, as well as other "fairly forgettable titles".[5]
Influences
Peterson, Lakshman and LeFay were longtime aficionados of pencil and paper role-playing games,[5] and it was from
these games that the world of Tamriel was created.[6] They were also fans of Looking Glass Studios' Ultima
Underworld series, which became their main inspiration for Arena.[5]
The influence of Legends of Valour, a game Ted Peterson describes as a "free-form first-person perspective game
that took place in a single city", has also been noted.[5] [6] Peterson, asked for his overall comment on the game,
replied "It was certainly derivative...". Aside from the fact that Bethesda had made Arena "Much, much bigger" than
other titles on the market, Peterson held that the team "[wasn't] doing anything too new" in Arena.[5]
Design goals
Initially, Arena was not to be an RPG at all. The player, and a team of his fighters, would travel about a world
fighting other teams in their arenas until the player became "grand champion" in the world's capital, the Imperial
City.[6] Along the way, side quests of a more role-playing nature could be completed. As the process of development
progressed, however, the tournaments became less important and the side quests more.[5] RPG elements were added
to the game, as the game expanded to include the cities outside the arenas, and dungeons beyond the cities.[6]
Eventually it was decided to drop the idea of tournaments altogether, and focus on quests and dungeons,[5] on
making the game a "full-blown RPG".[6]
The original concept of arena combat had never made it to the coding stage, and so few artifacts from that era of
development remain: the game's title, and a text file with the names of fighting teams from every large city in
Tamriel, and a brief introduction for them.[7] The concept of traveling teams was eventually left aside as well,
because the team's decision to produce a first-person RPG had made the system somewhat less fun.[6]
Although the team had dropped all arena combat from the end game, because all the material had already been
printed up with the title, the game went to market as The Elder Scrolls: Arena. The team retconned the idea that,
because the Empire of Tamriel was so violent, it had been nicknamed the Arena. The title remained awkward. It was
Lakshman who came up with the idea of "The Elder Scrolls", and though, in the words of Ted Peterson, "I don't
think he knew what the hell it meant any more than we did",[5] the words eventually came to mean "Tamriel's
mystical tomes of knowledge that told of its past, present, and future."[6] The game's initial voice-over was changed
in response, beginning: "It has been foretold in the Elder Scrolls ..."[5]
35
36
Soon, despite harsh reviews, general bugginess,[5] and the formidable demands the game made on players'
machines,[8] the game became a cult hit.[3] Evaluations of the game's success vary from "minor"[5] to "modest"[8] to
"wild",[3] but are unvarying in presenting the game as a success. Game historian Matt Barton concludes that, in any
case, "the game set a new standard for this type of CRPG, and demonstrated just how much room was left for
innovation."[8]
Daggerfall (19941996)
Design goals
Work on The Elder Scrolls II: Daggerfall began immediately after
Arena's release in March 1994.[9] Ted Peterson was assigned the role
of Lead Game Designer.[5] Originally titled Mournhold and set in
Morrowind, the game was eventually relocated to the provinces of
High Rock and Hammerfell. Daggerfall's plot was opened up beyond
Arena's clichd and linear "find the eight missing pieces of the "Staff
of Chaos" and use it to rescue the Emperor from a dimensional
prison",[8] and, said Ted Peterson, "that most cliched of all role-playing
conventions, slaying the wicked wizard", to a "complex series of
adventures leading to multiple resolutions".[5]
With Daggerfall, Arena's experience-point based system was replaced with one that rewarded the player for actually
role-playing their character.[9] Daggerfall came equipped with an improved character generation engine, one that
included not only Arena's basic class choices, but also a GURPS-influenced class creation system, offering players
the chance to create their own classes, and assign their own skills.[5] [10] Daggerfall was initially developed with an
updated 2.5D raycast engine, like Doom's, but it was eventually dropped in favor of XnGine, one of the first truly 3D
engines. Daggerfall realized a gameworld twice the size of Great Britain,[9] filled with 15,000 towns and a
population of 750,000.[3]
Influences
Daggerfall, in Peterson's opinion, was little-influenced by contemporary video games, as they simply "weren't very
interesting". "I can remember playing the latest King's Quest, Doom, and Sam and Max Hit the Road while working
on it, but I can't say they had any profound impact on the story or design." Daggerfall's most profound influences
came from whatever analog games and literature Julian LeFay or Ted Peterson happened to be playing or reading at
the time, such as Dumas's The Man in the Iron Mask, which influenced "the quest where the player had to find the
missing Prince of Sentinel", and Vampire: The Masquerade, which influenced "the idea of vampire tribes throughout
the region".[5]
Release
Daggerfall was released on August 31, 1996,[11] within the game's intended release window.[12] Like that of Arena,
Daggerfall's release suffered from buggy code. It was patchable code, however, a fact that nonetheless left
consumers disgruntled.[8] The yearning to avoid what were, in LeFay's words, "all the stupid patches we had for
Daggerfall" led to a more cautious release schedule in the future.[13]
Redguard
Redguard was the second of the three titles to be released, on October 31, 1998.[16] With the inspiration of Tomb
Raider, Prince of Persia, and the Ultima series, Bethesda was to create a new series of pure action-adventure games
under the Elder Scrolls Adventures label. Players would talk to NPCs through keywords, use items to solve puzzles,
and follow an "epic" storyline, all the while moving through dungeons, swordfights and chasms.[17]
With Redguard, the team focused its art time on achieving great detail in one particular area with the XnGine,
creating the real-time 3D environments of the island and town of Stros M'kai. Redguard did not offer the player the
chance to create their own character. Instead, players would play the prefabricated "Cyrus the Redguard".[17]
Impact
Both games were failures with the gaming public. Players used to the vast open spaces of Daggerfall did not take
well to the reduced worlds of Redguard and Battlespire. There was a downturn in sales in The Elder Scrolls
franchise and elsewhere, and Bethesda flirted with bankruptcy. Asked if he had ever been worried, Howard replied:
"Oh, sure. Over my 13 years here, that's a long time, you're going to have bumps. The years immediately following
Daggerfall were probably the worst. We made some bad decisions and some bad games."[3]
37
38
Morrowind (19982003)
Early design goals
A third title in the Elder Scrolls series was first conceived during the development of Daggerfall, though it was
originally to be set in the Summerset Isles and called Tribunal. Following the release of Daggerfall, it was set up
around an SVGA version of XnGine, which Bethesda later used in Battlespire, and set in the province of
Morrowind.[18]
The concept was "much closer to Daggerfall in scope", than the finished product, encompassing the whole province
of Morrowind, rather than the isle of Vvardenfell, and allowing the player to join all five Dunmer Great Houses,
rather than the three available in publication. The blight was conceived as a dynamic force, progressively expanding
and destroying cities in its wake. It was eventually decided that the scope of the original design was too grand given
the technology current at the time.[18] According to designer Ken Rolston, something was said approximating "Were
not ready for it, we dont want to jump into this and fail".[19] The project was put on hold in 1997, as Bethesda went
on to develop Redguard and Battlespire,[18] though the project remained in the back of the developers minds
throughout this period.[19]
The completion of Redguard in 1998 led to a return to the Morrowind
project, as the developers felt a yearning in their audience to return to
the classically epic forms of the earlier titles. Finding that the gaps
between their own technical capacities and those of rival companies
had grown in the interim, Bethesda sought to revitalize itself and return
to the forefront of the industry,[18] an effort spearheaded by project
leader Todd Howard.[20]
The scale of the game was much reduced from the earlier concept, focusing primarily on Dagoth Ur and a smaller
area of land. It was decided that the game world would be populated using the methods the team had developed in
Redguard; that is, the game objects would be crafted by hand, rather than generated using the random algorithmic
methods of Arena and Daggerfall. By 2000, Morrowind was to be unequivocally a single-player game, with no
chance of multiplayer extension. In the words of Pete Hines, Bethesda's Director of Marketing and PR: "No. Not on
release, not three months after, no no no."[23]
Staff
The project, despite the reduced scale, became a massive investment. According to the team's reasonings, the
endeavor took "close to 100 man-years to create". To accomplish this feat, Bethesda tripled their staff and spent their
first year of development on The Elder Scrolls Construction Set, allowing the game staff to easily balance the game
and to modify it in small increments rather than large.[18] According to project leader Todd Howard, the
Construction Set came as the result of a communal yearning to develop a "role-playing operating system", capable of
extension and modification, rather than a particular type of game.[24]
Strategy guide
In a break from standard industry practice, Bethesda decided to publish their strategy guide in-house, rather than
contracting it out to a third party publisher like BradyGames or Prima Games. The decision resulted from a belief
among Bethesda staff that they believed in and understood Morrowind more than any external agency, and deserved
more royalties than were commonly rewarded. Bethesda hired Peter Olafson, a noted games journalist and friend of
the company, and he began work on the guide in January 2002, four months before release.[41]
The resulting product, Morrowind Prophecies Strategy Guide, sold over 200,000 copies as of September 24, 2003.
Although the royalties from most third-party game publishers approach 25% to 30% only infrequently, Bethesda
managed a 70% profit margin on their own.[41] Despite this success, Bethesda decided to allow Prima Games to
publish the "official" game guide for the release of The Elder Scrolls IV: Oblivion.[42]
39
Tribunal
The Elder Scrolls III: Tribunal, announced on September 2, 2002 and scheduled for a PC-only release,[43] went gold
on November 1[44] and was released, with little fanfare,[45] on November 6.[46] Tribunal puts the player in the
self-contained, walled city of Mournhold, an enclave within Morrowind's provincial capital of Almalexia; the new
city is not connected to Morrowind's land mass, Vvardenfell, and the player must teleport to it. The storyline
continues the story of the Tribunal deities.[43]
The choice to produce the expansion was primarily inspired by the success of Morrowind's release, as well as a
general feeling that Elder Scrolls series games are ongoing experiences, that merit new things for their players to
do.[47] Development on the game began immediately after Morrowind shipped, giving the developers a mere
five-month development cycle to release the gamea very fast cycle for the industry. The prior existence of the
Construction Set, however, meant that the team "already had the tools in place to add content and features very
quickly".[48] Interface improvements, and specifically an overhaul of Morrowind's journal system, were among the
key goals for Tribunal's release. The new journal allowed the player to sort quests individually and by completion,
reducing the confusion caused by the original's jumbling together of every quest into a single chronological
stream.[48] [49]
Bloodmoon
Morrowind's second expansion, The Elder Scrolls III: Bloodmoon, announced on February 14, 2003 and scheduled
for release in May of the same year,[50] went gold by May 23,[51] and was released on June 6.[52] It had been worked
on since the release of Tribunal in November 2002.[53] In the expansion the player travels to the frozen island of
Solstheim and is asked to investigate the uneasiness of the soldiers stationed there. Throughout the travels across the
island the player is required to complete a number of rituals in order to investigate the growing population of
werewolves.
Oblivion (20022007)
Work on The Elder Scrolls IV: Oblivion began in 2002, immediately after Morrowind's publication.[54] Rumors of a
sequel to The Elder Scrolls III: Morrowind began circulating June 2004, and were confirmed with Oblivion's official
announcement on September 10, 2004.[55] [54] [56] Oblivion was developed by Bethesda Softworks, and the initial
Xbox 360 and Personal computer (PC) releases were co-published by Bethesda and Take-Two Interactive subsidiary
2K Games.[57] According to interviews with Bethesda staff, the publisher-developer relationshipone of the few
independent relations in the industryworked well, and Bethesda was not subject to excessive corporate
guidance.[58] [59] Originally scheduled for a November 22, 2005 release, in tandem with the Xbox 360's launch,[60]
Oblivion was delayed to a March 21, 2006 release for Windows PCs and the Xbox 360.[61]
Developers working on Oblivion focused on providing a tighter storyline, with fewer filler quests and more
developed characters.[62] [63] The developers sought to make information in the game world more accessible to
players, making the game easier to pick up and play.[64] Oblivion features improved AI (courtesy of Bethesda's
proprietary Radiant AI),[65] [66] improved physics (courtesy of the Havok physics engine),[67] [68] and impressive
graphics, taking advantage of advanced lighting and shader routines like high dynamic range rendering (HDR) and
specular mapping.[67] [69] [70] Bethesda developed and implemented procedural content creation tools in the creation
of Oblivion's terrain, leading to landscapes that are more complex and realistic than those of past titles, with less of a
drain on Bethesda's staff.[71] [72]
A PlayStation 3 version of Oblivion was released on March 20, 2007 in North America,[73] and April 27, 2007 in
Europe,[74] following delays similar to those for the Xbox 360 release.[75] [76] [77] The PlayStation 3 release was
touted for its improvement over the graphics of the PC and Xbox 360 versions,[78] [79] although some of the
improved shader routines optimized for the PlayStation 3 release were set to be ported over to the other releases
through patches.[55] A plan to distribute downloadable content through micropayments was initially met with
40
41
[81]
Skyrim (2008Present)
In August 2010, Todd Howard revealed Bethesda were currently working on a game that had been in development
since the release of Oblivion, and that progress was very far along.[1] In November, a journalist from Eurogamer
Denmark reported overhearing a developer on a plane talking about the project; a new The Elder Scrolls game,[85]
[86]
although Bethesda did not comment on the report. At the Spike Video Game Awards in December, Todd
Howard appeared on stage to unveil a teaser trailer and announce the title of the game.[87] The Elder Scrolls V:
Skyrim is set to be released on November 11, 2011.
References
[1] Tom Branwell (16 August 2010). "Bethesda's Todd Howard (interview)" (http:/ / www. eurogamer. net/ articles/
2010-08-16-bethesdas-todd-howard-interview). www.eurogamer.net. Eurogamer. .
[2] Christopher Grant (11 December 2010). "Skyrim: Elder Scrolls 5 coming 11/11/11" (http:/ / www. joystiq. com/ 2010/ 12/ 11/
skyrim-elder-scrolls-5-coming-11-11-11/ ). www.joystiq.com. Joystiq. . Retrieved 11 December 2010.
[3] Blancato, Joe (2007-02-06). "Bethesda: The Right Direction" (http:/ / www. escapistmagazine. com/ issue/ 83/ 11). The Escapist. . Retrieved
2007-06-01.
[4] "Game Browser: Bethesda Softworks LLC" (http:/ / www. mobygames. com/ browse/ games/ bethesda-softworks-llc/ ). MobyGames. .
Retrieved 2007-06-09.
[5] "Ted Peterson Interview I" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=12). Morrowind Italia.
2001-04-09. . Retrieved 2007-06-08.
[6] "Arena - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-arena. htm). The Elder Scrolls 10th Anniversary.
Bethesda Softworks. 2004. . Retrieved 2007-06-08.
[7] "Go Blades!" (http:/ / www. imperial-library. info/ content/ go-blades). The Imperial Library. . Retrieved 2010-10-18.
[8] Barton, Matt (2007-04-11). "The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (19942004)" (http:/ /
www. gamasutra. com/ features/ 20070411/ barton_05. shtml). Gamasutra. . Retrieved 2007-06-08.
[9] "Daggerfall - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-daggerfall. htm). The Elder Scrolls 10th
Anniversary. Bethesda Softworks. 2004. . Retrieved 2007-06-09.
[10] "Daggerfall". Next Generation Magazine (11): 825. November 1995.
[11] "Daggerfall release dates" (http:/ / www. gamespot. com/ pc/ rpg/ daggerfall/ similar. html?mode=versions). GameSpot. . Retrieved
2007-07-09.
[12] Ward, Trent C. (1996-05-01). "Daggerfall Preview" (http:/ / www. gamespot. com/ pc/ rpg/ daggerfall/ news. html?sid=2558603&
om_act=convert& om_clk=gsupdates& tag=updates;title;8). GameSpot. . Retrieved 2007-06-14.
[13] "Battlespire". Next Generation Magazine (34): 1245. October 1997.
[14] "Battlespire - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-battlespire. htm). The Elder Scrolls 10th
Anniversary. Bethesda Softworks. 2004. . Retrieved 2007-06-13.
[15] "Battlespire release dates" (http:/ / www. gamespot. com/ pc/ rpg/ battlespire/ similar. html?mode=versions). GameSpot. . Retrieved
2007-06-14.
[16] "Redguard release dates" (http:/ / www. gamespot. com/ pc/ adventure/ elderscrollsar/ similar. html?mode=versions). GameSpot. . Retrieved
2007-06-14.
[17] "Redguard - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-redguard. htm). The Elder Scrolls 10th
Anniversary. Bethesda Softworks. 2004. . Retrieved 2007-06-13.
[18] "Morrowind, Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-morrowind. htm). The Elder Scrolls Tenth
Anniversary (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv. htm). Bethesda Softworks. 2004. . Retrieved 2006-11-22.
[19] Qwerty (2001-07). "Interview with Morrowind Developers" (http:/ / www. imperial-library. info/ content/ interviews-MW-team). The
Interviews. Game. EXE. Reprinted in The Imperial Library. . Retrieved 2010-10-18.
[20] Eidolon (2000-07). "Development Team chat" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=27). Articles
(http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. List& category_show_all=1&
persist_search=ee4b878e4223070b5eb4aaaa853c5c27& Data_page=2). Planet Elder Scrolls (http:/ / planetelderscrolls. gamespy. com/ ).
VoodooExtreme. GameSpy. . Retrieved 2006-11-22.
[21] IGN Staff (2000-10-27). "Elder Scrolls III: Morrowind Interview 2" (http:/ / pc. ign. com/ articles/ 086/ 086957p1. html). IGN. . Retrieved
2007-05-14.
[22] Sulic, Ivan (2002-02-08). "The Water of Morrowind" (http:/ / pc. ign. com/ articles/ 324/ 324301p1. html). IGN. . Retrieved 2007-05-14.
42
43
"The Elder Scrolls IV: Oblivion Interview with Gavin Carter" (http://www.rpgamer.com/games/elderscrolls/
elder4/elder4interview.html). RPGamer. Retrieved 2007-06-17.
Carless, Simon (2006-04-25). "Report: Oblivion To Debut On PS3, PSP" (http://www.gamasutra.com/php-bin/
news_index.php?story=9035). Gamasutra. Retrieved 2007-06-26.
Carless, Simon (2007-01-18). "Bethesda Confirms Oblivion Expansion For Xbox Live Distribution" (http://
www.gamasutra.com/php-bin/news_index.php?story=12424). Gamasutra. Retrieved 2007-06-26.
Dobson, Jason (2006-09-28). "Oblivion Confirmed For PS3 Launch, PSP in Spring" (http://www.gamasutra.
com/php-bin/news_index.php?story=11048). Gamasutra. Retrieved 2007-06-26.
Ransom-Wiley, James (2007-01-09). "Bethesda mum about Oblivion expansion" (http://www.joystiq.com/
2007/01/09/bethesda-mum-about-oblivion-expansion/). Joystiq. Retrieved 2007-07-09.
Rose, Alan (2005-11-06). "Oblivion update on Bethesda forums" (http://www.joystiq.com/2005/11/06/
oblivion-update-on-bethesda-forums/). Joystiq. Retrieved 2007-07-09.
Rose, Alan (2006-08-09). "No official Oblivion expansions planned" (http://www.joystiq.com/2006/08/09/
no-official-oblivion-expansions-planned/). Joystiq. Retrieved 2007-07-09.
Staff (2007-03-19). "Bethesda Confirms Oblivion PS3 Shipping" (http://www.gamasutra.com/php-bin/
news_index.php?story=13091). Gamasutra. Retrieved 2007-06-26.
44
45
Developers working on Oblivion focused on providing a tighter storyline, with fewer filler quests and more
developed characters.[9] [10] The developers sought to make information in the game world more accessible to
players, making the game easier to pick up and play.[11] Oblivion features improved AI (courtesy of Bethesda's
proprietary Radiant AI),[12] [13] improved physics (courtesy of the Havok physics engine),[14] [15] and impressive
graphics, taking advantage of advanced lighting and shader routines like high dynamic range rendering (HDR) and
specular mapping.[14] [16] [17] Bethesda developed and implemented procedural content creation tools in the creation
of Oblivion's terrain, leading to landscapes that are more complex and realistic than those of past titles, with less of a
drain on Bethesda's staff.[18] [19]
A PlayStation 3 version of Oblivion was released on March 20, 2007 in North America,[20] and April 27, 2007 in
Europe,[21] following delays similar to those for the Xbox 360 release.[22] [23] [24] The PlayStation 3 release was
touted for its improvement over the graphics of the PC and Xbox 360 versions,[25] [26] although some of the
improved shader routines optimized for the PlayStation 3 release were set to be ported over to the other releases
through patches.[2] A plan to distribute content through downloads paid by micropayment was initially met with
criticism by customers due to its alleged low value,[27] [28] but later releasesat a reduced price, and with more
contentproved more popular.[29] [30] [31]
Business
Rumors and official announcements
The first rumors of another Elder Scrolls release after The Elder Scrolls III: Morrowind began to circulate in June
2004, following Bethesda's posting of an e-mail searching for new staff. The new staff members were to participate
on a team that would push "the bleeding-edge of RPG development for the PC and future-generation consoles". For
those considering the job, the e-mail suggested that "knowledge of...The Elder Scrolls [is] a plus". At the time, a
member of Bethesda's staff played down the importance of the last comment, noting that Bethesda would
"obviously" prefer applicants familiar with the company's products.[2] Rumors were confirmed on July 12, 2004,
when it was announced that Fallout 3 and the next Elder Scrolls title would be published by Bethesda and produced
by Todd Howard.[32] The title of the release was listed on September 10, 2004, when Bethesda officially announced
the identity of the game in question: The Elder Scrolls IV: Oblivion, followed by a feature in the October 2004 issue
of Game Informer.[1] [3] At the time of the announcement, Bethesda had been working on Oblivion for two years
46
Release delays
Although preliminary reports from Reuters suggested an Oblivion release in tandem with the launch of the Xbox 360
on November 22, 2005,[7] and the original announcement of the game set a release date of Winter 2005,[35]
Take-Two Interactive announced, during a conference call with analysts on October 31, 2005, that Oblivion's release
was to be delayed until the second quarter of Take-Two's fiscal year. The new schedule would put the release
between February and April 2006. The delay surprised many, especially online retailers, who had begun accepting
pre-orders for consoles bundled with Oblivion.[8] News of the delay came at a time following a burst of bad news
from the company, including a 60% drop in expected earnings per share, the ongoing Hot Coffee minigame
controversy, worse than average sales for the company's flagship Grand Theft Auto: San Andreas, sudden drops in
share prices, and delays for other company products.[36]
Most commentators blamed Take-Two's corporate governance; one analyst stated that the company's troubles were
more "company-specific than market-driven",[37] and another declared company CEO Paul Eibeler to be the "worst
CEO of 2005", pointing to "setbacks on the rollouts of newer games" as evidence of his failure.[38] Pete Hines, Vice
President of PR and Marketing for Bethesda, and Todd Howard, Executive Producer for the game, gave an update
about the delay on the weekend of November 6, 2005. They planned to give updates every subsequent weekend until
the game's release. A commentator from Joystiq complained of the vagueness of the updates: "they don't get any
more specific than to say, 'There is work that still needs to be done'. In fact, they say this three times just to make
sure we know how hard they are working....While it's nice to see the development team taking time out to update the
fans, if the announcements continue to be as vague as this one, I'd rather just see them spend the extra time on the
actual game."[39]
Product showings
On May 16, 2005, Bethesda announced that they would be releasing
Oblivion on Microsoft's Xbox 360, and that the game's public debut
would come at the Electronic Entertainment Expo in Los Angeles on
May 18, 2005.[35] The version shown at E3 was substantially finished;
most content was already in the game, lacking only the polish that the
final months of development would bring. The game's world, for
example, had already been fully constructed but still needed to undergo
a "clutter pass", wherein minor game items"books, weapons, and
thousands of forks and plates"are dropped into the game world.[40]
The Los Angeles Convention Center, where the
Howard himself never took to the show. "It's like a beauty pageant," he
Electronic Entertainment Expo (E3) was held.
told one reporter. "I have 20 minutes to give you a presentation on our
games that by their nature are hard to demo in that time period, and then the person is going to check their watch and
walk out and go see someone else's demo."[41] Hines aimed to play against the standard convention at the show,
avoiding the "noise and lights and heat and masses" of the show floor by retiring to a mini-theaterwith
air-conditioning, comfortable seating, and dim lightingwhere viewers could rest in peace.[42] Howard agreed with
the choice: "We've always taken sort of the meeting room approach. We don't have loud crazy booths."[41]
During Microsoft's E3 pre-show conference, a ten-second preview of Oblivion was shown amid demo reels for other
games. The preview consisted of a series of brief second-long shots of the game.[43] Later on, during E3 proper,
Bethesda showed a longer 25-minute demo that showcased further clipped scenes: the opening dungeon, a
procedurally rendered forest, one of the game's towns, and other locales.[33] [44] Most viewers were impressed by
Oblivion's showing. In the words of one reporter, "The Elder Scrolls IV: Oblivion isn't just one of the brightest gems
in the Xbox 360's upcoming launch lineup, but it's also perhaps a perfect example of a next-generation role-playing
PlayStation 3 release
The PS3 version of the game was ported/developed by 4J Studios who have worked with Bethesda in other projects.
