"We want to tell a complete Elder Scrolls story with every dungeon we create. So, when you complete a dungeon, there’s that additional feeling of reward.” “That's a complete story that happens during a dungeon run, where you see and figure it out all the way through to the end. “We want to tell a complete Elder Scrolls story with every dungeon we create,” Mike continues. “The first thing I think about when we're designing a new dungeon is the story,” Mike reiterates, noting that having these two dungeons present a Gothic Vampire Castle and Mad Scientist Laboratory nails both the tone and theme of Elder Scrolls Online in 2020.īut, in designing a new dungeon the setting isn’t merely there as backdrop. Which introduces a couple of brand-new locations, stories, and PvE challenges for players in the form of the Castle Thorn and Stone Garden dungeons. The theme in question here is dark, gothic, and chock full of vampires, werewolves, and the red stuff.įollowing up from the Greymoor expansion released earlier this year, which presented a new campaign and storyline to playthrough, the team at Zenimax are now ready to unleash the Stonethorn DLC Dungeon Pack. This year the Elder Scrolls Online takes players back to Skyrim, with the Dark Heart of Skyrim storyline presenting a sinister take on the beloved Tamriel hotspot. Really, I just let them run with whatever method works best for them, but at every stage in the process we're always bringing it back to theme.” “It's different by designer, and whatever designer we have on a boss fight dictates the approach. “Another designer might take inspiration from other games they’re playing and ask themselves how they might incorporate some of that into The Elder Scrolls Online,” Mike adds. “They’ll ask why is this boss here? What is their motivation?” he continues, noting that some team members go full method – channelling their inner Al Pacino or Daniel Day Lewis. We’re discussing what goes into designing boss encounters, those long protracted and involved combat scenarios found across the game’s many dungeons. ![]() “I have one designer who is all about taking story elements to inform boss fights,” Mike Finnigan, Lead Encounter Designer on The Elder Scrolls Online tells me.
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