In April 2006, an inadvertently mailed version of Bethesda's supposed forthcoming game release list began a series
of unconfirmed rumors of Oblivion releases for the PlayStation 3 and the PlayStation Portable (PSP). The list
suggested that Oblivion would be a PlayStation 3 launch title, and that the PSP version would be released in
November.[65] These rumors were confirmed on September 28, 2006, when Bethesda officially announced the titles,
setting the PlayStation 3 version's North American release date for November 2006, European release date for March
2007, and the PSP version for Spring 2007. The two titles were set to be published by Bethesda alone in North
America, and with Ubisoft as a co-publisher in Europe.[66] [67] Hines was mum regarding the change in publishers:
"Too much backroom stuff."[53] Ubisoft saw their first quarter sales for 2007 rise 90.5%, to 134 million Euros,
exceeding previous forecasts by 14 million Euros. Ubisoft CEO Yves Guillemot attributed the rise to
"new-generation consoles and the impact of PlayStation 3 game sales, including Rainbow Six Vegas and
Oblivion".[68]
Despite the title being included in Sony's announced PlayStation 3 launch lineup at its annual Gamers' Day event in
San Francisco, online retailers EBgames.com and Gamestop.comtwo sites with a history of revealing the release
47
Publisher relations
On February 3, 2005, Bethesda entered into an agreement with Take-Two Interactive regarding the publication and
release of Oblivion. Under the agreement, Bethesda would retain full control over Oblivion's development and the
rights to any possible sequels, and Take-Two would agree to publish the game under its recently-formed 2K Games
sub brand.[4] According to Producer Gavin Carter, the team's experience was a rarity in the industry; few
independent developer-publisher relationships still exist, and it was a surprise that Bethesda's experience worked out
as well as it did. Carter described Take-Two's role as one of minimal interference, and the company mostly left
Bethesda's development teams alone, trusting them to produce a "fantastic product" with minimal interference or
"red tape". The relationship was a rarity in the industry, according to Carter, where most developers are beholden to
their publishers.[5] Ashley Cheng, Oblivion's senior producer, concurred. There was "complete freedom" at Bethesda
to decide their own path, whatever market trends might say.[6] Of the legal proceedings affecting Bethesda's parent
company ZeniMax during the initial stages of game development, when Bethesda founder Christopher Weaver sued
the company for severance pay,[73] [74] Todd Howard said that he, as a producer, wasn't involved with corporate
affairs. "I just focus on the games."[73]
48
49
Design goals
The team's goal then was, in the words of Todd Howard, to "create the
quintessential RPG of the next generation", with a focus on a
"combination of freeform gameplay and cutting-edge graphics."[75]
Producing for next generation machines, rather than a cheap upgrade,
gave Bethesda an additional four years of development.[73] Howard
describes this as an aspect of Bethesda's greater goal of "Reinvention",
where the team's goal is to make "a new game that stands on its own,
that has its own identity".[9] Howard spoke of the need to avoid
repetition, to avoid merely adding "some new features and content, and
keep doing that", describing that path as "a good way to drive your
games into the ground." Bethesda, Howard stated, would focus instead
on recapturing what made its past titles exciting "in the first place".[73]
Keeping with the spirit of past games, Howard promised to keep with the spirit of "big-world, do-anything"-style
games, feeling that a certain size and number of choices were needed to make role-playing feel "meaningful";[75] but
now there was to be greater emphasis on keeping the game focused.[9] Pete Hines saw the developments between
games as less an issue of design focus and more as a "natural side effect of improving and refining how the game
works". If smart decisions were made, ease of play would naturally follow.[76] Oblivion would include fewer NPCs
and quests than Morrowind, and mindless filler, which Howard felt the team had been guilty of in the past, would be
avoided.[9] In exchange, Producer Gavin Carter later explained, there would be greater focus on length and depth in
the quests, adding more "alternate paths", more "chararcters [sic] to connect with, who actually have personalities".
Carter cast negative aspersions on aspects of gameplay too far removed from the game's central plot. Carter stated
that such material was not needed, preferring instead that the focus be on the plot, on "fighting these demon lords",
and that further material is "tertiary" and "takes away".[10]
The role of the player character in the main quest was to be changed as well. In contrast to past games, where the
player character would play a type of "chosen one", Oblivion would have the player character "find him, protect him,
and help him."[11] [77] Aside from that, in the opinion of Hines, "the main quest has similar themes and tones as in
past Elder Scrolls games", and should still feel "epic", simply because of the way the gamespace is designed: with
openness in mind.[77] Improving that aspect of the experience, said Hines, came mostly in the form of improved
information presentation. The system would not intrude on the experience when the player merely wishes to "walk
around and explore the world and do whatever he/she wants", but given the scenario where the player asks "'OK, I'm
ready to do the next part of the main quest, where do I go?'", the game would provide a ready answer, so as to avoid
"confusion" and "downtime".[11]
Technology
The Xbox 360 was set as Oblivion's base platform, being the "easiest to develop for", in the words of Pete Hines; the
PC, being more like a "random amalgamation of graphics cards and RAM and processors", and poorly "defined".[53]
As they had done with previous games in the series, Bethesda threw out their old content and technology and began
work anew. A new engine was envisioned, one which would take advantage of advanced lighting and shader
routines, like high dynamic range rendering and specular mapping.[33] The final product was shipped with an engine
formed of a mixture of in-house tech and Numerical Design Limited's Gamebryo engine,[16] "tricked out" in
collaboration with Bethesda's graphics programmers and NDL.[17] Cheng has described the game as "pixel-shader
heavy", taking advantage of the feature in rendering "metal, wood, stone, blood, skin," in addition to water, which
was the only use Morrowind made of the technology. In particular, Oblivion uses normal maps, diffuse maps,
specular maps, and parallax maps,[14] which Howard described as "kind of like displacement mapping".[78] Oblivion
PlayStation 3
The PS3 release featured a number of technical improvements over the Xbox 360 release; load times were reduced,
fewer framerate drops were experienced and several bugs were fixed. Draw distance was increased, and new shaders
were included to render the foreground cleanly and sharply, leading to rocky landscapes with "craggy appearances"
rather than "smooth, non-distinct surfaces".[25] The new shader sets blended "near detail" and "far detail" onscreen,
removing the harsh line that cut between them in previous releases.[26] Bethesda decided against implementing
SIXAXIS motion support for the game, considering Oblivion not to be of a type well-suited to such a feature.[80] The
Knights of the Nine content pack was included with the game, but other downloadable content releases were not.[25]
The latter release spawned a host of rumors across the Internet:[2] a 1UP piece stated that the content was removed
due to its negative effect on console performance,[81] and other websites repeated the claim.[2] Limitations of the
PS3's system memory were suspected as the potential cause of the performance drop.[81]
In an article for IGN, Pete Hines challenged the statements, providing an alternate rationale for the content packages'
absence. Firstly, he stated, the expansions were removed to avoid giving a PS3 player an early advantage over other
consoles' players. Secondly, he stated, the game designers were unfamiliar with the PlayStation Network Store and
Sony's online content distribution systems, and had not yet determined the best method of releasing the packages.
The suggestion that the PS3's technical makeup determined the move could not be "farther from the truth". Hines
confirmed that the shader improvements for the PS3 would eventually migrate to the PC and Xbox 360 through
further patches, but noted that some optimizations would remain exclusive to the PS3.[2] In the end, the Xbox 360
and the PS3 would be "very much on a par" in their graphical performance.[53]
Mobile
The Elder Scrolls: Oblivion Mobile is a mobile phone role-playing game developed and published by Vir2l Studios.
It was released May 2, 2006 It is an adaptation of The Elder Scrolls IV: Oblivion, and as such it is set within
Cyrodiil, the main province of Tamriel. It also features several monsters and dungeons from Oblivion. Players are
free to choose out of the classes of Monk, Nightblade, Barbarian, Archer, Knight, Spellsword, Sorcerer and
Battlemage. Some of the classes are found in earlier installments of the Elder Scrolls series. Unlike Oblivion,
however, the player gains experience points to increase their level, instead of using their major skills.
50
Later releases
April 4 also saw the announcement of two new downloadable content packs for the coming weeks: an "Orrery" quest
that would see gamers setting out to repair a Dwarven Orrery; and a "Wizard's Tower" that would offer a new home
for player characters, complete with the capacity to grow herbs, summon atronachs, and make spells.[90] [91] 1UP
predicted that, given Bethesda's response to customer criticism, those releases would be somewhat more substantial
than the "Horse Armor" release was.[28] On April 7, Bethesda priced the "Orrery". Offering what GameSpot called
"more bang for less buck", Bethesda set the PC release price at US$1.89, and the Xbox 360 release price at 150
Marketplace points, equivalent to US$1.88.[29] Joystiq offered their support"'Big ups'"to the company for the
new price. "Although we passed on the $2.50 horse armor this week, we'll definitely be messin' with that Orrery
device when it hits the Marketplace."[30] The pack was eventually released on April 17.[92] Also on April 7, EB
Games and GameStop began offering a coupon promising one free download of the "Horse Armor" pack with every
purchase of the PC edition of Oblivion.[93] The "Wizard's Tower", called the "Frostcrag Spire" in-game, was released
on April 24 for the same price as the "Orrery".[94]
51
References
[1] Thorsen, Tor (2004-09-10). "Elder Scrolls IV coming to PC, next-gen" (http:/ / www. gamespot. com/ pc/ rpg/ theelderscrollsivoblivion/
news. html?sid=6107156). GameSpot. . Retrieved 2007-05-26.
[2] "New Job Openings" (http:/ / www. elderscrolls. com/ news/ news_0403. htm). News 20042003. Bethesda Softworks. 2004-06-16. .
Retrieved 2007-05-26.
Thorsen, Tor (2004-06-16). "Development of next-gen Elder Scrolls under way?" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news_6100799. html). GameSpot. . Retrieved 2007-05-26. "Obviously, we like candidates who understand RPGs
and are familiar with the games we've made in the past."
[3] "The Elder Scrolls IV: Oblivion announced" (http:/ / www. elderscrolls. com/ news/ news_0403. htm). News 20042003. Bethesda
Softworks. 2004-09-10. . Retrieved 2007-05-26.
[4] "Bethesda Softworks Signs Co-Publishing Agreement with Take-Two Interactive for The Elder Scrolls IV: Oblivion" (http:/ / www.
elderscrolls. com/ news/ press_020305. htm). Bethesda Softworks. 2005-02-03. . Retrieved 2007-05-26.
Thorsen, Tor (2005-02-03). "Take-Two to copublish Elder Scrolls IV, Cthulhu" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news. html?sid=6117825). GameSpot. . Retrieved 2007-05-26.
[5] "Interview: Oblivion Game Producer Gavin Carter" (http:/ / www. gameproducer. net/ 2006/ 05/ 25/
interview-oblivion-game-producer-gavin-carter/ ). Game Producer.net. 2006-05-25. . Retrieved 2007-05-27.
[6] Malygris (2005-03-02). "Q&A With Ashley Cheng of Bethesda" (http:/ / web. archive. org/ web/ 20070208220544/ http:/ / www. warcry.
com/ scripts/ columns/ view_sectionalt. phtml?site=15& id=102& colid=6611). WarCry Network. Archived from the original (http:/ / www.
warcry. com/ scripts/ columns/ view_sectionalt. phtml?site=15& id=102& colid=6611) on 2007-02-08. . Retrieved 2007-06-02.
[7] Surette, Tim (2005-10-06). "Nine more games target 360 launch" (http:/ / www. gamespot. com/ xbox360/ rpg/ theelderscrollsivoblivion/
news. html?page=1& sid=6135223). GameSpot. . Retrieved 2007-05-26.
[8] Thorsen, Tor (2005-10-31). "Elder Scrolls IV missing Xbox 360 launch" (http:/ / www. gamespot. com/ pc/ rpg/ theelderscrollsivoblivion/
news. html?sid=6136973). GameSpot. . Retrieved 2007-05-26.
Valerias (2005-12-10). "Oblivion: Release Date Dramas" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail&
id=35). GameSpy. . Retrieved 2007-05-27.
[9] Howard, Todd. "The RPG for the Next Generation" (http:/ / elderscrolls. com/ codex/ team_rpgnextgen. htm). Bethesda Softworks. .
Retrieved 2007-03-26.
[10] Stargleman (2005-05-29). "E3 2005 Coverage: Gavin Carter" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail&
id=5). GameSpy. . Retrieved 2007-05-27.
[11] Callaham, John (2005-09-26). "Elder Scrolls IV: Oblivion Interview" (http:/ / web. archive. org/ web/ 20051103190838/ http:/ / www.
gamecloud. com/ article. php?article_id=1635). Gamecloud. Archived from the original (http:/ / www. gamecloud. com/ article.
52
53
54
55
56
Background
ESRB review process
The ESRB's review process involves the submission, by the game's publisher, of a video which captures all
"pertinent content" in the game, where pertinent content is defined as any content that accurately reflects both the
"most extreme content of the final product" and "the final product as a whole". That is to say, it must depict the
"relative frequency" of said content.[11] As ESRB President Patricia Vance explains it, the ESRB would not just want
a "tape of one extreme cut to another", but rather "context for the storyline, the missions, the features and
functionality of a game, so that the raters really can get exposed to a pretty reasonable sense of what they'd
experience playing the game."[1] The fact that the content of Oblivion under investigation was inaccessible during
normal play made no difference in the decision. ESRB policy had been "absolutely clear" since the Hot Coffee
controversy, Patricia Vance told a reporter. Publishers were told that they could not leave unfinished or other
pertinent content on a disc.[1] If locked-out content was "pertinent to a rating", ESRB policy stated that it needed to
be disclosed, and Bethesda had not done so.[10]
57
Industry impact
Retailer response
Following news of the rating change on May 3, 2006, the Interactive Entertainment Merchants Association (IEMA),
an organization of game retailers, which had previously eased the adoption of industry-wide ratings enforcement,[15]
issued its own statement, lauding its own retailers for the speed with which they reacted to the rating change. The
IEMA release further stated that identification was needed to secure the purchase of Mature-rated games at roughly
the same rate as was needed for R-rated film admission. In compliance with the ESRB's further demand that
Bethesda request retailers "to adhere to their respective store policies not to sell the newly rated M (Mature) game to
those under the age of 17,"[3] several retailers had begun to include cash register prompts tied to the game's bar code,
instructing the cashier to ask for ID.[5] A report by Gamasutra observed that some retailersCircuit City
specificallywere even pulling the game from their shelves entirely, "presumably until rating modifications can be
made".[16]
Publisher response
Following the announcement of the rating change, Bethesda issued their own press release. Bethesda announced that
it was their organization, not Take-Two Interactive, that had handled the ratings application, and that they stood
behind it. Bethesda would not contest the change, and would promptly seek to implement the ESRB's demands,
without demanding a product recall. Nonetheless, Bethesda stated that Oblivion was not typical of Mature rated
titles, and did not contain "central themes of violence" common to such titles. The response asserted that Bethesda's
submission to the ESRB was "full, accurate, and comprehensive", following the forms and requirements published
by the ESRB, and that nothing was withheld. Bethesda stressed that there was no nudity in their game without a
modification, that the company "didn't create a game with nudity" and did not intend for nudity to appear in their
game. "Bethesda can not control tampering with Oblivion by third parties," the press release concluded.[4]
58
Public impact
The events passed by with little concern from either the public or gaming journalists in particular. Zenke attributed
the draw in attention to bigger stories that came later in May. The news, for example, came just a week before E3
2006, the last E3 before the show changed from a grand spectacle to a reserved industry-only affair.[2] [19] The story
did not pass completely unnoticed, as certain commentators issued statements regarding the issue in the days
following the re-rating. On May 4, 2006, then-California Assemblyman Leland Yee used the rating change to
criticize the ESRB. Yee, who had previously called on the ESRB to change their rating of Grand Theft Auto: San
Andreas to AO (Adults Only 18+),[20] issued a statement criticizing the ESRB for deceiving parents. Yee chastised
the ESRB for failing parents again, and demonstrating their inability to police themselves. Yee called the ESRB's
rating system drastically flawed, and called for further legislation to assist parents and protect children.[7] Attorney
and activist Jack Thompson sought talk show appearances over the issue, planning to explain to prospective
interviewers why the re-rating issue was an even worse disaster than the Hot Coffee scandal, as children of all ages
had already bought the game. The ESRB, Thompson said, had learned nothing from its past mistakes.[8]
Game designer John Romero, lead designer of Doom, posted a statement in his blog criticizing the modders
responsible:
Now what's going to happen? You'll probably start seeing game data files becoming encrypted and the
open door on assets getting slammed shut just to keep modders from financially screwing the company
they should be helping. And the day a game company's file encryption is hacked to add porn and the
case goes to the ESRB for review - that's when we'll see how well game companies are protected from
these antics and what the courts will rule. Hopefully it'll be on the developer's side.[9]
When the ratings change came, Zenke saw political caution in the move, rather than an intelligent response to new
content. Previous scandals had forced the Board's hand, and the ratings change was an act of self preservation.
Zenke, writing in June 2007 for online gaming magazine The Escapist, criticized the public for its failure to respond
to the rating change, and emphasized what the change would mean to moddable games.[2] At the core of Zenke's
article was concern that a developer or publisher could be punished for content they neither produced nor
distributed.[21] Echoing Romero's concerns, Zenke saw the rating change as a threat, not only to modders, but to
developers as well. Zenke asked what the ESRB would do in response to "Game 3.0" concepts, where community
involvement is key. Referring to Sony's LittleBigPlanet, Zenke asked, "Will Sony provide personnel to review every
fan-made level for offensive content? Will the ESRB?"[2]
The Escapist, thinking the issues of a year past long since died down, especially since they hadn't aroused much
concern on first coming to light, did not expect the discord that ensued;[1] [22] response on their forums was heated,
and the ESRB took "vigorous exception" to the piece. Zenke conducted a follow-up interview with ESRB President
Patricia Vance. Addressing Zenke's concern for LittleBigPlanet, Vance pointed to the ESRB's online content
descriptor, noting that such matters as user-generated content fall outside the ESRB's purview; the issue with
Oblivion was purely a matter of content on the game's disc. As a concluding question, Zenke asked whether Vance
thought the ESRB was doing, on the whole, an effective job. To it, Vance responded, "[Ultimately] I think the
answer to the question is an unquestionable yes, I think it's a very effective system."[1]
59
References
[1] Zenke, Michael (2007-06-19). ""Boobies Did Not Break the Game": The ESRB Clears the Air On Oblivion" (http:/ / www. escapistmagazine.
com/ news/ view/ 73075-Boobies-Did-Not-Break-the-Game-The-ESRB-Clears-the-Air-On-Oblivion). The Escapist. . Retrieved 2007-07-02.
[2] Zenke, Michael (2007-06-12). "The Breasts That Broke The Game" (http:/ / www. escapistmagazine. com/ issue/ 101/ 19). The Escapist
(101): 1921. . Retrieved 2007-06-26.
[3] "ESRB Changes Rating for The Elder Scrolls IV: Oblivion from Teen to Mature" (http:/ / www. esrb. org/ about/ news/ downloads/
oblivion_release_5. 3. 06. pdf) (PDF). Entertainment Software Rating Board. 2006-05-03. . Retrieved 2007-06-26.
[4] Staff (2006-05-03). "Bethesda responds to Oblivion rerating" (http:/ / www. gamespot. com/ news/ 2006/ 05/ 03/ news_6148925.
html?part=rss& tag=gs_& subj=6148925). GameSpot. . Retrieved 2007-06-26.
[5] Brightman, James (2006-05-03). "Breaking: ESRB Changes Oblivion's Rating to "M"" (http:/ / biz. gamedaily. com/ industry/ feature/
?id=12604). GameDaily BIZ. . Retrieved 2007-06-26.
[6] Carless, Simon (2006-05-03). "IEMA Reacts To Oblivion Mature Re-Rating" (http:/ / www. gamasutra. com/ php-bin/ news_index.
php?story=9160). Gamasutra. . Retrieved 2007-06-26.
[7] Sinclair, Brendan (2006-05-04). "Yee chastises ESRB over Oblivion rerating" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news. html?sid=6148998). GameSpot. . Retrieved 2007-06-26.
[8] Stanton, Aaron (2006-05-05). "Jack Thompson Seeks New Limelight Over Oblivion" (http:/ / www. gamesfirst. com/ index. php?id=1280).
GamesFirst!. . Retrieved 2007-07-09.
[9] Kotaku (2006-05-05). "Romero to Modders: You Suck" (http:/ / kotaku. com/ gaming/ pc/ romero-to-modders-you-suck-171986. php).
Kotaku. . Retrieved 2007-07-09.
[10] Sinclair, Brendan (2006-05-03). "Oblivion rerated M for Mature" (http:/ / www. gamespot. com/ news/ 6148897. html). GameSpot. .
Retrieved 2006-09-24.
[11] "Frequently Asked Questions" (http:/ / www. esrb. org/ ratings/ faq. jsp). Entertainment Software Rating Board. . Retrieved 2007-06-26.
[12] Grant, Christopher (2006-04-06). "The ladies of Oblivion drop their tops" (http:/ / www. joystiq. com/ 2006/ 04/ 06/
the-ladies-of-oblivion-drop-their-tops/ ). Joystiq. . Retrieved 2007-07-09.
[13] Kotaku (2006-04-05). "Oblivion Topless Mod Released" (http:/ / kotaku. com/ gaming/ pc/ oblivion-topless-mod-released-165225. php).
Kotaku. . Retrieved 2007-07-09.
[14] "ESRB Parent Advisory regarding rating change for The Elder Scrolls IV: Oblivion" (http:/ / www. esrb. org/ about/ news/ downloads/
oblivion_parent_advisory. 5. 3. 06. pdf) (PDF). Entertainment Software Rating Board. 2006-05-03. . Retrieved 2007-06-26.
[15] "About EMA" (http:/ / www. iema. org/ about_ema. html). Entertainment Merchants Association. . Retrieved 2007-06-26.
[16] Carless, Simon (2006-05-03). "Breaking: ESRB Pulls, Re-Rates Oblivion To Mature" (http:/ / www. gamasutra. com/ php-bin/ news_index.
php?story=9159). Gamasutra. . Retrieved 2007-06-26.
[17] Loughrey, Paul (2006-05-04). "Oblivion mod prompts ESRB ratings change" (http:/ / www. gamesindustry. biz/ content_page.
php?aid=16600). GamesIndustry.biz. . Retrieved 2007-06-27.
[18] Bergfeld, Carlos (2007-07-05). "European Ratings Initiative Expands to Online Gaming" (http:/ / www. shacknews. com/ onearticle. x/
47781). Shacknews. . Retrieved 2007-07-16.
[19] Staff (2006-07-31). "ESA confirms much smaller E3 in '07" (http:/ / www. gamespot. com/ pages/ news/ story. php?sid=6154935).
GameSpot. . Retrieved 2007-07-02.
[20] Feldman, Curt; Thorsen, Tor (2005-07-05). "Politician wants San Andreas rated Adults Only" (http:/ / www. gamespot. com/ news/
6128702. html). GameSpot. . Retrieved 2007-07-02.
[21] Greene, Maggie (2007-06-17). "'The Breasts That Broke The Game'" (http:/ / kotaku. com/ gaming/ ratings/
the-breasts-that-broke-the-game-269568. php). Kotaku. . Retrieved 2007-07-16.
[22] Pitts, Russ (2007-06-18). "Millions of Voices Suddenly Cried Out" (http:/ / www. escapistmagazine. com/ articles/ view/ editorials/ op-ed/
798-Millions-of-Voices-Suddenly-Cried-Out). The Escapist. . Retrieved 2007-07-19.
External links
GamePolitics Interview with Modder behind Oblivion Controversy (http://gamepolitics.livejournal.com/
323693.html)
60
61
Object window
The Object window is a large archive of every 3D model in the game,
from items to walls and ambient lights. Each model is assigned an ID,
which will not show in-game. Through use of Static, or solid meshes,
the modder can build rooms, houses, and other impermeable
constructions. Other tabs include "Actors", containing all the NPCs in
the game and "container", which displays a list of placeable containers
that generate context-related content.
Other sections can also be opened through use of the tabs at the top of the main window. These include the scripting
window and the dialogue window. Morrowind contains its own proprietary scripting language, which has a high
level of functionality and can be used to manipulate most of the objects in the game world. The language is well
documented and is noted for its occasionally unusual syntax. The dialogue window is used to edit and extend the
spoken responses given by characters in the game world. Dialogue in Morrowind is based on a series of conditions
that must be fulfilled by that character before they will speak the given lines. The dialogue window is also used to
deal with service refusal and journal entries. Morrowind quests are created by combining use of these two windows.
Render window
The Render window is defaulted to show a 3D model of the world and everything in it, however it can also be used
to display model animations and other similar things. In-game lighting, pathnode visibility and havok physics
simulation can all be toggled in order to make the display in the render window more realistic or easier to use.
Other tools
The large Morrowind modding community has created a large number of tools for extending the functionality of
Morrowind modding. These tools often add extra functions not present in the Construction Set. MWEdit [2] is the
most complete of these tools, offering large amounts of dialogue and script editing functionality, as well as easy
reference cleaning and automated script checking. Enchanted Editor [3] is another popular tool, allowing the viewing
of information that is hidden to the user of the Construction Set. Worth mentioning as well is Wrye Mash [4], a tool
that allows mod-users to manage many mods and remove unwanted mods with ease. Other third-party tools include
TESAME [5], (The Elder Scrolls Advanced Mod Editor), which allows removal of unwanted data from .esp files
TESDTK [5] (The Elder Scrolls Dependency Tool Kit), which allows the removal/addition of dependencies on
master files and TESFaith [5], which allows the moving of exterior landscape data from one cell to another.
Of note as well are the third party programs used to add extra script functions and graphical effects to Morrowind.
These involve running third-party programs at the same time as Morrowind, in order to allow enhanced functionality
and different visual effects.
References
[1] APY (March 19, 2007), Todd Howard Exclusive Interview, The Elder Scrolls IV Shivering Isles (http:/ / planetelderscrolls. gamespy. com/
View. php?view=Articles. Detail& id=51), Planet Elder Scrolls, pp.1, , retrieved August 6, 2011
[2] http:/ / mwedit. sourceforge. net/
[3] http:/ / planetelderscrolls. gamespy. com/ View. php?view=Other. Detail& id=52
[4] http:/ / wrye. ufrealms. net/ Wrye%20Mash. html
[5] http:/ / tamriel-rebuilt. org/ ?p=modding_data/ utils
External links
The Elder Scrolls Construction Set Wiki (http://cs.elderscrolls.com/constwiki/index.php/Main_Page) Official Documentation
Morrowind Oblivion (http://www.morrowind-oblivion.com/) - Home to a large number of mods for both
Morrowind and Oblivion. Also hosts many tools and utilities for both games. A good set of Morrowind and
Oblivion tutorials and, of course, the home of The Five Keys of Azura Morrowind mod.
Planet Elder Scrolls (http://planetelderscrolls.gamespy.com) offers news, articles and free downloads of plugins
for TESIII: Morrowind and TESIV:Oblivion.
Tamriel Rebuilt (http://tamriel-rebuilt.org/) - Home of one of the most daring of mods - striving to recreate the
province of Morrowind. Most of the development tools which extend TES CS can be found there.
62
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64
Games
The Elder Scrolls: Arena
The Elder Scrolls: Arena
Bethesda Softworks
Publisher(s)
Bethesda Softworks
Series
Version
Release date(s)
NA
EU
1994
1994
Genre(s)
Mode(s)
Single player
The Elder Scrolls: Arena is the first game in the Elder Scrolls series. It is a first-person computer role-playing game
for MS-DOS, developed by Bethesda Softworks and released in 1994. In 2004, a downloadable version of the game
was made available free of charge as part of the 10th anniversary of The Elder Scrolls series, but newer systems may
require an emulator such as DOSBox to run it, as Arena is a DOS-based program.[1]
Like its sequels, Arena takes place in the continent of Tamriel, complete with wilderness, dungeons, and a spell
creation system that allows players to mix various spell effects into a new spell as long as they have the money to
pay for it.
65
Gameplay
The game is played from a first-person perspective.[2] Melee combat is
performed by using the mouse, and dragging the cursor across the
screen to attack. Magic is used by cycling through a menu found by
clicking the appropriate button on the main game screen, then clicking
the spell to be used, and its target. This makes playing as a mainly
magic-using character quite difficult. The game world is very large.
Players may explore outside cities into the wild. There they may find
inns, farms, small towns, dungeons, and other places of interest. As the
Outside the mages guild in the snow
terrain was randomly generated, it may be repetitive to some. It is not
possible to reach other cities without using the fast-travel feature. Several hundred towns, dungeons, and NPCs are
available.
Arena has been noted for its tendency to be unforgiving towards new players. It is easy to die in the starting
dungeon, as powerful enemies can be encountered if the player lingers too long. This effect gradually disappears as
the player becomes more powerful, and more aware of the threats that loom everywhere. Ken Rolston, lead designer
of The Elder Scrolls III: Morrowind, says he started the game at least twenty times, and only got out of the beginning
dungeon once.[3]
Story
The Emperor, Uriel Septim VII has been imprisoned in another
dimension (in a copy of the Black Horse Courier in The Elder Scrolls
IV: Oblivion, this dimension is revealed to be a realm of Oblivion), and
impersonated by Imperial Battlemage Jagar Tharn. The only way to
bring him back is to find the eight pieces of the Staff of Chaos. After
the pieces have been collected, the hero battles with Tharn in the
Imperial City. Ria Silmane, just prior to the start of the game, is
apprentice to Jagar Tharn. During his usurpation of the throne, Tharn is
unable to corrupt his apprentice, and so he murders her.
She is able to hold herself together long enough to direct the player's
character how to escape from slow death in the dungeons through a teleportation device called a "shift-gate." Past
that point, she lacks the power to manifest physically, and appears to the player during dreams. The central quest
requires the player to obtain various artifacts. Each time such an item is found, Silmane appears the next time the
player rests, in order to provide the general location of the next such item. The events portrayed in this game would
later on be known as "The Imperial Simulacrum."
Part of this story is found in Daggerfall, Morrowind, and Oblivion within the book series "The Real Barenziah." The
next game in the series is The Elder Scrolls II: Daggerfall, released in 1996.
Development
Bethesda's history as a "sport-and-port" game developer did not help it when it began its first action-RPG venture.
Designer Ted Peterson recalls the experience: "I remember talking to the guys at SirTech, who were doing Wizardry:
Crusaders of the Dark Savant at the time, and they literally laughing at us for thinking we could do it."[4] Ted
Peterson worked as one of the designers of what was then simply Arena, a "medieval-style gladiator game."[4] [5]
Peterson and Julian LeFay were those who, in Peterson's opinion, "really spear-headed the initial development of the
series".[4] During the development of Arena, Todd Howard, later Executive Producer of Oblivion, joined Bethesda,
66
References
[1] "Bethesda Softworks celebrates Elder Scroll's 10th" (http:/ / www. gamespot. com/ news/ 6093099. html). GameSpot. 2007-04-07. .
Retrieved 2008-04-08.
[2] "The Elder Scrolls: Arena" (http:/ / pc. ign. com/ objects/ 003/ 003623. html). IGN. . Retrieved 2008-09-15.
[3] Rolston, Ken (2007-06-16). "Most Memorable Elder Scrolls Moments" (http:/ / web. archive. org/ web/ 20080307074525/ http:/ / www.
elderscrolls. com/ codex/ team_tesmoments. htm). Bethesda Softworks. Archived from the original (http:/ / www. elderscrolls. com/ codex/
team_tesmoments. htm) on 2008-03-07. .
[4] "Ted Peterson Interview I" (http:/ / planetelderscrolls. gamespy. com/ View. php?view=Articles. Detail& id=12). Morrowind Italia.
2001-04-09. . Retrieved 2007-06-08.
[5] "Arena - Behind the Scenes" (http:/ / www. elderscrolls. com/ tenth_anniv/ tenth_anniv-arena. htm). The Elder Scrolls 10th Anniversary.
Bethesda Softworks. 2004. . Retrieved 2007-06-08.
[6] Blancato, Joe (2007-02-06). "Bethesda: The Right Direction" (http:/ / www. escapistmagazine. com/ issue/ 83/ 11). The Escapist. . Retrieved
2007-06-01.
[7] "Go Blades!" (http:/ / www. imperial-library. info/ content/ go-blades). The Imperial Library. . Retrieved 2010-10-18.
[8] Barton, Matt (2007-04-11). "The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004)" (http:/ /
www. gamasutra. com/ features/ 20070411/ barton_05. shtml). Gamasutra. . Retrieved 2007-06-08.
External links
67
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Developer(s)
Bethesda Softworks
Publisher(s)
Bethesda Softworks
Series
Engine
XnGine
Version
2.13
Platform(s)
MS-DOS
Release date(s)
[1]
NA
EU
1996
Genre(s)
Mode(s)
Single player
Rating(s)
ESRB: M
Media/distribution CD-ROM
System requirements System
90 MHz Pentium
32 MB RAM
200 MB disk space
The Elder Scrolls II: Daggerfall is a first-person, traditional role-playing video game for MS-DOS developed by
Bethesda Softworks and released in 1996. It is a sequel to the RPG The Elder Scrolls: Arena and the second
installment in The Elder Scrolls series. On July 9, 2009, it was made available as a free download on the Elder
Scrolls website; it is the first game in the series to be rated M.
Gameplay
In Daggerfall, as in all The Elder Scrolls games, players are not required to follow questlines or fill specific
character archetypes.
Daggerfall features a spell-creation system where, through the Mages Guild, players can create custom spells with
several different effects. The game will then automatically generate the mana cost of the spell based on the power of
the effects chosen.
Other features include an equipment enchantment system (similar in concept to the spell creation system); the ability
to buy houses and ships; a variety of clothing and equipment; dynamic political relationships between kingdoms; the
ability to become a vampire, werewolf, or wereboar; and the combat system, which uses mouse movement to
69
Game world
Daggerfall, like the other games in the Elder Scrolls series, takes place
on the fictional continent of Tamriel. In Daggerfall, the player may
travel within the High Rock and Hammerfell provinces of Tamriel. A
wide range of formidable enemies, the strongest of which are the
Daedra, make the journey through these realms difficult.
Bethesda claims that the scale of the game is equal to twice the size of
Great Britain:[2] around 487,000 square kilometers. The game world
features over 15,000 towns, cities, villages, and dungeons for the
player's character to explore. According to Todd Howard, Game
Director and Executive Producer for Bethesda Game Studios, the
game's sequel, The Elder Scrolls III: Morrowind, is 0.01% the size of
Daggerfall, but it should be noted most of Daggerfall's terrain was
randomly generated. Vvardenfell, the explorable part of Morrowind in
the third game has 10 square miles (25.9 square kilometers).[3] [4] The
Elder Scrolls IV: Oblivion has approximately 16 square miles (41.4
square kilometers) to explore.[5] In Daggerfall, there are 750,000+
non-player characters (NPCs) for the player to interact with, compared
to the count of around 1,000 NPCs found in Morrowind and Oblivion.
However, the geography and the characters in these later games are
much more detailed.
An automap was implemented to help players navigate through the
lengthy tombs and ancient underground fortresses. Players have to visit
approximately 6-8 areas in order to finish the game, although a total of
47 areas are present. A limited array of building blocks were used to
construct the towns and dungeons, causing some reviewers to complain
about the game's monotony. In 2002, Morrowind, the third game in the
series, responded to this issue with a smaller, more detailed world
containing unique-looking cities and NPCs with greater individuality.
Story
Daggerfall is a city in the Breton homeland of High Rock. The player is sent here at the personal request of the
emperor. He wants the player to do two things. First, the player must free the ghost of the late King Lysandus from
his earthly shackles. Second, the player must discover what happened to a letter from the emperor to a Blades spy in
the court of Daggerfall. The letter reveals that Lysandus's mother, Nulfaga, knows the location of the Mantella, the
key to resurrecting the first Numidium, a powerful iron golem. The emperor wants his spy to force Nulfaga into
revealing the location of the Mantella so that the Blades can finish the reconstruction of the Numidium. Through a
series of mishaps and confusions the letter fell into the hands of an orc by the name of Gortworg. Not knowing what
the Mantella is, Gortworg consults Mannimarco, the King of Worms (the leader of the Necromancers). During this
time the Underking, who originally destroyed the first Numidium because of its misuse by Tiber Septim, is
recuperating deep within a tomb of High Rock after expending so much energy destroying it the first time. In order
for the player to give the Mantella to anyone, the player must kill King Lysandus's murderer and put his ghost to rest.
After accomplishing this, stealing the totem of Tiber Septim from King Gothryd of Daggerfall, and freeing the
Mantella from its prison in Aetherius. Following this the player has six choices of how to deal with the Mantella.
Endings
Daggerfall has six different endings:
If the player activates the Mantella himself while in possession of the totem (the controlling device of the
Numidium), the Numidium will slay the player, go out of control, and be destroyed by Imperial forces. It should
be noted that although this was listed as a possible ending on the Elder Scroll's official website during the 10th
anniversary of the series, there doesn't appear to be any possible way to achieve this ending because the player
cannot retrieve the Mantella without giving the totem to one of the major powers first. This ending is possibly just
a rumor which even staff of Bethesda that didn't work on the development of Daggerfall were led to believe was
true.
If the player gives the Mantella to the Underking, he absorbs its power, passes into eternal rest, and creates a large
"magicka free" area around himself.
If Gortworg is victorious, he uses the Numidium to destroy the Imperial forces and the "Bay Kings", the rulers of
the several provinces of the Iliac Bay. The Underking arrives shortly thereafter to destroy the first Numidium
once and for all, losing his own life in the process. Gortworg then succeeds in creating Orsinium, a kingdom of
Orcs.
If the Blades are victorious, they succeed in recreating the first Numidium and use it to defeat the Bay Kings and
the Orcs as well as unite all the provinces of Tamriel under the empire once again.
If any of the Bay Kings win, that king will use the first Numidium to defeat all the other kings just before the
Underking destroys him and itself.
If Mannimarco receives the Mantella, he uses it to make himself a god.
Continuity
Since Daggerfall had six very different endings, the writers of the Elder Scrolls series had to be creative when
writing the sequel. Books in Morrowind reveal that, at the end of Daggerfall, the "Warp of the West" (also called the
"Miracle of Peace") occurreda disruption in spacetime. This was because the player, in order to retrieve the
Mantella, had to enter the spirit realm Aetherius, and the Aetherius god Akatosh is the god of time. Therefore, all of
the endings of Daggerfall occurred simultaneously: the PC is slain by the Numidium (although this is not mentioned
directly, as this ending might not even be possible); the Kingdoms of Daggerfall, Sentinel, and Wayrest all
consolidate political power; the Bay Kings and the Imperial forces are defeated by the Orcs, who then create their
own kingdom of Orsinium; all of Tamriel is united under the empire once again; the King of Worms becomes a god;
another incarnation of Mannimarco becomes the leader of the Order of the Black Worm; and the Underking, reunited
70
Development
Work on The Elder Scrolls II: Daggerfall began immediately after Arena's release in March 1994.[6] The new project
saw Ted Peterson assigned the role of Lead Game Designer.[7] Originally titled Mournhold and set in Morrowind,
the game was eventually relocated to the provinces of High Rock and Hammerfell, in Tamriel's northwest.
Daggerfall saw the replacement of Arena's experience-point-based system with one that rewarded the player for
actually role-playing their character and revolved around skills.[6] Alongside skill-set tweaking, Daggerfall came
equipped with an improved character generation engine, which included not only Arena's basic class choices but also
a class creation system.[8] The system, which was designed primarily by Peterson with influences from GURPS,
allowed players to create their own classes, assigning their own skills. Peterson notes that he's always enjoyed
character-creation systems and that, although he doesn't "like playing Gamma World", even now he'll sometimes
"roll the dice and see what kind of mutations my character would develop if I actually wanted to play the game". "I
know", he says, "I'm weird."[7] Daggerfall was initially developed with an updated 2.5D Raycast engine, like
Doom's, but it was eventually dropped in favor of the XnGine engine. Daggerfall realized a very immense game
world,[6] filled with 15,000 towns and a population of 750,000.[9]
Daggerfall saw little influence from other video games of the time. "Computer role-playing games weren't very
interesting while we were working on Daggerfall. I can remember playing the latest King's Quest, Doom, and Sam
and Max Hit the Road while working on it, but I can't say they had any profound impact on the story or design." The
game's most profound influences came from whatever games and literature Julian LeFay or Ted Peterson happened
to be playing or reading at the time, such as Dumas's The Man in the Iron Mask, which influenced "the quest where
the player had to find the missing Prince of Sentinel", and Vampire: The Masquerade, which influenced "the idea of
vampire tribes throughout the region".[7] Daggerfall's plot was opened up beyond Arena's clichd and linear "find the
eight missing pieces of the 'Staff of Chaos' and use it to rescue the Emperor from a dimensional prison",[10] and "that
most cliched of all role-playing conventions, slaying the wicked wizard", to a "complex series of adventures leading
to multiple resolutions".[7] Daggerfall was released on August 31, 1996,[11] within the game's intended release
window.[12] Similar to Arena, the original release suffered from buggy code. Although Daggerfall's code was, in
contrast to Arena's, patchable,[10] the yearning to avoid, in LeFay's words, "all the stupid patches we had for
Daggerfall" led to a more cautious release schedule in the future.[13] Ted Peterson left Bethesda following
Daggerfall's release and went to work for a series of companies in Los Angeles and San Francisco: Film Roman,
AnyRiver Entertainment, Activision, and Savage Entertainment.[7]
On July 9, 2009, Bethesda made Daggerfall available as a free, legal download on their website, commemorating the
15th anniversary of the Elder Scrolls franchise [14] .
Modding
Although Daggerfall did not come with official modding tools like later Elder Scrolls series releases, enthusiasts for
the game developed tools on their own to access the game's content soon after its release. As a result, a number of
additional quests, graphical enhancements, and gameplay features were developed by third parties. Notable works
include AndyFall[15] and DaedraFall.[16] In addition, some mod makers have devoted time to repairing some of the
remaining bugs in the latest official release of Daggerfall, the DFQFIX quest-fix pack being the most recent attempt
at this.[17]
71
XL Engine
The XL Engine is a rewrite of many different classic game engines, including Daggerfall. It has been in development
since June 2009.[18] It was initially called DaggerXL, and was being developed alongside another game engine
rewrite project until 2011, when DaggerXL and the other project were merged together, creating the XL Engine in
the process.
The eventual goal of the project is to create an updated playing environment for classic 3D games, capable of being
run on modern operating systems (as opposed to being run in DOS or through DOSBox). Past this, additional goals for Daggerfall specifically - include the implementation of features that were initially promised for the game, but
were not included or only partially coded in for the final release of the game.
As of June 2011, DaggerXL supports character creation, the rendering of all provinces and dungeons, user-definable
display resolution (including smoothed terrain and Bloom), and basic gameplay. Additional gameplay features and
bug-fixes are currently being coded for future releases of DaggerXL.
DaggerfallSetup
DaggerfallSetup is a Daggerfall installer for modern Windows.[19] The aim of this project is to install and easily run
a fully patched Daggerfall on a modern Windows operating system. The setup contains many official and unofficial
patches and translations for the game. DOSBox is used to run the game.
References
[1]
[2]
[3]
[4]
[5]
[6]
72
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External links
Developer(s)
Publisher(s)
Designer(s)
Composer(s)
Jeremy Soule
Series
Engine
NetImmerse/GameBryo
Version
Platform(s)
Release date(s)
PC
[1]
[3]
NA
EU
May 1, 2002
May 2, 2002
Xbox
NA
EU
[4]
June 6, 2002
November 22, 2002
Genre(s)
Mode(s)
Single player
Rating(s)
Media/distribution
ELSPA: 11+
ESRB: T
System requirements Windows ME/98 - 128 MB RAM Windows XP/2000 - 256 MB RAM, 500MHz Intel Pentium III, Celeron,
AMD Athlon or better processor, 8x CD/DVD-ROM Drive, 1 GB free hard disk space, DirectX 8.1 (included), 32 MB Direct3D
compatible video card with 32-bit color support, DirectX 8.1 compatible driver, and Hardware Transform & Lighting support,
DirectX 8.1 compatible sound card
The Elder Scrolls III: Morrowind, often simply referred to as Morrowind, is a single-player computer role-playing
game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third
installment in The Elder Scrolls series of games, following The Elder Scrolls II: Daggerfall. It was released in North
America in 2002 for Microsoft Windows and the Xbox. Well-received publicly and critically, with over four million
sales[5] and more than 60 awards (including Game of the Year),[6] Morrowind holds an average review score of 89%
from both Metacritic and Game Rankings.[7] [8] The game spawned two expansion packs for the PC: Tribunal and
Bloodmoon. Both were eventually repackaged into a full set containing all three, Morrowind: Game of the Year
Edition, which shipped on October 30, 2003 for both PC and Xbox.[9]
The main story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire
of Tamriel and is far from the more civilized lands to the west and south that typified Daggerfall and Arena. The
central quests concern the deity Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and
break Morrowind free from Imperial reign.[10] [11] [12] Morrowind was designed with an open-ended free-form style
of gameplay in mind, with a lessened emphasis on the game's main plot. This choice received mixed reviews in the
gaming press, though such feelings were tempered by reviewers' appreciation of Morrowind's expansive and detailed
game world.
Gameplay
Further information: Gameplay of The Elder Scrolls series
Character creation
Morrowind begins with the player's character, imprisoned for reasons unknown, arriving in Morrowind by boat in
order to be pardoned. This is common throughout the main installments of the series. A well-received tutorial
depicting the prisoner's release moves the player through the process of character creation.[13] [14] [15] [16] [17] The
player is successively asked questions by a fellow prisoner, an officer, and a bureaucrat as the player is registered as
a free citizen; choosing, in the process, the player character's name, race, gender, class, and birthsign. These affect
the player's starting attributes, skills, and abilities. In a throwback to the Ultima series, the player has an opportunity
to answer a series of moral questions to determine his class.[13] [14] [18]
Skill system
The player character's proficiency with a skill is increased either by practice, training or study. Practice involves
performing the specific actions associated with a given skill, which gradually raises the character's proficiency in that
skill. Raising weapon skills requires striking an enemy with the appropriate weapon; raising armor skills requires
being struck while wearing the appropriate type of armor; etc. Training involves paying cash to NPCs in exchange
for immediate proficiency increases in that skill. Study requires reading books found in the game, some of which
will immediately raise a skill when read. Weaponry skills (viz. Short Blade, Long Blade, Axe, etc.) affect the
character's chance to hit. Armor skills (viz. Heavy Armor, Light Armor, Unarmored, etc.) affect the defensive
strength of the armor. Other skills (viz. Alchemy, Athletics and Security) affect proficiency at other actions such as
potion-making, running, lockpicking, etc.
Morrowind, like its predecessor Daggerfall, makes a distinction between "attributes" and "skills"; skills being those
individual proficiencies in particular schools of battle or with particular armor classes, and attributes being broader
proficiencies, such as "strength" and "endurance", which are either tied to important features unconnected to any
skill, (viz. Health, evasion chance, etc.) or improve the efficiency of a wide variety of skills. Strength, for example,
74
Combat
On a PC, the simplest melee attack, a chop, is performed with a left
click. The slightly more complex slash and thrust attacks are performed
by clicking in unison with tapping a directional key,[22] though by
turning on the "always use best attack" option, players can eliminate
the moving element, freeing them to focus on the combat. A melee
weapon's damage potential is rated for each of these attacks. Reviewers
found little value in choosing between the three types of attacks for
most weapons, and recommended the "always use best attack"
option.[22] [23] Hidden arithmetic modifiers, applied to each
A screenshot from the game, demonstrating
combatant's skills, determines whether or not the attack hits. In the
Morrowind's first-person combat.
game's original release, the player was given no indication of the
amount of health left in their enemies, and no indication of the strength
of the player's attacks. Reviewers took the absence badly, wishing for more visible feedback.[18] [22] [24] Bethesda
eventually added enemy health bars in patch 1.1.0605, released one month after Morrowind's initial publication.[25]
Free-form design
Morrowind, following the tradition established by its predecessors in The Elder Scrolls series,[26] attempts to
establish a completely free-form world, with little constricting boundaries on the player's actions. From the
beginning of the game, players are put in a world where they are left to roam, steal, quest and explore, without
necessarily following the main quest.[27] Lead Designer Ken Rolston, asked prior to Morrowind's release what he
thought were the "core, untouchable design elements" of the Elder Scrolls series which "set them apart from other
games", responded immediately: "Free-form experience."[28] In Rolston's view, the game's central plot is a chance to
introduce the player to a cross-current of conflicting factions, background themes, and to the characters of the game,
rather than the primary focus of the player's experience.[29] "Every TES game has to let you create the kind of
character you want, and then do the things you want. We would never have a TES RPG force you to be a certain
character or go down a certain path."[28]
To allow for this behavior, Morrowind, in addition to creating an extensive main quest, provides detailed discursive
quests for a variety of factions, including various guilds, religious organizations and aristocratic houses, in addition
to side-quests found by mere exploration.[30] [31] Even the main plot itself may be undertaken in a number of ways.
There are, in the words of critic Craig Lindley, "a very specific set of central plot points within this main plot. But
the plot points are partially ordered: seven high level tasks must be completed, but their constituent sub-tasks...can be
accomplished in any order, and this is repeated for the sub-tasks involved in those sub-tasks." The choices the player
makes in their performance of these tasks thus become methods of character interpretation; a set of dramatic tools
establishing the player's newly created self-identity.[32]
According to Gamasutra's Matt Barton, some have argued that these changes put Morrowind closer in spirit to the
original Dungeons & Dragons tabletop game, where players take a more creative role in their play, and where
players are left to decide for themselves the "right" action.[33] This is a view paralleled by Rolston, who has stated
that "The goal of every TES game is to create something that resembles a pen and paper RPG on the computer."[28]
75
Story
While Morrowind contains many quests and storylines, the central plot revolves around the reincarnation of the
Chimer hero, Indoril Nerevar. The incarnate of Nerevar, referred to as "The Nerevarine", has been prophesied to
oppose and defeat the rise of the malevolent deity Dagoth Ur and the remnants of his followers. These followers are
encompassed in a forbidden faction named "The Sixth House", and are mainly located within the volcanic region of
Red Mountain in the center of Vvardenfell, the island on which the game takes place. Dagoth Ur has used the Heart
of Lorkhan, an artifact of great power, to make himself immortal and now seeks to drive the Imperial occupiers from
Morrowind using his network of spies, as well as an enormous golem, powered by the Heart of Lorkhan, which
Dagoth Ur had originally been tasked to guard.[10] [12]
After a storm and a strange vision in his dreams, the player begins fresh off a boat from a mainland prison in a town
called Seyda Neen, freed by the string pulling of the current ruler of the Tamrielic Empire, Emperor Uriel Septim
VII, with the task of meeting Caius Cosades, a member of the Blades, a secret group tasked with the protection of the
Emperor and the Empire.[17]
Cosades inducts the player into the Blades under orders of the Emperor, and sets the player on various quests to
uncover the mysterious disappearances and revelations that the citizens of Vvardenfell have experienced, particularly
the Sixth House and the Ashlander prophecies of the Nerevarine. It is later revealed that The Sixth House, and
Dagoth Ur, has been directly influencing the people within their dreams, including attempts to invade the player's
mind.
Prophecies from the nomadic people living in the Ashlands, The Ashlanders, predict that Nerevar's incarnate will
fulfil a set of seven prophecies. The first two prophecies are that Nerevar will be born on a certain day to uncertain
parents, and will be cured of Corprus disease. Fulfilling these, the player seeks to complete the third prophecy, a test
to find the Moon-and-Star, the symbolic ring worn by Nerevar, which would instantly kill any other who tried to
wear it. Once the player finds and equips the ring, he receives a vision from Azura, the ancient Daedric Princess of
the Dawn and Dusk, who confirms that the player is Nerevar's incarnate. Nerevar completes the fourth and fifth
trials, which are to rally the Great Houses and Ashlanders of Vvardenfell under one banner. After receiving the
support and being declared "Hortator" of the Great Houses and "Nerevarine" of the nomadic Ashlander tribes, the
player is officially, albeit reluctantly, called "Nerevarine" by the Tribunal Temple, who normally persecute anyone
who claims to be the Nerevarine and sentences them to death.
Thereafter, Nerevar is invited to the Palace of Vivec, the domain of the poet God-King "Vivec", to discuss the
assault on Dagoth Ur's stronghold in the heart of Red Mountain. Vivec presents the player with the artifact gauntlet
Wraithguard, an ancient Dwemer artifact that can use the tools of 'Sunder' and 'Keening'. The ancient implements
will destroy the fabled Heart of Lorkhan, but without having the Wraithguard equipped, it will deal a fatal blow to
whoever wields it.[35]
The player travels into Red Mountain to Dagoth Ur's citadel. After talking with Dagoth Ur, who attempts to sway the
player to his side with the claim that he is merely following Nerevar's final orders, the player and Dagoth Ur fight.
Besting Dagoth Ur, the player breaks the Heart of Lorkhan with Kagrenac's tools, destroying the source of Dagoth
Ur's power and killing him in the process. Akulakhan's Chamber where Lorkhan's heart resides is destroyed, and in
turn Red Mountain is cleared of blight and The Sixth House falls. Upon escaping from the chamber, Nerevar is
congratulated by Azura, who appears before him to reward his efforts of fulfilling the prophecy.[36]
After the Main Quest's completion, the game does not end. Vvardenfell is however affected in many different ways.
The Blight Storms cease to plague the land, and the weak minded followers of the Sixth House are re-awakened,
76
Setting
Morrowind takes place on Vvardenfell, an
island in the Dunmer province of
Morrowind, far from the typically
"European" lands to the west and south
depicted in Daggerfall and Arena. Along
with graphical improvements, one of the
most
obvious
differences
between
Morrowind and the earlier games in the
series is that Morrowind takes place in a
much smaller area than the previous games.
While Arena featured the entirety of Tamriel
as an explorable area, and Daggerfall
featured sizeable portions of two provinces
of Tamriel, Hammerfell and High Rock,
Morrowind includes only the "relatively
small" island of Vvardenfell within the
province of Morrowind.[22] The change was
a result of a conscious choice on the part of
the developers to feature more detail and
Parts of Vvardenfell region of Morrowind controlled by Hlaalu, Telvanni and
variety in the game. Whereas Daggerfall
Redoran houses
and Arena's dungeons were randomly
generated, each area in Morrowind was specifically detailed, and each item specifically placed. As a result, reviewers
were generally impressed with the game-world's variety, as this maintained the perception of an "enormous"
game-world.[22] The game area expands to Mournhold on Morrowind's mainland in the Tribunal expansion, and to
the island of Solstheim to the northwest of Vvardenfell in the Bloodmoon expansion.
Morrowind's developers, rather than developing the common Medieval European setting of fantasy games, chose a
more eclectic route, taking elements from Egyptian, early Japanese, and Middle Eastern cultures,[37] with Middle
Eastern architecture cited in particular for its major influence on Balmora's Hlaalu architecture.[38] Executive
Producer Todd Howard felt that the use of Morrowind as a backdrop was integral in the development of the game's
style. While admitting some elements of the partially medieval Imperial culture more typical of fantasy to retain
familiarity with the earlier installments of the series, Morrowind's dark elven setting "opened huge new avenues for
creating cultures and sites that are not traditionally seen in a fantasy setting".[39] The development team also gave
particular credit to the Ridley Scott film Gladiator, high fantasy, The Dark Crystal, and Conan the Barbarian as
influences.[40]
The game has over 300 books (not counting scrolls). One particular compilation of the text was 1,241 sheets of 8.26''
by 11.00'' paper.[41] PC Gamer weighted the in-game text as equal to 6 standard-size novels.[27] Many of these books
provide long, serial stories, and provide hints as to the background and history of the game.[14] One critic in
particular, Phillip Scuderi, remembered Morrowind for its great literary richness. To him, the in-game literature and
its integration within the game was Morrowind's "most original and lasting contribution to the history of games", one
77
Development
A third title in the Elder Scrolls series was first conceived during
the development of Daggerfall, though it was originally to be set
in the Summerset Isles and called Tribunal. Following the release
of Daggerfall, it was set up around an SVGA version of XnGine,
which Bethesda later used in Battlespire, and set in the province of
Morrowind. The game was "much closer to Daggerfall in scope",
encompassing the whole province of Morrowind, rather than the
isle of Vvardenfell, and allowing the player to join all five Dunmer
Great Houses. The blight was conceived as a dynamic force,
progressively expanding and destroying cities in its wake. It was
A third-person screenshot from the game,
finally decided that the scope of the original design was too grand
demonstrating Morrowind's then-advanced graphics:
given the technology current at the time.[44] According to Ken
Pixel Shaded water, long render distances, and detailed
textures and models.
Rolston, something was said approximating "Were not ready for
[37]
it, we dont want to jump into this and fail".
The project was
put on hold in 1997, as Bethesda went on to develop Redguard and Battlespire,[44] though the project remained in
the back of the developers minds throughout this period.[37]
The completion of Redguard in 1998 led to a return to the Morrowind project, as the developers felt a yearning in
their audience to return to the classically epic forms of the earlier titles. Finding that the gaps between their own
technical capacities and those of rival companies had grown in the interim, Bethesda sought to revitalize itself and
return to the forefront of the industry,[44] an effort spearheaded by project leader Todd Howard.[45] The XnGine was
scrapped and replaced with a Direct3D powered engine, with transform and lighting capacity,[37] 32-bit textures and
skeletal animation.[31] During their promotional campaign, Bethesda deliberately paralleled their screenshot releases
with the announcement of NVIDIA's GeForce 4, as "being indicative of the outstanding water effects the technology
is capable of".[46]
The scale of the game was much reduced from the earlier concept, focusing primarily on Dagoth Ur and a smaller
area of land. It was decided that the game world would be populated using the methods the team had developed in
Redguard; that is, the game objects would be crafted by hand, rather than generated using the random algorithmic
methods of Arena and Daggerfall. By 2000, Morrowind was to be unequivocally a single-player game, with no
chance of multiplayer extension. In the words of Pete Hines, Bethesda's Director of Marketing and PR: "No. Not on
release, not three months after, no no no."[40] The project, despite the reduced scale, became a massive investment.
78
Audio
79
80
Length
40:22
Morrowind's soundtrack was composed by Jeremy Soule, a video game composer whose previous soundtracks for
Total Annihilation and Icewind Dale had earned some acclaim from the gaming press. In a Bethesda press release,
Soule stated that the "epic quality" of the Elder Scrolls series was "particularly compatible with the grand, orchestral
style of music" that Soule enjoys composing "the most".[62] Outside Bethesda press releases, some have criticized
Morrowind's soundtrack. In their reviews of the game, both GameSpot and GameSpy criticized the length of the
game's soundtrack and praised its general production quality.[63] [64] In the words of GameSpot's Greg Kasavin: "The
very first time you boot up Morrowind, you'll be treated to a memorable, stirring theme filled with soaring strings
and booming percussion. You'll proceed to hear it literally every five minutes or so during play."[64] Soule was aware
of the problem, and chose to create a soft and minimalist score so as not to wear out players' ears.[65]
In a feature for Gamasutra, Scott B. Morton, although praising the music itself, declared that Morrowind's
soundtrack did not work effectively with the game's gameplay, accomplishing little as an emotional device.
Morrowind's soundtrack is ambient, with cues only for battle encounters. In Morton's view, the lack of variation, of
response to the game's action, and of lengthMorrowind's soundtrack is only 30 minutes longleaves players
detached from the game world.[66] Alexander Brandon, in another Gamasutra feature, praised Morrowind's
soundtrack for its innovative instrumentation. In Brandon's opinion, its use of orchestral elements in conjunction
with synthesized ones, and the use of what Brandon termed "the 'Bolero' approach", left the game's soundtrack
feeling "incredibly dramatic".[67] In February 2003, Morrowind was nominated for the category of "Outstanding
Achievement in Original Music Composition" at the 6th Annual Academy of Interactive Arts & Sciences's
Interactive Achievement Awards, but lost to Medal of Honor: Frontline.[68]
Morrowind also contained a fair bit of voiced dialogue; an aspect somewhat better received by the gaming press. Of
note is Lynda Carter, television's Wonder Woman, promoted by Bethesda for her role in voicing the Nordic race in
the game.[69] Morrowind's race-specific voice acting received praise from some reviewers,[70] [71] though was met
with disdain from others, who disliked the discord between a culturally inflected voice spoken in an alien dialect and
the grammatically flawless dialogue printed in the dialogue boxes.[22]
[72] [73]
The Elder Scrolls III: Morrowind Original Soundtrack (bundled with the Collector's Edition)
Disc 1 (40:22)
1. Nerevar Rising - 1:56
2. Bright Spears, Dark Blood - 2:08
3. Over the Next Hill - 3:06
4. Knight's Charge - 2:07
5. Peaceful Waters - 3:07
6. Dance of Swords - 2:15
7. The Road Most Travelled - 3:17
8. Hunter's Pursuit - 2:20
9. Blessing of Vivec - 3:18
10. Ambush! - 2:35
11. Silt Sunrise - 3:13
12. Stormclouds on the Battlefield - 2:13
13. Shed Your Travails - 3:15
14. Drumbeat of the Dunmer - 2:05
15. Caprice - 3:27
81
Reception
Reviews and awards
Publication
Score
Comment
[8]
4.5 out of 5
Edge
6 out of 10
IGN
9.4 of 10
Game Informer
9.0 of 10
GamePro
5 out of 5
GameSpot
8.7 of 10
GameSpy
89 out of 100
PC Gamer US
90 out of 100
[74]
[75]
Editor's Choice,
[76]
PC RPG Game of the Year 2002
[77]
RPG Vault's Game of the Year Award 2002
[78]
[79]
Editor's Choice
[64]
[24]
[27]
[80]
Game Rankings
Metacritic
[7]
Morrowind was well-received, earning an average review score of 89% from both Metacritic and Game Rankings.[7]
[8]
It was congratulated most frequently for its breadth of scope, the richness of its visuals, and the freedom it worked
into its design. Alongside the compliments, however, came criticism that the game designers had overstretched
themselves, leaving glitches in various spots, and made a game too taxing to be run on an average machine, with one
reviewer calling it "a resource pig".[63] In a retrospective by 1up.com, the breadth and open-endedness of Morrowind
is suggested to have contributed to the decline of single-player RPGs on home computers by leading customers to
MMORPGs where they could have a similar experience.[81]
In spite of this, reviewers generally felt that the drawbacks of the game were minor in comparison to its strengths.
IGN concluded that "Morrowind isn't perfect and its system requirements are huge; but its accomplishments
outweigh any reservations."[75] GameSpot's review concluded with a similar summation. "Morrowind does have
numerous drawbacks...But they're all generally minor enough that most anyone should be able to look past
them...They'll otherwise find that Morrowind fulfills its many ambitious intentions. It's a beautiful-looking,
sprawling, and completely open-ended game that allows you to play pretty much however you like".[64]
The game environment of Morrowind was applauded as large and richly detailed, particularly for its real-time
weather effects, day/night cycle,[82] and its great variety of plant and animal life.[13] [21] [63] [64] Xbox Nation
commended the game for its "sheer scope", and credited that aspect as the game's "biggest selling point", though it
criticized the slowdowns, travel times and questing complexities that resulted from it.[83] In contrast to the
"generic"[22] nature of Daggerfall's design, reviewers found Morrowind's design spectacular, varied,[63] and
stunning.[64] GameSpot stated that "Simply exploring Morrowind is possibly the best thing about it."[64]
The mildly complex reciprocal skill system was generally praised, with some few exceptions. IGN, though finding
the manual's description of the system unclear, found the classes well balanced and well designed for all play
styles.[19] GameSpot found the system clear and sensible.[18] PC Gamer, by contrast, found the system unbalanced,
with combat privileged over other features.[27] Computer Gaming World felt the system's privileging of
combinations of single-handed combat weapons and shields over double-handed weapons unnecessarily exploitable,
Awards
Morrowind won GameSpy's PC RPG Game of the Year Award,[80] though it lost to Neverwinter Nights in reader
polls, ranking 24% against Neverwinter's 34.9% popular support.[90] It won IGN's RPG Vault's Game of the Year
Award,[77] IGN's PC Roleplaying Game of the Year Award in both its editorial and popular forms,[76] and was IGN's
reader's choice for Best Story.[91] Morrowind lost GameSpot's RPG competition to Neverwinter Nights, and failed to
win any other awards from the site.[92] Morrowind, in addition to its nomination in music composition, was also
nominated in the category of "Computer Role-Playing Game of the Year" at the 2003 Interactive Achievement
Awards, but lost, again, to Neverwinter Nights.[68] In September 2003, Morrowind received the dubious honour of
ranking 21st on GameSpy's "25 Most Overrated Games" list, for its so-called "buggy, repetitive, and dull
gameplay".[93]
82
Modification
Bethesda Softworks, the developer of Morrowind, offers gamers the
ability to recreate the world with a variety of mod making tools, such
as The Elder Scrolls Construction Set, which allows the modder to
create and edit different races, signs, abilities, and skills.[94] Characters
can be made as strong or as fast as the user wants, and allows the
player to experience the game in a way that would not normally be
possible within the game's mechanics.[95]
Morrowind is well known for its ability to be changed by plugins
(often referred to as modifications, or mods for short) using the Elder
A screenshot of The Elder Scrolls Construction
Scrolls Construction Set, which comes with the PC version of the
Set for The Elder Scrolls III: Morrowind,
game. These plugins are usually easy to install and can change almost
demonstrating the utility's automated cell and
everything in the game.[96] Plugins can include new creatures,
object lists.
weapons, armor, quests, people, playable species, Easter eggs, stores,
player owned houses, cities, expand on the size of cities, and introduce new plotlines, or even entire landmasses with
some or all of the above. Others create immensely powerful "god items" and place them in convenient locations. Still
other mods change or enhance the graphical aspects of the game, such as lighting, 3D models, colors, and
textures.[97] There are also official mods made by Bethesda, such as "Siege at Firemoth", which can be found at the
official site.[98]
Expansions
The Elder Scrolls III: Tribunal
The Elder Scrolls III: Tribunal, announced on September 2, 2002 and scheduled for a PC-only release,[99] went gold
on November 1[100] and was released, with little fanfare,[101] on November 6.[102] Tribunal puts the player in the
self-contained, walled city of Mournhold, the capital of the province of Morrowind; the new city is not connected to
Morrowind's land mass, Vvardenfell, and the player must teleport to it. The storyline continues the story of the
Tribunal deities.[99]
The choice to produce the expansion was primarily inspired by the success of Morrowind's release, as well as a
general feeling that Elder Scrolls series games are ongoing experiences that merit new things for their players to
do.[103] Development on the game began immediately after Morrowind shipped, giving the developers a mere
five-month development cycle to release the gamea very fast cycle for the industry. The prior existence of the
Construction Set, however, meant that the team "already had the tools in place to add content and features very
quickly."[104]
Interface improvementsspecifically, an overhaul of Morrowind's journal systemwere among the key goals for
Tribunal's release. The new journal allowed the player to sort quests individually and by completion, reducing the
confusion caused by the original's jumbling together of every quest into a single chronological stream. The game's
reviewers took well to the change, although some criticized the incomplete implementation of the system, and others
found the system continued to be "a bit unwieldy."[105] [106] [107]
Reviews of Tribunal were generally positive, though to lesser amounts than was the case for Morrowind. Aggregate
scoring sites Metacritic and Gamerankings both gave the game generally favourable scores: Metacritic, a score of
80;[108] Game Rankings, a score of 82.[109] Most critics commented on the greater linearity of the experience,
combined with a reduction in the total size of the play area, giving the changes mixed reviews. GameSpot reported
sullenly on the change: "it's somewhat surprising that the Tribunal expansion confines your adventures to the
relatively small setting of the municipality Mournhold,"[110] and that, in light of this change, "Tribunal doesn't have
83
84
References
[1] "Elder Scrolls III: Morrowind 1.2.0722 Patch" (http:/ / bethsoft. com/ eng/ downloads_01. html#morrowind). Bethesda Softworks.
2002-07-22. . Retrieved 2010-12-24.
[2] "Elder Scrolls III: Bloodmoon 1.6.1820 Patch". Bethesda Softworks. 2003-07-09.
[3] "PC release summary" (http:/ / www. gamespot. com/ pc/ rpg/ elderscrolls3morrowind/ similar. html?mode=versions). GameSpot. . Retrieved
2006-09-30.
[4] "Xbox release summary" (http:/ / www. gamespot. com/ xbox/ rpg/ elderscrolls3morrowind/ similar. html?mode=versions). GameSpot. .
Retrieved 2006-09-30.
[5] "Lynda Carter Joins the Voice Cast of The Elder Scrolls IV: Oblivion" (http:/ / www. elderscrolls. com/ news/ press_081705. htm). Bethesda
Softworks. 2005-08-17. . Retrieved 2006-11-26.
[6] "Game Information: The Elder Scrolls III: Morrowind" (http:/ / web. archive. org/ web/ 20070810040803/ http:/ / www. bethsoft. com/
games/ games_morrowind. html). Bethesda Softworks. Archived from the original (http:/ / www. bethsoft. com/ games/ games_morrowind.
html) on 2007-08-10. . Retrieved 2006-09-20.
[7] "Elder Scrolls III: Morrowind, The (PC)" (http:/ / www. metacritic. com/ games/ platforms/ pc/ elderscrolls3morrowmind). Metacritic. .
Retrieved 2006-09-20.
[8] "Elder Scrolls III: Morrowind, The (PC)" (http:/ / www. gamerankings. com/ htmlpages2/ 913818. asp). Game Rankings. . Retrieved
2006-09-20.
[9] Thorsen, Tor (2003-10-30). "Morrowind GOTY release dates" (http:/ / www. gamespot. com/ xbox/ rpg/ morrowindgoty/ news.
html?sid=6077652& mode=recent). GameSpot. . Retrieved 2007-05-20.
"Morrowind: Game of the Year Edition ships" (http:/ / www. gamespot. com/ xbox/ rpg/ morrowindgoty/ similar. html?mode=versions).
GameSpot. . Retrieved 2007-05-20.
[10] "Intro to Morrowind" (http:/ / www. imperial-library. info/ content/ introduction-3). The Imperial Library (http:/ / imperial-library. info/ ). .
Retrieved 2010-10-18.
[11] "The Story of Morrowind" (http:/ / www. imperial-library. info/ content/ elder-scrolls-iii-morrowind-storyline). The Imperial Library (http:/
/ imperial-library. info/ ). . Retrieved 2010-10-18.
[12] Tribunal Temple (2002-05-01). "Dagoth Ur's Plans" (http:/ / www. imperial-library. info/ content/ morrowind-dagoth-urs-plans). The
Imperial Library (http:/ / imperial-library. info/ ). . Retrieved 2010-10-18.
[13] Brenesal, Barry (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 1" (http:/ / pc. ign. com/ articles/ 359/ 359554p1. html).
IGN. . Retrieved 2006-09-20.
[14] Falcon, Jonah. "Morrowind Review" (http:/ / www. ugo. com/ channels/ games/ features/ morrowind/ review_pc. asp). UGO. . Retrieved
2007-09-22.
[15] Sanders, Kathleen (2002-08). "The Elder Scrolls III: Morrowind". Computer Gaming World (Ziff Davis Media).
[16] Gee, James Paul (2004-03-24). "Learning by Design: Games as Learning Machines" (http:/ / www. gamasutra. com/ gdc2004/ features/
20040324/ gee_pfv. htm). Gamasutra. . Retrieved 2007-01-27.
[17] "Arriving in Seyda Neen" (http:/ / www. imperial-library. info/ content/ arriving-seyda-neen). The Elder Scrolls III: Morrowind. Bethesda
Softworks. Reprinted in The Imperial Library. 2002-05-01. . Retrieved 2010-10-18.
[18] Kasavin, Greg (2002-05-10). "The Elder Scrolls III: Morrowind Review, page 1" (http:/ / www. gamespot. com/ pc/ rpg/
elderscrolls3morrowind/ review. html?page=1). GameSpot. . Retrieved 2006-09-20.
[19] Brenesal, Barry (2002-05-10). "The Elder Scrolls III: Morrowind Review, page 2" (http:/ / pc. ign. com/ articles/ 359/ 359554p2. html).
IGN. . Retrieved 2006-09-20.
[20] Desslock (2002-09-13). "Attributes and Leveling" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ 6. html).
Desslock's Guide to Morrowind (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ index. html). GameSpot. . Retrieved
2006-09-20.
[21] Anderson, Chris (2002-06-13). "PC Review: The Elder Scrolls III: Morrowind" (http:/ / www. computerandvideogames. com/ article.
php?id=67091). PC Zone. ComputerAndVideoGames.com. . Retrieved 2007-05-19.
[22] Brenesal, Barry (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 3" (http:/ / pc. ign. com/ articles/ 359/ 359554p3. html).
IGN. . Retrieved 2006-09-20.
[23] Desslock (2002-09-13). "Combat Tips" (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ 16. html). Desslock's Guide
to Morrowind (http:/ / www. gamespot. com/ gamespot/ gameguides/ all/ morrowind/ index. html). GameSpot. . Retrieved 2006-12-29.
[24] Abner, William (2002-05-15). "The Elder Scrolls III: Morrowind Review, page 3" (http:/ / archive. gamespy. com/ reviews/ may02/
morrow/ index3. shtm). GameSpy. . Retrieved 2006-09-20.
[25] Walker, Trey (2002-06-19). "New Morrowind patch available" (http:/ / www. gamespot. com/ pc/ rpg/ elderscrolls3morrowind/ news.
html?sid=2871497). GameSpot. . Retrieved 2007-05-22.
[26] Staff (2000-05-12). "E3 2001 Preshow Report: The Elder Scrolls III: Morrowind" (http:/ / www. gamespot. com/ pc/ rpg/
elderscrolls3morrowind/ preview_2760332. html). GameSpot. . Retrieved 2006-09-22.
[27] Klett, Steve (Jul., 2002). "The Elder Scrolls III: Morrowind". PC Gamer US, p. 767.
[28] IGN Staff (2000-06-08). "Elder Scrolls III: Morrowind Interview" (http:/ / pc. ign. com/ articles/ 080/ 080618p1. html). IGN. . Retrieved
2007-05-14.
85
86
87
88
89
External links
The Elder Scrolls official site (http://www.elderscrolls.com/)
The Unofficial Elder Scrolls Pages (http://www.uesp.net/) A wiki focusing on the Elder Scrolls series of
games.
The Elder Scrolls III: Morrowind (http://www.dmoz.org/Games/Video_Games/Roleplaying/E/
Elder_Scrolls_Series,_The/Elder_Scrolls_III,_The_-_Morrowind/) at the Open Directory Project
The Elder Scrolls III: Morrowind (http://www.imdb.com/title/tt0314015/) at the Internet Movie Database
90
91
Developer(s)
Bethesda Softworks
Publisher(s)
Bethesda Softworks
Series
Engine
Gamebryo
Version
1.4.1313
Platform(s)
Microsoft Windows
Release date(s)
Genre(s)
Mode(s)
Single player
Rating(s)
[1]
NA
November 6, 2002
Media/distribution 1 CD-ROM
The Elder Scrolls III: Tribunal is the first expansion for Bethesda Softworks' The Elder Scrolls III: Morrowind. It
takes place in the temple/city of Mournhold, the capital of Morrowind, located in the larger city of Almalexia. The
title refers to the three "Living Gods", known as the Tribunal.
Instead of directly modifying the original game world, the city of Mournhold is only accessible by teleportation.
While the city of Mournhold appears to be similar to the open-air towns of the original game, Mournhold is actually
akin to an interior room. Players cannot levitate while in Mournhold, because levitation would reveal that the "sky"
of Mournhold is little more than a ceiling (although the game states it is forbidden so not to offend Almalexia).
Should a player go over the walls of Mournhold (using spells or scrolls such as Scroll of Icarian Flight) they will find
the area of Mournhold they were in floating in an endless ocean. The other districts of Mournhold will be absent
from the ocean. This was probably done because the original game included only the islands of Vvardenfell, and
Mournhold, in the fictional geography of Tamriel, lies on the mainland and a considerable distance inland.
The most notable aspect of Tribunal is the modification of Morrowind's journal system. In the original game, a
player's journal can become extremely lengthy and cumbersome. Tribunal allows a player to sort his journal by quest
(instead of chronologically sorted) in order to determine what is required for a specific quest. Another notable
feature of the expansion is the Museum of Artifacts. The owner of the museum will pay the player half of the value
of an artifact (up to 30,000 gold) for one of the very rare artifacts of Morrowind. This is more than the player can get
for the artifact at any other store. The museum starts with one artifact (Stendarr's Hammer), and puts the new
artifacts on display cases as they are sold to the museum.
Plot
Once Tribunal is installed, the plot will start after the player first goes to sleep. The player will be attacked by an
assassin, who is later revealed to be a member of the Dark Brotherhood, an assassin's guild that spans Tamriel. To
find out more about the Dark Brotherhood, the player will be sent to Mournholdthe capital of Morrowind. Once in
Mournhold, the player will have to locate the head of the Dark Brotherhood and complete a series of side quests for
the new King Helseth and the Living God Almalexia.
After the completion of one of the side quests, a group of mechanical creatures called Fabricants suddenly attacks
Plaza Brindisi Dorom. The creatures emerge from the statue in the middle of the plaza, and after their attack a secret
passageway to Dwemer ruins is revealed. Since the creatures are mechanical, it is suspected that the secretive god
Sotha Sil is behind this attack. The player then has to investigate the ruins and complete a few more side quests, in
order to reconstruct Nerevar's lost sword called Trueflame. Upon acquiring the sword, the player is sent into
Clockwork City in order to kill Sotha Sil.
This is possible because the storyline takes place after the events of the main plot of Morrowind, and it is assumed
that the Heart of Lorkhan has already been destroyed, thus rendering all the living gods mortal. The player continues
to explore all the rooms of Clockwork City, finally arriving to find Sotha Sil dead. When the player tries to leave the
room, Almalexia appears and alleges that she had killed Sotha Sil and instigated the attack in Mournhold, in order to
gain more power and control over the citizens. It is also possible that Sotha Sil was long dead (as evidenced by his
apparent decay), and that having been driven mad by the Heart of Lorkhan, she perceived Sotha Sil's silence as
mockery. The player is then forced to kill her before returning to Mournhold.
As the player exits Almalexia's temple in Mournhold, the Daedric Prince Azura reveals that the Heart of Lorkhan
drove Almalexia mad and made her hunger for more power, and that mere mortals cannot become gods without
consequences. Throughout the later gameplay, only three NPCs are able to believe that Almalexia is really dead; all
others will be unable to believe this story and will have a lower disposition if the player insists that this is true.
By destroying the Heart of Lorkhan and killing Almalexia, the player continues fulfilling the Nerevarine prophecies,
in particularthe death of the Almsivi Tribunal.
References
[1] "The Elder Scrolls III: Tribunal 1.4.1313 Patch" (http:/ / www. elderscrolls. com/ downloads/ updates_patches. htm). Bethesda Softworks.
2003-02-03. . Retrieved 2010-03-16.
Laprad, David (2002-09-22). "The Elder Scrolls III: Tribunal Interview" (http://web.archive.org/web/
20050501163026/http://www.adrenalinevault.com/articles/getarticle.asp?name=tribunal). The Adrenaline
Vault. Archived from the original (http://www.adrenalinevault.com/articles/getarticle.asp?name=tribunal) on
2005-05-01. Retrieved 2007-05-13.
External links
The Elder Scrolls III: Tribunal (official site) (http://www.elderscrolls.com/games/tribunal_overview.htm)
The Elder Scrolls III: Tribunal (http://www.dmoz.org/Games/Video_Games/Roleplaying/E/
Elder_Scrolls_Series,_The/Elder_Scrolls_III,_The_-_Morrowind/Tribunal//) at the Open Directory Project
The Elder Scrolls III: Tribunal (http://www.mobygames.com/game/elder-scrolls-iii-tribunal) at MobyGames
92
93
Developer(s)
Bethesda Softworks
Publisher(s)
Bethesda Softworks
Series
Engine
Gamebryo
Version
1.6.1820
Platform(s)
Microsoft Windows
Release date(s)
[1]
NA
June 3, 2003
UK
Genre(s)
Mode(s)
Single player
Rating(s)
Media/distribution 1 CD-ROM
The Elder Scrolls III: Bloodmoon is the second expansion pack for Bethesda Softworks' The Elder Scrolls III:
Morrowind. While it was originally released as an expansion set for Microsoft Windows, Bloodmoon is included
within the Morrowind: Game of the Year edition for Xbox.
Unlike the first expansion Tribunal, which added a city separate from the world map consisting of interior cells,
Bloodmoon adds a large new island to the original world map, a cold northern territory named Solstheim. Rather
than the Dunmer (dark elves) that are the indigenous race in the nearby Vvardenfell, Solstheim is populated largely
by the Nord race. This is largely because the island sits more or less astride the border between Morrowind and the
Nord homeland of Skyrim.
This expansion adds new enemies, the East Empire Company as a joinable guild, and the possibility to become a
werewolf, akin to the inclusion of vampires seen in Morrowind. Bloodmoon also uses larger and more detailed
environments, including snowfall, thus raising the computer hardware requirements, though the ash storms of the
original game are much more graphically demanding than the snow of Bloodmoon.
As with Morrowind and Tribunal, Bloodmoon has many side-quests to finish and many caves to explore aside from
its main quest. Unlike Tribunal, which is intended to be played after the completion of Morrowind's main-quest,
Bloodmoon's main-quest is self-contained within the expansion.
Plot
Setting
Bloodmoon takes place on the island of Solstheim, northwest of Morrowind, the main landmass of its eponymous
game, and north-east of Skyrim. It is disputed territory, with both provinces claiming the island.
There are several distinct regions on Solstheim:
Hirstaang Forest in the south of the island covers the area to the west of the Iggnir River and south of Brodir
Grove. This area is covered with pine trees and thick grass.
The Moesring Mountains are a mountain range in the north-west of the island. The mountains are located west of
the Harstrad River and are continually covered with snow and ice.
The Isinfier Plains comprise the central area of the island and are thinly forested (when compared to the rest of
Solstheim). The ground is usually frozen and covered with snow.
The eastern shore of Solstheim is known as Felsaad Coast. It is located east of Lake Fjalding and the rivers that
run from it in both southerly and northerly directions. The environment of the Felsaad Coast varies from place to
place and has some land that is similar to each of the other areas.
Towns in Solstheim include:
Fort Frostmoth, an Imperial Legion fort at the southern tip of the island.
Raven Rock, an ebony mining village run by the East Empire Company. It is located in the south-west of the
Hirstaang Forest.
Skaal, a Nord village in the north of the Felsaad Coast region.
Thirsk, a Nord mead hall in the centre of the Felsaad Coast region.
Major landmarks include:
Lake Fjalding, a large ice covered lake just east of the center of the island and also the Horker mating ground.
Hrothmund's Bane, a strange ice formation that looks like a wolf from the air.
Mortrag Glacier, a large ice glacier on the north-west tip of the island.
Castle Karstaag, a large ice castle just east of Mortrag Glacier. It is home to the ice giant Karstaag and his
Rieklings.
Story
In the Bloodmoon main quest, the player starts by doing odd jobs for the Imperials' Fort Frostmoth on Solstheim.
When the fort is attacked by werewolves, the player must travel to the Nord village of the Skaal at the north of the
island. The player must then perform several rituals to be accepted into the village. The player is informed of the
Bloodmoon Prophecy, a ritualistic hunt led by the Daedra Lord Hircine. The Daedric Prince takes the four greatest
champions on Solstheim, including the player, to his glacier home. He tells them that they must fight until only one
is still living; if the player survives, he/she must fight one of Hircine's aspects - strength (a bear), speed (an elk), or
guile (where Hircine fights the player in his own form). If the player wins, he/she must then escape from the
crumbling glacier, thereby completing the main quest.
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Additions to Morrowind
Berserkers
Bears
Wolves
Werewolves
Draugrs
Rieklings
Spriggans
Grahls
Nordic Silver Weapons
Stalhrim (Ice) Weapons
Huntsman Weapons
Wolf Armor
Bear Armor
Snow Wolf Armor
Snow Bear Armor
Stahlrim (Ice) Armor
Wolf Pelt
Bear Pelt
Snow Wolf Pelt
Snow Bear Pelt
Ripened Belladonna Berries
Unripened Belladonna Berries
Holly Berries
Heartwood
Bristleback Leather
Grahl Eyeballs
Gravetar
Horker Tusk
Raw Stahlrim
Wolfsbane Petals
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References
[1] "The Elder Scrolls III: Bloodmoon 1.6.1820 Patch" (http:/ / www. elderscrolls. com/ downloads/ updates_patches. htm). Bethesda Softworks.
2003-07-09. . Retrieved 2010-03-16.
External links
The Elder Scrolls III: Bloodmoon official site (http://www.elderscrolls.com/games/bloodmoon_overview.
htm)
Archived developer diaries (http://web.archive.org/web/20040416002912/www.elderscrolls.com/codex/
team_teamprof_gary.htm).
The Elder Scrolls III: Bloodmoon (http://www.dmoz.org/Games/Video_Games/Roleplaying/E/
Elder_Scrolls_Series,_The/Elder_Scrolls_III,_The_-_Morrowind/Bloodmoon/) at the Open Directory Project
The Elder Scrolls III: Bloodmoon (http://www.mobygames.com/game/elder-scrolls-iii-bloodmoon) at
MobyGames
Developer(s)
Publisher(s)
2K Games
Bethesda Softworks
Distributor(s)
2K Games (retail)
Steam (online)
Direct2Drive (online)
Impulse (online)
Designer(s)
Todd Howard
(executive producer)
Ken Rolston
(lead designer)
Artist(s)
Matthew Carofano
Composer(s)
Jeremy Soule
Series
Engine
Gamebryo (graphics)
Havok (physics)
SpeedTree (foliage)
Platform(s)
97
Release date(s)
Latest release
Genre(s)
Mode(s)
Rating(s)
Media/distribution
ACB: M
BBFC: 15
CERO: D
ESRB: M (re-rating)
T (original rating)
OFLC: R13
PEGI: 16+
USK: 12
The Elder Scrolls IV: Oblivion (often referred to as simply Oblivion) is a single-player action role-playing video
game developed by Bethesda Game Studios and published by Bethesda Softworks and the Take-Two Interactive
subsidiary 2K Games. It is the fourth installment in The Elder Scrolls action fantasy video game series, following
The Elder Scrolls III: Morrowind.
Oblivion was first released in March 2006, for Windows PCs and the Xbox360. A PlayStation3 (PS3) release was
shipped in March 2007 in North America, and in April 2007 in Europe and Australia. After a number of smaller
content releases, a major expansion packShivering Isleswas released. The Elder Scrolls IV: Oblivion Game of
the Year Edition, a package including both Shivering Isles and the official plug-in Knights of the Nine, was released
in September 2007 for Windows PCs, the Xbox360, and the PlayStation3, and was also released on Steam in June
2009. A fifth anniversary edition of Oblivion was released in North America in July 2011 and in Australia in
September 2011. Versions for other regions have been confirmed, although release details are yet to be announced.
Oblivion's main story revolves around the player character's efforts to thwart a fanatical cult that plans to open the
gates to a realm called Oblivion. The game continues the open-world tradition of its predecessors by allowing the
player to travel anywhere in the game world at any time and to ignore or postpone the main storyline indefinitely.
Developers opted for tighter pacing and greater plot focus than in past titles.
Development for Oblivion began in 2002, directly after the release of Morrowind. In order to achieve their goals of
designing "cutting-edge graphics" and creating a more believable environment, Bethesda made use of an improved
Havok physics engine; high dynamic range lighting; procedural content generation tools that allowed developers to
quickly create detailed terrains; and the Radiant AI system, which allows non-player characters (NPCs) to make
choices and engage in behaviors more complex than in past titles. The game was developed with fully voiced
dialoguea first for the seriesand features the music of BAFTA-award-winning composer Jeremy Soule. Oblivion
was well received and won a number of industry and publication awards. The game had shipped 1.7million copies
by April 2006, and sold over three million copies by January 2007. A sequel to Oblivion and the fifth Elder Scrolls
game overall, The Elder Scrolls V: Skyrim, is to be released in November 2011.[1]
Gameplay
Oblivion incorporates open-ended (or "sandbox") gameplay. The main quest can be postponed or ignored for as long
as the player wishes to explore the expansive game world, follow side-quests, interact with NPCs, slay monsters and
develop their character. The player is free to go anywhere in the realm of Cyrodiil at any time while playing the
game, even after completing the main quest. The game never ends, and the player may build up the character
indefinitely. The fast-travel system used in Arena and Daggerfall makes a return in Oblivion. When the player visits
Plot
Oblivion is set several years after the events of The Elder Scrolls III: Morrowind, though it is not a direct sequel to it
or any other game.[7] The game is set in Cyrodiil, a province of Tamriel, the continent on which all the games in the
series have taken place. The story begins with the player imprisoned in a cell for an unnamed crime and the arrival of
Emperor Uriel Septim VII (voiced by Patrick Stewart), accompanied by Imperial bodyguards known as "the Blades"
at the Imperial City prison. They are fleeing from the assassins of the Mythic Dawn, a Daedric cult, who have
murdered the Emperor's three sons. The emperor and the Blades head to a sewer that leads out of the city, using a
secret entrance that is located in the player's cell. There, the group, joined by the player, is attacked by the Mythic
Dawn. Uriel Septim entrusts the player with the Amulet of Kings, worn by the Septim emperors of Tamriel, and
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orders the player to take it to a man called Jauffre. Immediately afterward one of the assassins kills the Emperor. The
player then proceeds to the open world of Cyrodiil.[8]
The lack of an heir for Uriel Septim has broken an old covenantthe barrier to the realm of Oblivion. Multiple gates
to Oblivion open, and an invasion of Tamriel begins by magical creatures known as Daedra. Jauffre tells the player
that the only way to close the gates permanently is to find someone of the royal bloodline to retake the throne and
relight the Dragonfires in the Imperial City. Fortunately, there is an illegitimate son named Martin (voiced by Sean
Bean), who is a priest in the city of Kvatch. Upon arriving at Kvatch, the player finds that the Daedra are destroying
the city. A massive Oblivion Gate is obstructing the main city entrance, and the player must venture inside before
searching for Martin. After closing the gate, the player enters Kvatch and persuades Martin to come to Weynon
Priory.[8]
Upon returning, the player finds that Weynon Priory is under attack by Mythic Dawn cult members and that the
Amulet of Kings has been stolen. The player escorts Jauffre and Martin to Cloud Ruler Temple, the stronghold of the
Blades. Martin is there recognized as the emperor and is given command of the Blades, while the player sets off in
search of the Amulet. After gathering information, the player attempts to infiltrate the secret meeting place of the
Mythic Dawn. When the player does so, their leader, Mankar Camoran (voiced by Terence Stamp), escapes through
a portal, taking the Amulet with him. The player takes the book which opened the portal to Martin, who deduces the
way to reopen the portal. The player seeks out three key artifacts necessary to recreate the portal: a Daedric artifact,
the armor of the first Septim emperor, and a Great Welkynd Stone. With all three retrieved, Martin reveals that a
final ingredient is needed: a Great Sigil Stone from inside a Great Gate similar to the one that devastated Kvatch.
Martin and Jauffre decide to allow the city of Bruma to be attacked by Daedra so that a Great Gate will be opened.
Once it is, the player obtains the Stone and closes the Gate.[8]
A portal is created at Cloud Ruler Temple and the player is sent through. After bypassing monsters and obstacles, the
player confronts Camoran and kills him. The player returns the Amulet of Kings to Martin Septim, and the Blades
travel to the Imperial City to relight the Dragonfires and end the Daedric invasion. They find the city under attack by
Daedra and the Daedric Prince of Destruction, Mehrunes Dagon. The player and Martin fight their way to the
Dragonfires, where Martin shatters the Amulet of Kings to merge himself with the spirit of Akatosh, the Dragon-God
of Time, and become his avatar. After a battle, the Avatar casts Dagon back into Oblivion before turning to stone.
Martin disappears, the gates of Oblivion are shut forever, the Amulet of Kings is destroyed, and the throne of the
Empire again lies empty. In a final monologue, Martin Septim describes the events in an optimistic light and states
that the future of Tamriel is now in the player's hands.[8]
Development
Official system requirements
100
Minimum
Recommended
Microsoft Windows
Operating system
CPU
Memory
Hard drive space
Graphics
hardware
[9]
[9]
[9]
512 MB RAM
[9]
Sound hardware
Network
[9]
Work began on The Elder Scrolls IV: Oblivion shortly after the release of Morrowind in 2002.[10] By mid-September
2004, Oblivion had been officially announced, and its title released.[10] [11] The game was developed by the United
States software company Bethesda Softworks. Ken Rolston, who was also Morrowind's lead designer, oversaw a
development team of 268.[12] The PC and Xbox360 versions of the game were co-published by 2K Games and
Bethesda.[13] Bethesda had aimed for a late 2005 publication so that the game could be an Xbox360 launch title.[14]
The official release date for the PC and Xbox360 versions was originally November 22, 2005, but developmental
delays pushed it back to March 21, 2006.[15] The PlayStation3 version of the game (ported by 2K Studios) was
released on March 20, 2007, in North America[16] and on April 27, 2007, in Europe.[17] This version included
graphical improvements that had been made since the PC and Xbox360 release, and the PS3 version was
subsequently praised for its enhanced visual appeal.[18] [19]
During Oblivion's development, Bethesda concentrated on creating a system with a more realistic storyline, more
believable characters, and more meaningful quests than had been done in the past. The game features improved
artificial intelligence from the Bethesda proprietary Radiant AI software,[20] and enhanced physics with the Havok
physics engine.[2] [21] The graphics are impressive for its time, taking advantage of advanced lighting and shader
routines like high dynamic range rendering (HDR) and specular mapping.[22] [2] Bethesda developed and
implemented procedural content creation tools in the building of Oblivion's terrain, leading to the expedited creation
of landscapes that are more complex and realistic than in past titles.[23]
Game world
While designing Oblivion's landscape and architecture,
developers worked from personal travel photographs,
nature books, texture images, and reference
photographs.[22] Procedural content generation tools
used in production allowed for the creation of realistic
environments at much faster rates than was the case
with Morrowind.[23] Erosion algorithms incorporated in
the landscape generation tools allowed for the creation
of craggy terrain quickly and easily, replacing
Morrowind's artificially smoothed-over terrain.[23] In
accordance with a shift of graphical focus from water to
flora, the Bethesda development team enlisted a
An in-game screenshot showing Oblivion's user interface, HDR
number of technologies to aid in the production of large
lighting and long draw distance, improvements made as part of a goal
and diverse forests. One such was Interactive Data
to create cutting-edge graphics
Visualization, Inc.'s SpeedTree package, which allowed
a single programmer to generate a complete and
detailed tree model in a matter of minutes through the adjustment of preset values. Designers used bloom effects to
give the game an ethereal looka design element that was used in a number of games from the same period,
including The Legend of Zelda: Twilight Princess (originally released November 19, 2006).[24]
The game also levels the player's enemies as the player levels up, sometimes spawning harder-to-defeat enemies. For
example, if a player clears out a dungeon at level one, the enemies would be skeletons. If the player returns at around
level 20 or above, the skeletons would be replaced by liches. The enemies' weapons are also leveled along with the
treasure the player can find in chests and on enemies' bodies.[25]
Oblivion features dynamic weather and time, shifting between snow, rain, fog, and sunny and overcast skies, along
with the darkening red sky near Oblivion portals. The game features more multi-level environments (e.g. a four-story
building) and a more varied topology than previous games.[26] Oblivion's view distance is far greater than its
predecessor's, extending player sightlines to the horizon and giving views of distant towns and mountain ranges.
According to a Microsoft press release, Oblivion's game world is approximately 16 square miles (41 square
kilometers) in size.[27] Wilderness quests, ruins, and dungeons were added to fill surplus space.[23] Content in the
dungeons was more densely packed, with an increase in the frequency of creature encounters, quest-related NPCs,
and puzzles.[23] The populations represented in Oblivion, however, do not match the "thousands upon thousands"
described in previous in-game literature. The development team decided to set the NPC populations at a level that
would play well, rather than one that would match game lore, since the presence of a large number of NPCs on
screen would have caused the game to slow down.[28]
In response to the criticism that NPC behavior had been too simplistic in Morrowind, Bethesda developed the
Radiant AI system for Oblivion.[29] NPCs were designed to make choices, rather than complete scripted routines, to
achieve predetermined goals. The manner in which goals such as eating, sleeping, reading, and speaking to others are
fulfilled is dependent upon the environment, the choices of other NPCs, and programmed personality values. For
example, an NPC whose goal it is to find food may eventually resort to stealing from others, if they are given the
opportunity and if it is in their character.[30] These development mechanics allowed Bethesda to "give the game a
more organic feel" and to create NPCs who could engage in complex activitysuch as travelling from town to town
every few days or going to church on a certain daywithout the chance of execution error.[20] Oblivion (unlike
previous games in the series) presents few loading screens as the player travels through the game world: only when
moving from interior to exterior environments or when fast traveling does the game pause to load. The game world
is cordoned off at its edges by an invisible wall. In most places, the development team built this limit around a
101
Additional content
Further information: Downloadable content for The Elder Scrolls IV: Oblivion
Starting in April 2006, Bethesda released small packages of
additional downloadable content for the game from their website
and over the Xbox Live Marketplace for US$13. The first update
came as a set of specialized armor for Oblivion's ridable horses. It
was released on April 3, 2006, and costs 200Microsoft Points,
equivalent to US$2.50[32] or 1.50;[33] the corresponding PC
release cost US$1.99.[34] Although gamers generally displayed
enthusiasm for the concept of micropayments for downloadable
The "Horse Armor" content package was deemed
in-game content,[32] [35] many expressed their dissatisfaction at the
meager by gamers.
price they had to pay for the relatively minor horse-armor package
[32]
on the Internet and elsewhere.
Hines assured the press that Bethesda was not going to respond rashly to customer
[35]
criticism.
New releases continued into late 2006, at lower price points and more substantial content, leading to a
better reception in the gaming press.[36] Other small DLC packs include a set of houses themed after the game's
factions, a new dungeon, and new spells that were not included in the initial release.Oblivion's final content pack was
released October 15, 2007.[37]
The Elder Scrolls IV: Knights of the Nine is an official plug-in for Oblivion released on November 21, 2006.
Downloadable on the Xbox Live marketplace for the Xbox360 and available for retail purchase for PC users, the
expansion content was included in the original version of the PlayStation3 version.[38] The plug-in was developed,
published, and released in North America by Bethesda Softworks; in Europe, the game was co-published with
Ubisoft.[39] The plot of Knights of the Nine centers on the rise of the sorcerer-king Umaril and the player's quest to
defeat him with the aid of the lost crusader's relics.[40] Although it made little change to the basic mechanics of
Oblivion, it was judged by reviewers to be a brief but polished addition to the game's main plot.[41]
The Elder Scrolls IV: Shivering Isles,[42] was released on March 27, 2007, for Windows and Xbox360. The
expansion offers more than 30 hours of new adventuring, and features new quests, voice acting, monsters, spells,
armor, and expanded freeform gameplay plus a new land "that [players] can watch change according to [their] vital
life-or-death decisions".[43] [44] Shivering Isles takes place in the realm of madness ruled over by the Daedric prince
Sheogorath. The player is tasked by Sheogorath with saving the realm from an approaching cataclysm known as the
Greymarch.[45]
At E3 2007, it was announced that the Game of the Year Edition for The Elder Scrolls IV: Oblivion would be
released in September, 2007.[46] The Game of the Year Edition includes the original game as well as the Shivering
Isles and Knights of The Nine content packs, but not the other downloadable content.[47] In North America, the game
was released on September 10, 2007, for the Xbox360 and PC,[48] and on October 16, 2007, for the PS3;[49] in
Europe, it was released on September 21, 2007, for the Xbox360 and PC, and on October 8, 2007, for the PS3; and
in Australia, it was released on September 28, 2007, for the Xbox360 and PC, and on December 13, 2007, for the
PS3.[48] [50] It was also released on Steam on June 16, 2009.[51] Also a 5th anniversary edition of Oblivion was
announced and released in North America on July 12, 2011. Versions for other regions have been confirmed,
although details on their release is yet to be released.[52]
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103
Audio
Oblivion features the voices of Patrick Stewart, Lynda Carter, Sean Bean, Terence Stamp, Ralph Cosham, and Wes
Johnson.[53] The voice acting received mixed reviews in the gaming press. While many publications praised it as
excellent,[54] [55] [56] others found fault with its repetitiveness.[57] [58] The issue has been blamed on the small
number of voice actors and the blandness of the dialogue itself.[59] Lead Designer Ken Rolston found the plan to
fully voice the game "less flexible, less apt for user projection of his own tone, more constrained for branching, and
more trouble for production and disk real estate" than Morrowind's partially recorded dialogue. Rolston tempered his
criticism with the suggestion that voice acting "can be a powerful expressive tool" and can contribute significantly to
the charm and ambience of the game. He stated "I prefer Morrowind's partially recorded dialogue, for many reasons.
But I'm told that fully-voiced dialogue is what the kids want".[60]
Soundtrack
Oblivion's score was composed by series mainstay Jeremy Soule, a video game composer whose past scores had
earned him a BAFTA award in the "Game Music Category" and two nominations for an AIAS award for "Original
Music Composition". Soule had worked with Bethesda and Todd Howard back during the creation of Morrowind,
and, in a press release announcing his return for Oblivion, Soule repeated the words he had said during Morrowind's
press release: "The stunning, epic quality of The Elder Scrolls series is particularly compatible with the grand,
orchestral style of music I enjoy composing the most".[61] As in his compositions for Morrowind, Soule chose to
create a soft and minimalist score so as not to wear out users' ears.[62]
Soule stated that while composing the music he did not imagine any specific characters or events; rather, he wanted
it "to comment on the human condition and the beauty of life". In a 2006 interview, he related that this desire came
as a result of a car accident that occurred during his composition of the score. He said, "I ended up rolling in my car
several times on an interstate while flying headlong into oncoming traffic ... I felt no fear ... I simply just
acknowledged to myself that I've had a good life and I would soon have to say goodbye to all of it in a matter of
seconds". Soule sustained only minor injuries, but commented that his feeling during the crash"that life is indeed
precious"remained with him throughout the rest of the composition.[63]
Genre
Soundtrack
Length
58.5 minutes
Label
Direct Song
The official soundtrack to Oblivion is sold exclusively via Soule's digital distributor DirectSong. It features 26 tracks
spanning 58 minutes, all composed by Soule.[64] The soundtrack was generally positively received, with
GSoundtracks awarding it 4/5 stars, calling it a "...a conventional but atmospheric fantasy score...",[65] and Square
Enix Music a 6/10, criticizing it's "monotonous action tracks".[66]
104
Reception
Length
1:51
4:19
3. "Death Knell"
1:10
4. "Harvest Dawn"
2:51
1:42
4:05
1:16
8. "Wings of Kynareth"
3:30
9. "All's Well"
2:26
10. "Tension"
2:32
2:08
2:05
2:28
1:21
1:14
4:42
1:05
3:05
1:02
1:02
21. "Bloodlust"
1:07
2:56
1:08
1:11
2:11
4:11
105
Reviews
Publication
Score
[67]
Famitsu
GameSpot
38/40 (Platinum)
[68]
9.3/10 (PC),
[69]
9.6/10 (Xbox360),
[71]
GameSpy
IGN
[70]
9.5/10 (PS3)
4/5
[25] [72]
9.2/10 (PS3)
[73]
[74]
PC Gamer US
95/100
[75]
OXM
9.5/10
Aggregates
Compiler
Score
GameRankings
[76]
[77]
94% (Xbox360: based on 101 reviews),
[78]
93% (PC: based on 61 reviews),
Metacritic
[79]
[80]
94/100 (Xbox360: based on 90 reviews),
[81]
94/100 (PC: based on 53 reviews),
Award
Publications
[82]
Overall
Game of the Year
PC Game of the Year
G4,
[83]
[84]
Spike TV,
[85]
[86]
GameSpy Gamers' Choice,
[87]
Gamespot Readers' Choice,
[88]
IGN Readers' Choice,
[89]
[82]
1UP.com,
G4,
[90]
[90]
IGN,
IGN Readers' Choice,
[91]
[92]
GameSpy,
GameSpy Gamers' Choice,
[93]
[93]
GameSpot,
Gamespot Readers' Choice
[94]
[88]
Game Revolution,
The Elder Scrolls IV: Oblivion received universal acclaim from critics.[79] [80] [81] Eurogamer stated that the game
"successfully unites some of the best elements of RPG, adventure and action games and fuses them into a relentlessly
immersive and intoxicating whole".[95] The A.V. Club wrote that the game is "Worth playing for the sense of
discoveryeach environment looks different from the last and requires a nuanced reactionmakes the action
addictive".[96] Game Revolution noted "Though the voices occasionally repeat, it's pretty impressive that they
managed to cram so much voiced dialogue in here, and most of it is high-quality work".[97] IGN commended the
game for its "Top notch storytelling, easy to navigate menus, and a wonderful upgrade to your map and journal".[25]
GameSpot called the game "simply one of the best role-playing games ever made".[69]
Despite the praise, 1UP.com criticized the conversations between in-game NPCs and the player: "When an NPC
greets you with a custom piece of dialogue (such as a guard's warning) and then reverts to the standard options (like
a guard's cheerful directions just after that warning) it's more jarring than the canned dialogue by itself".[98] IGN
criticized the disjunction between enemies that leveled according to the player's level and not their combat abilities
or NPC allies, the loading times and the imprecision in the combat system, but also stated "none of those minor
Rating change
On May 3, 2006, the Entertainment Software Rating Board in North America changed Oblivion's rating from T
(Teen13+) to M (Mature17+), citing game content not considered in the ESRB review, i.e., "the presence in the PC
version of the game of a locked-out art file that, if accessed by using an apparently unauthorized third party tool,
allows the user to play the game with topless versions of female characters".[102] In response to the new content, the
ESRB conducted a review of Oblivion, showing to its reviewers the content originally submitted by Bethesda along
with the newly disclosed content.[103]
The ESRB reported that Bethesda Softworks would promptly notify all retailers of the change, issue stickers for
retailers and distributors to affix on the product, display the new rating in all following product shipments and
marketing, and create a downloadable patch rendering the topless skin inaccessible.[103] Bethesda complied with the
request but disagreed with the ESRB's rationale.[104] Although as a result certain retailers began to check for ID
before selling Oblivion,[105] and one California Assemblyman used the event to criticize the ESRB's ability,[106] the
events passed by with little notice from the public and gaming journalists.[102]
References
[1] Hughes, David (2010-12-12). "Bethesda unveils Elder Scrolls V" (http:/ / www. huliq. com/ 10177/
bethesda-unveils-elder-scrolls-v-confirms-direct-sequel-oblivion). Huliq. . Retrieved 2011-08-07.
[2] "The Elder Scrolls IV: Oblivion Interview" (http:/ / www. gamebanshee. com/ interviews/ oblivion1. php). GameBanshee. UGO. 2004-12-09.
. Retrieved 2007-06-01.
[3] Kasavin, Greg (2006-03-25). "The Elder Scrolls IV: Oblivion Review (Xbox360)" (http:/ / au. gamespot. com/ xbox360/ rpg/
theelderscrollsivoblivion/ review. html). GameSpot. . Retrieved 2010-02-05.
[4] Joynt, Patrick (2007-03-26). "The Elder Scrolls IV: Oblivion Review (PS3)" (http:/ / ps3. gamespy. com/ playstation-3/
the-elder-scrolls-iv-oblivion/ 775981p1. html). GameSpy. . Retrieved 2010-02-05.
[5] "The Elder Scrolls IV: Oblivion Guide & Walkthrough - PlayStation 3 (PS3) - IGN" (http:/ / uk. guides. ign. com/ guides/ 857879/ page_28.
html). IGN. . Retrieved 2011-10-23.
[6] Pitts, Russ (2006-08-03). "Oblivion: The Dagobah Cave" (http:/ / www. escapistmagazine. com/ articles/ view/ editorials/ op-ed/
992-Oblivion-The-Dagobah-Cave). The Escapist. . Retrieved 2007-07-02.
[7] "The Elder Scrolls IV: Oblivion Q&A Overview, Character Development, Fallout" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news. html?page=1& sid=6111720). GameSpot. 2004-10-28. . Retrieved 2007-05-26.
[8] Bethesda Softworks (2006). Elder Scrolls IV: Oblivion Official Game Guide. Prima Games. pp.77133. ISBN0761552766.
[9] Adams, David (2006-02-01). "IGN: Oblivion Specs Revealed" (http:/ / uk. pc. ign. com/ articles/ 685/ 685072p1. html). IGN. . Retrieved
2007-10-06.
[10] Thorsen, Tor (2004-09-10). "Elder Scrolls IV coming to PC, next-gen" (http:/ / www. gamespot. com/ pc/ rpg/ theelderscrollsivoblivion/
news. html?sid=6107156). GameSpot. . Retrieved 2007-05-26.
[11] Thorsen, Tor (2004-06-16). "Development of next-gen Elder Scrolls under way?" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news_6100799. html). GameSpot. . Retrieved 2007-05-26. "Obviously, we like candidates who understand RPGs
and are familiar with the games we've made in the past."
[12] "Game credits for The Elder Scrolls IV: Oblivion" (http:/ / www. mobygames. com/ game/ windows/ elder-scrolls-iv-oblivion/ credits).
Moby Games. . Retrieved 2010-03-16.
[13] Thorsen, Tor (2005-02-03). "Take-Two to copublish Elder Scrolls IV, Cthulhu" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ news. html?sid=6117825). GameSpot. . Retrieved 2007-05-26.
106
107
108
109
Further reading
Burman, Rob (2007-02-16). "Sean Bean Gagging for Oblivion" (http://ps3.ign.com/articles/765/765380p1.
html). IGN UK. Retrieved 2007-08-03.
Carless, Simon (2007-01-18). "Bethesda Confirms Oblivion Expansion For Xbox Live Distribution" (http://
www.gamasutra.com/php-bin/news_index.php?story=12424). Gamasutra. Retrieved 2007-06-26.
Gibson, Ellie (2007-03-20). "Scrolling Up" (http://www.gamesindustry.biz/articles/scrolling-up).
GamesIndustry.biz. Retrieved 2007-06-27.
Joynt, Patrick (2006-03-29). "The Oblivion of Western RPGs: Is the PC RPG Dead?" (http://www.1up.com/
do/feature?cId=3148996). 1UP. Retrieved 2007-06-13.
Miller, Ross (2006-10-07). "How modders saved Oblivion" (http://www.joystiq.com/2006/10/07/
how-modders-saved-oblivion/). Joystiq. Retrieved 2007-07-09.
Miller, Ross (2007-07-26). "Oblivion producer predicts breakout hit in Japan" (http://www.joystiq.com/2007/
07/26/oblivion-producer-predicts-breakout-hit-in-japan/). Joystiq. Retrieved 2007-07-29.
Ransom-Wiley, James (2007-01-09). "Bethesda mum about Oblivion expansion" (http://www.joystiq.com/
2007/01/09/bethesda-mum-about-oblivion-expansion/). Joystiq. Retrieved 2007-07-09.
Rose, Alan (2006-08-09). "No official Oblivion expansions planned" (http://www.joystiq.com/2006/08/09/
no-official-oblivion-expansions-planned/). Joystiq. Retrieved 2007-07-09.
110
111
External links
Official website (http://www.elderscrolls.com/oblivion/)
The Elder Scrolls IV: Oblivion (http://www.dmoz.org/Games/Video_Games/Roleplaying/E/
Elder_Scrolls_Series,_The/Elder_Scrolls_IV,_The_-_Oblivion/) at the Open Directory Project
The Elder Scrolls IV: Oblivion (http://www.mobygames.com/game/elder-scrolls-iv-oblivion) at MobyGames
The Elder Scrolls IV: Oblivion (http://www.imdb.com/title/tt0462271/) at the Internet Movie Database
Developer(s)
Bethesda Softworks
Publisher(s)
NA
Bethesda Softworks
EU
Series
Engine
Custom Gamebryo engine using SpeedTree, Radiant A.I., Havok 3.0 physics and FaceGen technology
Platform(s)
Release date(s)
NA
AUS
EU
Windows download
[2] [3]
December 4, 2006
Genre(s)
Mode(s)
Single player
Rating(s)
ESRB: M
OFLC: M
The Elder Scrolls IV: Knights of the Nine is an official expansion pack for the computer role-playing game The
Elder Scrolls IV: Oblivion. Announced on October 17, 2006 for release on November 21, 2006, the expansion was
developed, published, and released in North America by Bethesda Softworks; in Europe, the game was co-published
with Ubisoft.[4] The Windows version is available either as a downloadable plug-in from the company website or as
part of the retail-released Oblivion Downloadable Content Collection CDa release that also includes all previously
112
released official downloadable content available for Oblivion. The Xbox 360 version is available via Xbox Live
Marketplace, and the PlayStation 3 version of Oblivion includes Knights of the Nine in its packaged release.
Knights of the Nine centers on a faction of the same name, devoted to locating and preserving a set of "Crusaders'
Relics". Once found, these relics must be used to defeat the sorcerer-king Umaril, who seeks revenge on the Nine
Divines.[5] Knights of the Nine was generally well-received in the gaming press. Although it made little change to the
basic mechanics of Oblivion, it was judged by reviewers to be a brief but polished addition to the game's main
plot.[6] [7] [8]
Gameplay
Knights of the Nine changes none of the basic gameplay of Oblivion; the basic design, maneuvers, and interfaces
remain unchanged.[6] [7] As such, it is a fantasy-based role-playing adventure game. Players begin Oblivion by
defining their character; deciding on its skill set, specialization, physical features, and race. Knights of the Nine is an
example of open-ended or sandbox-style gameplay: the main quest may be delayed or completely ignored as the
player explores the game world, follows side quests, interacts with NPCs, and develops a character according to their
taste.[9] Furthering the goal of open-ended gameplay, Knights of the Nine, unlike Bethesda's prior content packs for
Oblivion, begins with no explicit prodding towards the newly introduced content; players must seek out and find the
game's quest without external aid.[6]
Plot
Knights of the Nine's quest begins as the player approaches the Chapel
of Dibella in Anvil. The Chapel was recently attacked; everyone there
has been killed in a dark ritual. The player proceeds to consult a
prophet near the scene of the attack, who is preaching about it. The
prophet reveals to the player that the one responsible for the attacks is
Umaril, an ancient revenge-seeking Ayleid sorcerer-king, who has
escaped from his prison in Oblivion to destroy Cyrodiil. Umaril can
only be defeated by the prophesized Crusader, favoured by the gods,
bearing the relics of Pelinal Whitestrake, the man who originally slew
Umaril, and banished his spirit to Oblivion.
The player then makes a pilgrimage, and receives a vision from Pelinal
Whitestrake, who reveals the location of his tomb, which is beneath the lake surrounding the Imperial City.[10] Inside
this tomb, the player discovers the Helm of Pelinal's armor, as well as the corpse of Sir Amiel, one of the old Knights
of the Nine. His diary reveals the location of their priory, which houses the Cuirass of Pelinal. Before the player can
claim it though, he/she confronts eight spirits of the old Knights of the Nine, including Amiel, who had all given into
corruption and been killed. They assist the player, who soon gathers all of Pelinal Whitestrake's relics. During each
leg of the quest to retrieve the relics, the player meets a priest, knight, or pilgrim of faith, each of whom pledge to aid
the player, each representing one of the original eight divines.[11] After a final blessing from the prophet, to represent
the ninth divine, Talos, the player leads the knights against Umaril's stronghold, defeating the Ayleid King, and then
pursues Umaril's spirit, destroying him utterly. The player then wakes up in the Priory, with the knights believing
him/her dead. After realizing that the powers of the gods resurrected him, the player rejoins the knights.[12]
113
114
Reception
The Elder Scrolls IV: Knights of the
Nine
Aggregate scores
Aggregator
GameRankings
Metacritic
Score
[30]
[31]
81/100 (PC; based on 12 reviews)
[32]
86/100 (Xbox 360; based on 8 reviews)
Review scores
Publication
Score
Eurogamer
8/10
GamePro
4.25/5
GameSpot
8.3/10
[8]
[7]
[6]
PC Gamer UK
74%
PC Gamer US
80%
[33]
PC Format (UK)
79%
PC Zone (UK)
74%
[33]
Knights of the Nine was generally well-received in the gaming press. Metacritic, an aggregate review site, scored the
PC version of the game with an 81 out of 100,[31] and the Xbox 360 version of the game with an 86 out of 100.[32]
GameSpot recommended the game for its value; although it made few improvements over the basic Oblivion
experience, Knights of the Nine provides "a good day or two's worth of questing for a low price".[6] Similar
comments followed from GamePro, who found that the "polish" and "affordable price" of the pack excused the fact
that the pack's content "doesn't really change [Oblivion's] gameplay".[7]
Eurogamer praised the game for its memorable plot and new, unique content. They concluded that if "more of the
same is what you're after, you can't really argue with what Bethesda's served up for its hardcore fans." The review
encouraged caution nonetheless: for if consumers were to fully accept individually priced content releases, Bethesda
might just begin charging for all its quests.[8]
References
[1] "The Elder Scrolls IV: Knights of the Nine Release Summary" (http:/ / www. gamespot. com/ pc/ rpg/ theelderscrolls4knightsofthenine/
similar. html?mode=versions). GameSpot. . Retrieved 2007-08-31.
[2] Rose, Alan (2006-11-22). "Knights of the Nine screens, availability update" (http:/ / www. joystiq. com/ 2006/ 11/ 22/
knights-of-the-nine-screens-availability-update/ ). Joystiq. . Retrieved 2007-08-31.
[3] Smith, Luke (2006-11-09). "PS3 Oblivion Shelved Till Next Year" (http:/ / www. 1up. com/ do/ newsStory?cId=3155100). 1UP.com. .
Retrieved 2007-08-31.
[4] "Bethesda Softworks Announces Knights of the Nine for Xbox 360 and Windows" (http:/ / www. elderscrolls. com/ news/ press_101706.
htm). Bethesda Softworks. 2006-10-17. . Retrieved 2007-07-06.
[5] "The story of Knights of the Nine" (http:/ / www. imperial-library. info/ content/ story-knights-nine). The Elder Scrolls IV: Knights of the
Nine. Bethesda Softworks. Reprinted in The Imperial Library. 2006-11-21. . Retrieved 2010-10-18.
[6] Kasavin, Greg (2006-12-04). "The Elder Scrolls IV: Knights of the Nine for PC Review" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrolls4knightsofthenine/ review. html?sid=6162682). GameSpot. . Retrieved 2007-08-31.
[7] Newton (2007-01-08). "Review: The Elder Scrolls IV: Knights of the Nine" (http:/ / www. gamepro. com/ computer/ pc/ games/ reviews/
93008. shtml). GamePro. . Retrieved 2007-08-31.
115
External links
The Elder Scrolls official site. (http://www.elderscrolls.com)
Official online release of Knights of the Nine. (http://obliviondownloads.com/StoreCatalog_ProductView.
aspx?ProductId=9)
The story of Knights of the Nine (http://www.imperial-library.info/content/story-knights-nine) at The Imperial
Library.
116
117
Developer(s)
Bethesda Softworks
Publisher(s)
Series
Engine
Custom Gamebryo engine using SpeedTree Technology, Radiant A.I., Havok 3.0 physics and FaceGen
technology
Version
1.2.0416
Platform(s)
Release date(s)
Xbox 360
[1]
NA
[2]
Windows
NA
PlayStation 3
NA
Genre(s)
Mode(s)
Single player
Rating(s)
ESRB: M
OFLC: M
The Elder Scrolls IV: Shivering Isles is the largest official expansion pack for the role-playing game The Elder
Scrolls IV: Oblivion. Announced on January 18, 2007, the expansion was developed, published, and released over
the Xbox Live Marketplace by Bethesda Softworks; its retail release was co-published with 2K Games.[3] It was
released for Microsoft Windows in a boxed retail edition on March 27, 2007, while the Xbox 360 version was
released digitally on the Xbox Live Marketplace.[4] Shivering Isles takes place on the eponymous isles ruled by the
Daedric Prince of Madness, Sheogorath. The player becomes Sheogorath's protg, and together they try to defeat
the Daedric Lord of Order, Jyggalag, thus preventing the isles from being destroyed.[5]
Gameplay
Shivering Isles changes none of the basic gameplay of Oblivion; the basic design, maneuvers, and interfaces remain
unchanged.[5] [6] As such, it is a fantasy-based role-playing adventure game. Players begin Oblivion by defining their
character, deciding on its skill set, specialization, physical features, and race. The player gains experience points
through the practice of specific skills, such as gaining archery experience by practicing archery. This goes against
standard role-playing game form, where any skill use garners generic experience points that may be put towards any
type of specialization.[7] Enemies increase in difficulty as players strengthen their skills, scaling the game's challenge
to the players' strength.[6]
As with the original game, The Shivering Isles is an example of open-ended or sandbox-style gameplay. The main
quest may be delayed or completely ignored as the player explores the game world, follows side quests, interacts
with non-player characters, and develops a character according to their taste.[7] Once the game is updated the player
can access the extra content at any time with any character.[5]
Plot
The expansion pack takes place on the Shivering Isles, ruled by
the Daedric Prince of Madness, Sheogorath.[8] The realm is
divided into two sections, Mania and Dementia, both of which
have different characteristics in the art and design. The player
enters the realm as an event called the Greymarch, in which the
Daedric Prince of Order, Jyggalag, completely destroys the
Shivering Isles, is about to occur. Upon entering the realm, the
player has access to only one area of the Shivering Isles, called the
Fringe. To gain access to the other areas, the player must defeat a
The Gate to Shivering Isles from Cyrodiil
creature called the Gatekeeper. Before entering the other areas, the
player is summoned for an audience with Sheogorath. Sheogorath explains to the player that the Greymarch will
destroy the realm, and Sheogorath needs a "champion" to stop the event from occurring. Sheogorath decides to
choose the player as his protg, whom he sends off on various quests in an attempt to stop the Greymarch.[9] [10]
Sheogorath's and the player's attempts to stop the Greymarch ultimately fail. Sheogorath then transforms into
Jyggalag, by then revealed to be his alter-ego, and disappears. As the player defends the Court of Madness from the
ensuing invasion of the forces of Order, Jyggalag himself appears and attacks the player. The player defeats
Jyggalag, and the Greymarch stops. Jyggalag then explains to the player that, when the Daedric Princes were
creating their own lands, his power and the rapid expansion of his realm caused the other princes to become fearful
and jealous, prompting them to curse him with madness, changing him into Sheogorath, the Prince of Madness.
Since Daedra are subject to a reincarnation cycle, Jyggalag/Sheogorath was doomed to relive the Greymarch at the
end of each era, after which Jyggalag would once again be transformed into Sheogorath. After explaining this
history, Jyggalag thanks the player for breaking the cycle and dubs him/her the "new" Sheogorath, Prince of
Madness and ruler of the Shivering Isles.[10]
Development
The earliest news about Shivering Isles surfaced on January 4, 2007 when an issue of PC Zone revealed the
expansion. The issue revealed details about the plot and setting of the expansion, published its first screenshots and
announced its expected arrival in the second quarter of 2007.[11] Bethesda did not announce the expansion until
January 18, 2007.[12] [13] The announcement came after the expansion had already been featured in both PC Zone
and PC Gamer, after it had been scheduled for a February 6, 2007 appearance in Games for Windows,[14] and after it
had been reported in several online publications.[15] The official announcement also confirmed an eventual release
118
119
for the Xbox 360, something the magazines, being PC publications, had not previously mentioned.[16]
Further clarification came in early March when Executive Producer Todd Howard revealed the specific release date
of March 27, 2007,[4] but due to unscheduled maintenance, it was released on Xbox Live a day early.[17] A disc
version of Shivering Isles was announced on September 6, 2007 with a previously disallowed hard drive
requirement.[18] The expansion was released as a standalone for the PlayStation 3 version of the game on November
20, 2007 and as a download from the PlayStation Network on November 29, 2007.[19] [20] The expansion was made
available for download to Australian customers only on November 23, 2007.[21] Shivering Isles and Knights of the
Nine expansions shipped together in the packaged release of Oblivion's Game of the Year edition.[22]
Reception
Reviews
Publication
Score
[23]
Eurogamer
7 of 10
PC Gamer UK
75 / 100 [24]
[9]
IGN
8.5 of 10
[5]
GamePro
4.5 of 5
[6]
GameSpot
8.6 of 10
Compilations of Multiple Reviews
Compiler
Game Rankings
Metacritic
Gamestats
Score
[25]
[26]
PC
360
[27]
[28]
PC
360
360
[29]
Awards
Award
RPG of the year
Expansion of the year
Best Downloadable Content
Editor's Choice
Top Pick
Silver Award
Publications
[30]
[31]
[32]
Primotech (2007)
[33]
G-Phoria (2007)
[34]
Team Xbox,
[5]
Game Pro,
[35]
and IGN
[36]
Game Vortex
[37]
The Shivering Isles was generally well received in the gaming press. Aggregate sites Metacritic and Game Rankings
scored both the PC version and the Xbox 360 version of the game at 86 out of 100,[25] [26] [27] [28] while the Xbox
360 version scored 88 out of 100 on Gamestats.[29]
Greg Mueller from GameSpot recommends the game for its value but sees it as "not an absolutely essential
expansion" and rates some of the later quests as repetitive and uninspired.[6] Similar comments followed from
GamePro reviewer Newton, who found that it is "an impressive expansion" which "delivers more of what made
References
[1] "The Elder Scrolls IV: Shivering Isles 1.2.0416 Patch" (http:/ / web. archive. org/ web/ 20091230223641/ http:/ / elderscrolls. com/
downloads/ updates_patches. htm). Bethesda Softworks. 2007-04-30. Archived from the original (http:/ / www. elderscrolls. com/ downloads/
updates_patches. htm) on 2009-12-30. . Retrieved 2010-03-16.
[2] "The Elder Scrolls IV: Shivering Isles Release Summary" (http:/ / www. gamespot. com/ xbox360/ rpg/ elderscrollsivshiveringisles/ similar.
html?mode=versions). GameSpot. . Retrieved 2007-09-02.
[3] "Bethesda Softworks Announces The Elder Scrolls IV: Shivering Isles Official Expansion for Oblivion" (http:/ / web. archive. org/ web/
20091231012750/ http:/ / elderscrolls. com/ news/ press_011807. htm). Bethesda Softworks. 2006-01-18. Archived from the original (http:/ /
www. elderscrolls. com/ news/ press_011807. htm) on 2009-12-31. . Retrieved 2007-09-02.
[4] Sinclair, Brendan (2007-03-07). "Oblivion gets Shivering Isles this month" (http:/ / www. gamespot. com/ xbox360/ rpg/
elderscrollsivshiveringisles/ news. html?sid=6166936). GameSpot. . Retrieved 2007-09-02.
[5] Newton. "The Elder Scrolls IV: Shivering Isles" (http:/ / www. gamepro. com/ article/ reviews/ 107898/
elder-scrolls-iv-oblivion-shivering-isles/ ). GamePro Media. . Retrieved 2009-07-14.
[6] Mueller, Greg (2007-03-26). "The Elder Scrolls IV: Shivering Isles Review for Xbox 360" (http:/ / www. gamespot. com/ xbox360/ rpg/
elderscrollsivshiveringisles/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. . Retrieved
2009-07-14.
[7] Kasavin, Greg (2006-04-25). "The Elder Scrolls IV: Oblivion for PC Review" (http:/ / www. gamespot. com/ pc/ rpg/
theelderscrollsivoblivion/ review. html). GameSpot. . Retrieved 2007-11-23.
[8] "Bethesda Softworks" (http:/ / web. archive. org/ web/ 20071123232555/ http:/ / www. bethsoft. com/ games/ games_obliv_shivisles. html).
2007-01-18. Archived from the original (http:/ / www. bethsoft. com/ games/ games_obliv_shivisles. html) on 2007-11-23. . Retrieved
2007-01-18.
[9] Onyett, Charles. "IGN: The Elder Scrolls IV: The Shivering Isles Review" (http:/ / pc. ign. com/ articles/ 776/ 776083p2. html). Pc.ign.com. .
Retrieved 2009-07-14.
[10] The Elder Scrolls IV: Shivering Isles Game Guide - Game Guides at GameSpot (http:/ / www. gamespot. com/ features/ 6168588/ index.
html)
[11] Bishop, Stuart (2007-01-04). "Oblivion expansion: First concrete details" (http:/ / www. computerandvideogames. com/ 153278/
oblivion-expansion-first-concrete-details/ ?skip=yes). Computer and Video Games. . Retrieved 2007-09-02.
[12] Ransom-Wiley, James (2007-01-04). "Shivering Isles: first full-length Oblivion expansion" (http:/ / www. joystiq. com/ 2007/ 01/ 04/
shivering-isles-first-full-length-oblivion-expansion/ ). Joystiq. . Retrieved 2007-09-02.
[13] Ransom-Wiley, James (2007-01-18). "Bethesda (finally) confirms Shivering Isles Oblivion expansion" (http:/ / www. joystiq. com/ 2007/
01/ 18/ bethesda-finally-confirms-shivering-isles-oblivion-expansion/ ). Joystiq. . Retrieved 2007-09-02.
[14] Ransom-Wiley, James (2007-01-09). "Bethesda mum about Oblivion expansion" (http:/ / www. joystiq. com/ 2007/ 01/ 09/
bethesda-mum-about-oblivion-expansion/ ). Joystiq. . Retrieved 2007-09-02.
[15] Klepek, Patrick (2007-01-09). "Bethesda Won't Confirm Oblivion Expansion" (http:/ / www. 1up. com/ news/
bethesda-won-confirm-oblivion-expansion). 1UP.com. . Retrieved 2007-09-02.
[16] Sinclair, Brendan (2007-01-18). "Shivering Isles confirmed for 360" (http:/ / www. gamespot. com/ xbox360/ rpg/
elderscrollsivshiveringisles/ news. html?sid=6164329). GameSpot. . Retrieved 2007-09-02.
[17] Miller, Ross (2006-03-26). "Shivering Isles now on Xbox Live grab it before the downtime" (http:/ / www. joystiq. com/ 2007/ 03/ 26/
shivering-isles-now-on-xbox-live-grab-it-before-the-downtime/ ). Joystiq. . Retrieved 2007-09-02.
[18] Magrino, Tom (2007-09-06). "GameSpot news item" (http:/ / www. gamespot. com/ news/ 6178311. html?sid=6178311& part=rss&
subj=6178311). Gamespot.com. . Retrieved 2009-07-14.
120
External links
UESP Wiki: Shivering Isles (http://www.uesp.net/wiki/Shivering:Shivering_Isles)
The Elder Scrolls IV: Shivering Isles (http://www.dmoz.org/Games/Video_Games/Roleplaying/E/
Elder_Scrolls_Series,_The/Elder_Scrolls_IV,_The_-_Oblivion/Shivering_Isles,_The/) at the Open Directory
Project
121
122
Publisher(s)
Bethesda Softworks
Distributor(s)
Director(s)
Todd Howard
Composer(s)
Jeremy Soule
Series
Engine
Creation Engine
Platform(s)
Release date(s)
Genre(s)
Mode(s)
Rating(s)
[1]
[2]
ACB: MA15+
[3]
BBFC: 15
[4]
ESRB: M
[5]
OFLC: R13
[6]
USK: 16
The Elder Scrolls V: Skyrim is a role-playing video game being developed by Bethesda Game Studios and
published by Bethesda Softworks. It is the fifth installment in The Elder Scrolls action role-playing video game
series, following The Elder Scrolls IV: Oblivion. It is scheduled to be released on November 11, 2011 for Microsoft
Windows, PlayStation 3 and Xbox 360.
Skyrim's main story revolves around the player character's efforts to defeat a dragon god who is prophesied to
destroy the world. Set two hundred years after Oblivion, the game takes place in the land of Skyrim in the midst of a
civil war after the assassination of the king. The open world gameplay of the Elder Scrolls series is continued in
Skyrim, as the player character can explore the land at will and ignore or postpone the main quest indefinitely.
Gameplay
The nonlinear gameplay traditional in the Elder Scrolls series is incorporated in Skyrim.[7] The player can explore the
open world of Skyrim on-foot or on horseback, and fast-travel to cities, towns and dungeons after they have been
discovered.[8] Quests are given to the player by non-playable characters (NPCs) in the world, and through the
Radiant Story system, the quests can be dynamically altered to accommodate for player actions which may influence
the quest's characters and objectives. The Radiant Story system further directs the player's interaction with the world
by setting unexplored dungeons as quest locations.[9] When not completing quests, the player can interact with NPCs
through conversation, and they may request favors or training in skills from the player.[10] Some NPCs can become
companions to the player to aid in combat, and some companions can be married.[11] The player may choose to join
factions, which are organized groups of NPCs such as the Dark Brotherhood, a band of assassins.[12] Each of the
factions has a headquarters, and they have their own quest paths which the player can progress through. The
economy of cities and towns can be stimulated by completing jobs such as farming and mining, or harmed by
sabotaging industrial buildings.[13]
Character development is a primary element of Skyrim. At the beginning of the game, the player selects one of many
human or anthropomorphic races, each of which has different natural abilities, and customizes their character's
appearance.[14] A perpetual objective for the player is to improve their character's skills, which are numerical
representations of their ability in certain areas. There are eighteen skills divided evenly between the three schools of
combat, magic and stealth, and training ten times in these skills results in the player's character leveling-up. Previous
Elder Scrolls games made use of a class system to determine which skills would contribute to the character's
leveling, but its removal in Skyrim allows for a preferred play-style to be developed naturally.[9] [15] When their
character levels, the player may choose to select a skill-specific ability called a perk, or store perks for later use.
Upon leveling fifty times, the player character can continue to level and earn perks, but the rate of leveling is slowed
significantly.[16]
A heads-up display appears when any one of the
player's three attributes are being depleted. Health is
depleted primarily through combat and can be restored
by spells, potions, or resting; the loss of all health
results in death. Magicka allows for and is depleted by
the use of spells; it is rejuvenated naturally over time,
but it can be restored in similar ways to health. Fatigue
determines the player's effectiveness in combat and is
depleted by sprinting and jumping, but can be restored
Bethesda developed the Creation Engine for Skyrim. It allows for
in similar ways to health and magicka. The player's
[17]
dynamic snowfall, and the integration of dragons in gameplay.
inventory can be accessed from the menu and items can
be viewed in 3D, which may be essential in solving
puzzles found in dungeons.[18] The player's effectiveness in combat relies on the use of weapons and armor, which
may be bought or created at forges, and magic, which may also be bought or unlocked. Weapons and magic are
assigned to each hand, allowing for dual-wielding, and can be swapped out through a quick-access menu of favorite
items.[19] Shields can be used either to fend off enemy attacks and reduce the damage intake, or offensively through
bashing attacks. Blunt, bladed and hacking weapons can be used in close combat and each have specific advantages
and roles; as an example, the player can perform different finishing moves with each weapon. Magic can be used in
the form of spells; each of the eighty-five spells have different functions, such as the regeneration of health, or the
depleting of enemy health and stamina through frost spells.[20] The bow and arrow may be utilized in long-range
combat, but the bow can be used as a defensive melee weapon in close combat. The player can enter a sneak mode
and pickpocket, or deliver sneak attacks to unsuspecting enemies.
123
124
When exploring the game world, the player may encounter wildlife. Many wilderness monsters are immediately
hostile towards the player and thus can be slain.[7] The inclusion of dragons in Skyrim affords a major influence on
both story and gameplay. During the game's development, a team was set aside to work on dragons and their
interactions with the world.[9] In the world, a variety of different dragons are encountered either alone or in small
groups. They are randomly-generated, meaning their numbers are infinite, and they can attack cities and towns at any
time.[21] Not every dragon is hostile, and the player can interact with non-hostile dragons. Early in the game, the
player character learns that they are Dragonborn, which allows the player to use powerful spells called dragon
shouts. Twenty different dragon shouts can be discovered by visiting "dragon walls" in dungeons, and they are
unlocked for use by absorbing the souls of slain dragons.[22] [23] A regeneration period limits the player's use of
shouts in gameplay.[24]
Plot
Skyrim is not a direct sequel to Oblivion, but a new chapter in the Elder Scrolls series, set 200 years after the events
of Oblivion.[22] In the preamble to Skyrim, the Empire began ceding territory to the Elven nations it once ruled,
because there was no heir to the Emperor's throne. The Blades had no one to defend, and gradually died, were
murdered, or secluded themselves from the rest of the world.[22] After the king of Skyrim was assassinated, a civil
war broke out amongst the native Nord race the majority being those who wished for Skyrim to secede from the
Empire, and the rest being those who wished for Skyrim to stay in the Empire.[25]
As with previous Elder Scrolls games, Skyrim begins with the player character as an unknown prisoner, on the way
to their own execution for involvement with the Stormcloaks, the group founded by the king's assassin.[25]
According to leaked gameplay, as your character is about to be beheaded, a dragon comes, destroying the town
where your execution is taking place. The player eventually learns that Skyrim's civil war is last in a sequence of
prophetic events foretold by the Elder Scrolls, which also foretell of the return of Alduin, the Nordic god of
destruction. Taking the form of a gigantic dragon, Alduin is prophesied to consume the world with his servants, the
Jills (a race of black dragons). The player character is the last Dovahkiin (Dragonborn), a dragon hunter anointed by
the gods to help fend off the threat Alduin poses to Skyrim and Tamriel. Aiding the player is Esbern (voiced by Max
von Sydow), one of the last Blades.[22]
Development
System requirements
Minimum
Recommended
Microsoft Windows[26]
Operating system
CPU
Memory
Hard drive space
Graphics
hardware
Sound hardware
Network
2 GB RAM
4 GB RAM
NVIDIA GeForce 7600 GT 512 MB or ATi Radeon X1800 512 NVIDIA GeForce GTX 260 or ATi Radeon HD 4870 1
MB
GB
DirectX compatible sound card
125
Audio
The team employed Jeremy Soule to compose music for Skyrim, after his work on Morrowind and Oblivion. He
composed "Sons of Skyrim", which is the game's main theme and was recorded with a choir of over thirty people,
singing in the game world's native language.[37] The language, Draconic, was created by Bethesda's concept artist
Adam Adamowicz, and he developed a 34-character runic alphabet for the game.[23] The lexicon of Draconic was
expanded as needed; as lead designer Bruce Nesmith explained, words were introduced to the lexicon "every time
[the studio wanted] to say something".[21] Bethesda employed over seventy voice actors to record the voices of NPCs
in the game; the total number of lines recorded for NPCs is over 60,000.[38]
As with the previous two entries in the series, the soundtrack to Skyrim will be sold exclusively via Jeremy Soule's
distributor Direct Song [39]. Following a tweet from Pete Hines, Vice President of Public Relations and Marketing at
Bethesda, stating "The OST would take 4 CDs" [40] , a 4-disc CD set release was spotted by Digital Song customers
during an account display error [41] . "Day One" preorders from the German equivalent of Amazon.com also include
a 5 track promotional Skyrim soundtrack sampler [42]
Release
Skyrim was first announced at the Los Angeles Convention Center in Los Angeles, California on December 11,
2010. The center was the host of Spike's annual Video Game Awards; Howard appeared on stage during the awards
and presented its announcement trailer, which introduced the game's story and revealed its "11-11-11" release
date.[43] It was the cover story for the February 2011 issue of the Game Informer magazine, wherein journalist Matt
Miller wrote a fifteen-page article that revealed the first details about the game's story and gameplay.[22] Asked about
downloadable content (DLC) packages in a June 2011 interview, Howard expressed that it was the team's intention
to release DLC packages after having done so for previous releases; he revealed that it was the team's goal to release
a lower number of DLC packages that were larger in content than those released for Fallout 3, as he felt that
releasing a larger number of low-content packages was "chaotic".[44] Via a press release, the team announced that the
first two planned DLC packages would release on the Xbox 360 via Xbox Live a month ahead of PCs and the
PlayStation 3 system.[45] At the 2011 QuakeCon conference, the team unveiled Skyrim's special edition package.
Bundled with a copy of the game is a map of the game world created from cloth, a 12-inch figurine of the game's
antagonistic dragon Alduin, as well as a 200-page concept art book and a DVD feature about the making of
Skyrim.[46]
126
References
[1] Bethesda Softworks Announces The Elder Scrolls V: Skyrim (http:/ / www. prnewswire. com/ news-releases/
bethesda-softworks-announces-the-elder-scrolls-v-skyrim-111780584. html). . www.prnewswire.com (Bethesda Softworks). 13 December
2010. . Retrieved 13 December 2010.
[2] "Classification - The Elder Scrolls V: Skyrim" (http:/ / www. classification. gov. au/ www/ cob/ find. nsf/
d853f429dd038ae1ca25759b0003557c/ e3ba09810b8758d9ca2578ee005d6840). Australian Classification Board. . Retrieved 22 September
2011.
[3] "Video Game - The Elder Scrolls V: Skyrim" (http:/ / www. bbfc. co. uk/ BDM282610/ ). British Board of Film Classification. . Retrieved 22
September 2011.
[4] "Rating Information - The Elder Scrolls V: Skyrim" (http:/ / www. esrb. org/ ratings/ synopsis. jsp?Certificate=31575). Entertainment
Software Rating Board. . Retrieved 22 September 2011.
[5] "The Elder Scrolls V: Skyrim" (http:/ / www. censorship. govt. nz/ pdfword/ Games-Classification-Update-September-2011. pdf). Office of
Film and Literature Classification. . Retrieved 20 October 2011.
[6] "The Elder Scrolls V: Skyrim" (http:/ / www. usk. de/ titelsuche/ titelsuche/ ?tx_uskdb_list[action]=search& tx_uskdb_list[controller]=Title&
cHash=c88f86b2b231b3fbf76fa8f7c3e3b73d). Die Unterhaltungssoftware Selbstkontrolle. . Retrieved 15 October 2011.
[7] Reilly, Jim (11 January 2011). "New Elder Scrolls V Skyrim Details" (http:/ / xbox360. ign. com/ articles/ 114/ 1143527p1. html). IGN. .
Retrieved 13 January 2011.
[8] Onyett, Charles (31 March 2011). "The Elder Scrolls Evolved: What's New in Skyrim" (http:/ / pc. ign. com/ articles/ 115/ 1158651p1. html).
IGN. . Retrieved 3 April 2011.
[9] The Game Informer Show. Todd Howard Skyrim Q&A (http:/ / www. gameinformer. com/ b/ podcasts/ archive/ 2011/ 02/ 03/ toddhowardse.
aspx) Game Informer. Game Informer. (3 February 2011). Podcast accessed on 6 February 2011.
[10] Bertz, Matt (17 January 2011). "The Technology Behind The Elder Scrolls V: Skyrim" (http:/ / www. gameinformer. com/ games/
the_elder_scrolls_v_skyrim/ b/ xbox360/ archive/ 2011/ 01/ 17/ the-technology-behind-elder-scrolls-v-skyrim. aspx). Game Informer. .
Retrieved 17 January 2011.
[11] Howard, Todd; Nesmith, Bruce (6 July 2011). "Skyrim Fan Interview" (http:/ / forums. bethsoft. com/ index. php?/ topic/
1207390-skyrim-fan-interview/ ). Bethesda Softworks LLC. . Retrieved 18 September 2011.
[12] McCarthy, Al (5 August 2011). "The Dark Brotherhood Confirmed for Skyrim" (http:/ / attackofthefanboy. com/ news/
the-dark-brotherhood-confirmed-for-skyrim/ ). Attack of the Fanboy. . Retrieved 18 September 2011.
[13] Reparaz, Mikel (July 2011). "Dragonborn (The Elder Scrolls V: Skyrim)". PlayStation Official Magazine (United States: Future plc) (047):
4857.
[14] Hanson, Ben (26 January 2011). "The Art Of Skyrim" (http:/ / www. gameinformer. com/ b/ news/ archive/ 2011/ 01/ 26/ the-art-of-skyrim.
aspx). Game Informer. . Retrieved 12 February 2011.
[15] Staff (8 December 2011). "First Skyrim Info And Screens Surface" (http:/ / www. thesixthaxis. com/ 2011/ 01/ 08/
first-skyrim-info-and-screens-surface/ ). TheSixthAxis. . Retrieved 8 December 2011.
[16] Cottee, James (6 February 2011). "Skyrim to Feature Branching Perk System, Horse Armor" (http:/ / games. on. net/ article/ 11530/
Skyrim_to_Feature_Branching_Perk_System_Horse_Armor). Games On Net. . Retrieved 6 February 2011.
[17] Francis, Tom (12 December 2010). "Confirmed: The Elder Scrolls V: Skyrim will use an entirely new engine" (http:/ / www. pcgamer. com/
2010/ 12/ 12/ confirmed-the-elder-scrolls-v-skyrim-will-use-an-entirely-new-engine/ ). www.pcgamer.com. PC Gamer. . Retrieved 12
December 2010.
[18] Bertz, Matt (28 January 2011). "Inside Skyrim's Menu System Overhaul" (http:/ / www. gameinformer. com/ games/
the_elder_scrolls_v_skyrim/ b/ xbox360/ archive/ 2011/ 01/ 28/ skyrim-menu-system-overhaul. aspx). www.gameinformer.com. Game
Informer. . Retrieved 28 January 2011.
[19] Plunkett, Luke (7 January 2011). "The Next Elder Scrolls Has New Combat & Levelling" (http:/ / kotaku. com/ 5728236/
the-next-elder-scrolls-has-new-combat--levelling). kotaku.com. Kotaku. . Retrieved 7 January 2011.
[20] Bertz, Matt (24 January 2011). "Skyrim: Building Better Combat" (http:/ / www. gameinformer. com/ b/ features/ archive/ 2011/ 01/ 24/
skyrim-building-better-combat. aspx). www.gameinformer.com. GameInformer. . Retrieved 24 January 2011.
[21] "The Future Of Fantasy (The Elder Scrolls V: Skyrim)". PlayStation Official Magazine UK (United Kingdom: Future plc) (055): 7081.
Spring 2011.
[22] Miller, Matt (February 2011). "Emerging From Legend (The Elder Scrolls V: Skyrim)". Game Informer (United States: GameStop
Corporation) (213): 4660.
[23] Miller, Matt (20 January 2011). "Skyrims Dragon Shouts" (http:/ / www. gameinformer. com/ b/ features/ archive/ 2011/ 01/ 20/
skyrim-s-dragon-shouts. aspx?PostPageIndex=1). Game Informer. . Retrieved 22 January 2011.
[24] Seiji Nakamura (21 April 2011). ""Interview with 'The Elder Scrolls V: Skyrim' executive producer, Mr. Todd Howard"" (http:/ / game.
watch. impress. co. jp/ docs/ interview/ 20110421_441148. html) (in Japanese). Game Watch. . Retrieved 21 September 2011.
[25] "Alduin's Wall" (http:/ / www. gameinformer. com/ p/ skyrim_wall. aspx). www.gameinformer.com. Game Informer. The Sons of Skyrim
(interactive page). . Retrieved 12 January 2011.
[26] "Skyrim system requirements announced | Bethesda Blog" (http:/ / www. bethblog. com/ index. php/ 2011/ 10/ 25/
skyrim-system-requirements-announced/ ). Bethesda Blog. . Retrieved 25 October 2011.
127
External links
Official website (http://www.elderscrolls.com/)
The Elder Scrolls V: Skyrim (http://www.imdb.com/title/tt1814884/) at the Internet Movie Database
The Unofficial Elder Scrolls Pages:Skyrim (http://www.uesp.net/wiki/Skyrim:Skyrim) wiki on The Elder
Scrolls IV: Skyrim
128
129
Spin-offs
An Elder Scrolls Legend: Battlespire
An Elder Scrolls Legend: Battlespire
Developer(s)
Bethesda Softworks
Publisher(s)
Bethesda Softworks
Series
Engine
XnGine
Version
1.5
Platform(s)
MS-DOS
Release date(s)
Genre(s)
Mode(s)
Rating(s)
ESRB: M (Mature)
NA
Media/distribution CD-ROM
An Elder Scrolls Legend: Battlespire is a 1997 first-person action computer role-playing game developed and
published by Bethesda Softworks, set in the world of The Elder Scrolls.
In Battlespire (named so after the training facility for battlemages), the player takes the role of an apprentice who, on
the day of his final test, discovers that an army of Daedra led by Mehrunes Dagon has invaded and killed nearly
everyone. On top of that, his partner is being held captive by Mehrunes Dagon himself. Over the course of seven
levels, you must travel through various realms of Oblivion to reach Mehrunes Dagon, defeat him and escape back to
Tamriel.
Bethesda introduced a multiplayer feature that included a cooperative mode to follow the single player storyline
online as well as a team-based versus mode to fight using all the same strategies from the single player. This was
done through the multiplayer network which is now GameSpy. Though no longer supported by Mplayer/GameSpy
Arcade, one can still play through the Kali multiplayer network client, which supports and works with all the
features in the game.
130
Notes
Battlespire requires a DOS emulator in order to be run on modern operating systems. However, given that it is one of
the most resource-demanding DOS games ever released commercially, as of 2009 the emulation overhead causes
even relatively modern PCs to run the game sluggishly.
There are also some other marked differences between this game and its predecessors:
Lack of a rest feature.
Lack of shops or gold (broken or lost equipment must be replaced with randomized drops, either from slain NPCs
or treasure piles).
Enemies do not reset. They are also not randomized.
Reception
Reviews
GameSpot
Game Revolution
PC Zone UK
6.7/10 [1]
D [2]
75/100 [3]
Reviewers seemed unimpressed as a whole with Desslock of GameSpot noting that, compared against Daggerfall,
"Battlespire's less expansive scope, hack-and-slash gameplay, and technical problems ultimately provide a
role-playing experience that is only occasionally satisfying."[4] Game Revolution's Tom Garcia decided that,
"Battlespire had very little to offer the gamer other than more action than a regular RPG. However, even the action
was completely negated with a horrible semi-3D engine plagued by bugs, glitches and lots and lots of clipping
errors."[5] PC Zone UK was, on the other hand, relatively upbeat assigning a score of 75%.[6]
Averaged across the four reviews available from Game Rankings, Battlespire achieves a score of 63%.[6]
References
[1]
[2]
[3]
[4]
External links
131
Developer(s)
Bethesda Softworks
Publisher(s)
Bethesda Softworks
Series
Engine
XnGine
Platform(s)
MS-DOS
Release date(s)
NA
UK
1999
Genre(s)
Action-adventure
Mode(s)
Single player
Rating(s)
Media/distribution
CD-ROM (2)
System requirements PC
An Intel Pentium 166MHz, 32 MB of RAM, 350 MB of free hard drive space, Windows 95/98, 16-bit sound card, A 3Dfx
video card is supported by a separate 3Dfx version, but the game also supports software rendering
The Elder Scrolls Adventures: Redguard is an action-adventure game developed and published by Bethesda
Softworks with a third person style, set in the world of The Elder Scrolls. The game takes place in Tamriel in the
year 864 of the Second Era, some 400 years prior to the events of Arena and the rest of the series. The story is about
Cyrus, a young Redguard, who arrives on the island of Stros M'kai in order to find his missing sister, Iszara, and
subsequently finds himself in the middle of political intrigue.
Redguard runs on MS-DOS through the XnGine engine, however the CD-ROM shipped with the Windows-only
InstallShield installation program,[1] and features a software renderer as well as a hardware accelerated Glide
renderer. The game's manual also included a section called the Pocket Guide to the Empire (often abbreviated as
PGE, or PGttE), in which details were given on all the provinces of the Empire during that Era. This guide is written
from the point of view of an Imperial, and has several handwritten notices in it written by an anti-imperial. Lastly, in
some distributions of the game, the map that was provided in the box was partially burnt to provide an additional
level of verisimilitude.[2]
Bethesda Softworks has never released a patch for this game.[3]
Early copies of Redguard also shipped with a comic book depicting the events that led up to Cyrus' adventure on
Stros M'kai. The main character Cyrus is referenced in The Elder Scrolls IV: Oblivion: in a song sung by the first
mate of the ship, the Marie Elena.[4]
Main characters
Cyrus: the main character looking for his sister
Iszara: Cyrus' sister
Admiral Lord Amiel Richton: After the empire won over Stros M'kai, Lord Richton was put in charge to keep
order
References
[1] "Playing DOS Installments under DOSBox: Redguard" (http:/ / www. uesp. net/ wiki/
General:Playing_DOS_Installments_under_DOSBox#Redguard). The Unofficial Elder Scrolls Pages. 2011-02-27. . Retrieved 2011-03-04.
[2] The Elder Scrolls (http:/ / www. elderscrolls. com/ codex/ team_tesmoments_02. htm)
[3] "FAQ about Red Guard" (http:/ / support. bethsoft. com/ asp/ resolution. asp?sid=164000080505212251179219& pid=1103& pnm=Red+
Guard& seid=2203& pos=Windows+ 98& top=Upgrade/ Patch%& rid=17082). Support.bethsoft.com. . Retrieved 2011-03-04.
[4] "First Mate Malvulis" (http:/ / www. uesp. net/ wiki/ Oblivion:First_Mate_Malvulis). The Unofficial Elder Scrolls Pages. 2001-02-04. .
Retrieved 2011-03-04.
External links
The Unofficial Elder Scrolls Pages Wiki: Redguard (http://www.uesp.net/wiki/Redguard:Redguard)
The Elder Scrolls Adventures: Redguard (http://www.mobygames.com/game/windows/
elder-scrolls-adventures-redguard) at MobyGames
Stormhold
The Elder Scrolls Travels: Stormhold (2003) is a computer role-playing game developed exclusively for
Java-enabled cell phones in the style and scope of its fellow The Elder Scrolls games. It is one of four mobile The
Elder Scrolls games and is published by Bethesda Softworks. According to GameFAQS, it was originally released
August 1, 2003. Misfortune lands the player in a prison in the Black Marsh named Stormhold. The player must
defeat the evil warden of the prison to regain their freedom.
Shadowkey
132
133
Publisher(s)
Platform(s)
N-Gage
Release date(s)
Genre(s)
Mode(s)
Rating(s)
The Elder Scrolls Travels: Shadowkey (2004) is a role-playing game developed exclusively for the N-Gage in the
style and scope of its fellow The Elder Scrolls games. It is one of four mobile The Elder Scrolls games and is
co-published and produced by TKO Software and Vir2L Studios, the sister company of Bethesda Softworks,[1] and
released on November 11, 2004.[2]
134
Reviews for Shadowkey
Publication
Score
[3]
GameSpot
6.1
Game Zone
6.9
1up
C+
GameSpy
3 out of 5 stars
[4]
[5]
[6]
Game Rankings
Metacritic
[8]
Gameplay
Gameplay is handled with the numeric touchpad on the right side of the N-Gage as well as the normal game action
keys. Additionally, this game allowed (via Bluetooth) 2 player co-operative gameplay. The player or players could
create or use characters from the Argonian, Breton, Dark Elf, High Elf, Khajiit, Imperial, Nord, Redguard, and Wood
Elf races in game (These are the names used in the game manual itself). The classes available are Assassin,
Barbarian, Battlemage, Knight, Nightblade, Rogue, Spellsword, Sorcerer, and Thief.
Reception
The reviews it received were mostly mediocre. Notable concerns from reviewers included a weak draw distance,
constant pop up due to the draw distance, overall graphical quality, and janky combat. Still, reviewers generally
praised the game for its large world, great sound and the large amount of content.
Dawnstar
The Elder Scrolls Travels: Dawnstar (2004) is a computer role-playing game developed exclusively for Java-enabled
cell phones in the style and scope of its fellow The Elder Scrolls games. It is one of four mobile The Elder Scrolls
games published by Bethesda Softworks.
Oblivion
The Elder Scrolls Travels: Oblivion
Developer(s)
Bethesda Softworks
Publisher(s)
Platform(s)
PSP
Release date(s)
TBA
Genre(s)
RPG
Mode(s)
Single player
Rating(s)
ESRB: Teen
Media/distribution UMD
References
[1] "The relationship between Vir2L studios and Bethesda Softworks" (http:/ / www. vir2l. com/ about. php). Vir2L's About Page. . Retrieved
2007-01-27.
[2] "Elder Scrolls Travels: Shadowkey specifications & detail information" (http:/ / www. smarter. com/ n_gage_games---ps--ch-8--pi-5112.
html). Smarter.com. . Retrieved 2007-01-27.
[3] "Elder Scrolls Travels: Shadowkey review" (http:/ / www. gamespot. com/ ngage/ rpg/ theelderscrollstravelsshadowkey/ review.
html?om_act=convert& om_clk=gssummary). Gamespot. . Retrieved 2007-01-26.
[4] "Elder Scrolls Travels: Shadowkey review at Game Zone" (http:/ / ngage. gamezone. com/ gzreviews/ r23974. htm). Game Zone. . Retrieved
2007-02-06.
[5] "1up review on Shadowkey" (http:/ / www. 1up. com/ do/ reviewPage?cId=3137429). 1up. . Retrieved 2008-08-05.
[6] "GameSpy talking on Shadowkey" (http:/ / wireless. gamespy. com/ n-gage/ spider-man-2/ 575960p1. html). GameSpy. . Retrieved
2007-02-06.
[7] "Game Rankings on Shadowkey" (http:/ / www. gamerankings. com/ htmlpages2/ 920555. asp). Game Rankings. . Retrieved 2007-02-06.
[8] "Metacritic's Review on Shadowkey" (http:/ / www. metacritic. com/ games/ platforms/ ngage/ elderscrollstravelsshadowkey). Metacritic. .
Retrieved 2007-02-06.
External links
Interview with Shadowkey designer Greg Gorden (http://www.elderscrolls.net/docs/
shadowkey_interview_eng.php)
Shadowkey (http://www.uesp.net/wiki/Shadowkey:Shadowkey) at UESP (http://www.uesp.net/)
135
136
Books
The Infernal City
The Infernal City
Author(s)
Greg Keyes
Language
English
Series
Genre(s)
Fantasy novel
Publisher
Del Rey
Pages
217 pp
ISBN
978-0345508010
The Infernal City is a book by Greg Keyes. It is the first of two planned books based on The Elder Scrolls series of
video games.[1]
Plot
The Infernal City takes places about 40 years after the events of The Elder Scrolls IV: Oblivion and The Elder Scrolls
IV: Shivering Isles.[2] Tamriel is a continent inhabited by many races, and is ruled by an imperial authority. A
floating city known as Umbriel is devastating Tamriel.[2] Any person caught beneath Umbriel dies, and is resurrected
as undead.[2]
Four decades after the Oblivion Crisis, an unknown mass appeared on the coast of Black Marsh during a powerful
storm. Meanwhile, a Dunmer assassin named Sul woke from a nightmare in which he witnessed this appearance.
Annag Honart, a seventeen-year-old Breton girl, and her Argonian friend Mere-Glim, drinking her father's wine
after a night of adventure, talked about the spreading rumors of Umbriel, the flying city. Though her father Taig tried
to have her taken to Leyawiin, she used her magical bird Coo to bring Glim to her rescue. During their flight from
her captors, they witnessed Umbriel moving toward the city. Glim was unable to stop himself from moving toward
the mass of land; to avoid being dragged with him to the chaos below, Annag took a flying potion, poured one into
his mouth, and guided them the only way she could toward Umbriel. They witnessed the slaughter below and
when they realized they had been seen, she sent Coo to find Prince Attrebus Mede. Annag and Glim were taken
captive by the residents of Umbriel, and Annag was made to cook while Glim was trained as a skraw, to work the
Sump.
Rising from the bed he shared with Radhasa, a Redguard woman whom he had just signed on to his guard, Attrebus
found Coo on his balcony. He spoke with Annag, who told him of the coming danger. When his father, Emperor
Titus Mede, brushed off the situation since Black Marsh was no longer a concern to him, the prince secretly gathered
his guard. Near the beginning of his journey, however, his men were ambushed and Attrebus was taken captive by
Radhasa and her men.
Colin, a young Inspector for the Penitus Oculatus, inspected the area where Attrebus was attacked. He discovered a
decapitated and charred body with Attrebus' Imperial signet ring, but thought it was too convenient to be authentic.
Meanwhile, Attrebus awoke tied up and riding a horse. When they came to a stop, a small skirmish that Radhasa was
winning against Attrebus' escape attempts was interrupted by Sul, who charged the group and easily dispatched the
small group of traitorous allies.
Colin revealed to the Emperor that he thought the body recovered was not that of the Prince before heading to a
tavern in the Market District, where he met an old friend Nial Sextius. While discussing with him the disappearance
of the Prince, he discovered that Gulan, Attrebus' adviser and assistant, would have reported Attrebus' plans to the
Prime Minister's office, not directly to the Emperor.
Back on Umbriel, the kitchen Annag worked for was attacked by the Toel kitchen. She and Slyr were taken captive
and trained to work for his kitchen. During the attack, Annag lost the locket that connected her to Coo, but
accidentally acquired Qijne's invisible, possibly biological, blade, which wrapped itself around her forearm and
extended as she wished.
In an outdoor area of Umbriel that Glim discovered called the Fringe Gyre, he found trees that appeared to be related
to Hist, since he could hear them murmuring. Here he also met a girl, Fhena, who was able to confirm for him that
Annag was alive and was the subject of a large battle between the kitchens. The same evening, he talked with Wert
and other skraws. They discussed ways of "negotiating" better treatment, and Glim asked them to make maps of
Umbriel.
During their journey, Sul and Attrebus met a group of Khajiit who joined them. Sul explained to Attrebus that he
intended to short-cut through Oblivion to beat Umbriel to Vvardenfell. He explained that Umbriel was undoubtedly a
product of Vuhon, the man who had engineered the ingenium, the device that had kept the Ministry of Truth in place
in Vivec's absence. He killed Sul's love, Ilzheven, and caused the Ministry of Truth to crash into Vvardenfell, in turn
causing Red Mountain to erupt and destroy the entire island. Sul and Vuhon both were thrown into Oblivion, and a
being named Umbra took that opportunity of the barrier between worlds opening to throw a sword, also called
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Characters
An "unlikely group of heroes" is at the center of the novel.[2] Tamriel now has a new Emperor named Titus Mede,
and he has a young son named Attrebus.[3] Prince Attrebus then meets a seventeen-year-old girl named Annag, and
together, they set out on a quest to save their land.[3] A spy sent out by conspirators and a Dunmer mage hell-bent on
vengeance are also involved.[2]
References
[1] The Infernal City (http:/ / www. amazon. com/ Elder-Scrolls-Infernal-City/ dp/ 0345508017). June 2010. .
[2] "Amazon.com: The Infernal City" (http:/ / www. amazon. com/ Elder-Scrolls-Infernal-City/ dp/ 0345508017). Amazon.com. . Retrieved
2009-10-20.
[3] "Bethesda Softworks announcement" (http:/ / www. bethsoft. com/ eng/ news/ pressrelease_042709-3. html). Bethesda Softworks. . Retrieved
2009-10-20.
Sources
Bethsoft press release (http://www.bethsoft.com/eng/news/pressrelease_042709-3.html)
The Infernal City (http://www.amazon.com/Elder-Scrolls-Infernal-City/dp/0345508017) at Amazon.com
The Infernal City (http://www.randomhouse.com/catalog/display.pperl?isbn=9780345508010) at Random
House
The Infernal City excerpt (http://www.randomhouse.com/catalog/display.pperl?isbn=9780345508010&
view=excerpt) at Random House
External links
The Infernal City (http://www.uesp.net/wiki/Lore:The_Infernal_City) on UESP (http://www.uesp.net/).
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Lord Of Souls
140
Lord Of Souls
Lord of Souls
Author(s)
Greg Keyes
Language
English
Series
Genre(s)
Fantasy novel
Publisher
Del Rey
Pages
304 pp
ISBN
978-0-345-50802-7
Lord of Souls is a book by Greg Keyes. It is the second of two planned books based on The Elder Scrolls series of
video games.[1]
Plot
Like its predecessor The Infernal City, the novel Lord of Souls takes places about 40 years after the events of The
Elder Scrolls IV: Oblivion and The Elder Scrolls IV: Shivering Isles, and some 160 years prior to the events of The
Elder Scrolls V: Skyrim.[2]
References
[1] Lord of Souls (http:/ / www. randomhouse. com/ catalog/ display. pperl?isbn=9780345508027). February 2011. .
[2] "Amazon.com: Lord of Souls" (http:/ / www. amazon. com/ dp/ 0345508025). Amazon.com. . Retrieved 2011-2-7.
Sources
Lord of Souls (http://www.amazon.com/dp/0345508025) at Amazon.com
Lord of Souls (http://www.randomhouse.com/catalog/display.pperl?isbn=9780345508027) at Random House
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License
License
Creative Commons Attribution-Share Alike 3.0 Unported
//creativecommons.org/licenses/by-sa/3.0/
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