Bethesda RPGs are usually filled with intricate details, many of which players may not consciously notice, yet they all help create an immersive, realistic atmosphere. As put by former Bethesda producer Jeff Gardiner, it’s not just that when I kill someone with a sword, there’s a response to the crime; it’s more about feeling like you’re part of a vibrant world where things are constantly happening around you.
In 2021, Gardiner departed from Bethesda and established Something Wicked Games, a company he himself founded. After a span of fifteen years with this venture, he has accumulated numerous tales to tell. He fondly remembers the significant autonomy that the teams were granted, and how, upon completing their designated duties, they were allowed to explore their creative passions. This liberty was instrumental in enriching the details of Fallout and The Elder Scrolls series.
On occasion, this might lead to complications. As Gardiner explains, it can cause difficulties during the post-game shipping stage, and one such issue was caused by Skyrim’s inquisitive butterflies.
In Skyrim, they added a feature where butterflies would interact with virtual flowers in your game inventory and follow you around. However, this addition was quite costly in terms of processing power because every butterfly in the game had to check whether or not the player was carrying flowers. This resulted in the game running slower, leading us to wonder why it was lagging so much. Eventually, we realized that someone had coded a script into the game causing this issue: if you have flowers, butterflies will be drawn to you.
By chance, ants posed a similar issue. You might recall that artist Mark Teare incorporated these minuscule creatures into the game, but unintentionally, he made them shadow casters. This meant the light had to create a shadow, which turned out to be quite problematic. At that time, casting shadows was the most costly aspect in rendering, leading to another set of difficulties. “Hordes of nearly invisible ants, each casting minuscule shadows.
Gardiner cherishes those times, despite any problems that might have arisen. “That’s what makes it enjoyable,” he explains. “The allure of Bethesda was in the freedom granted to us by our corporate parent, Zenimax. They allowed us to establish our own objectives and milestones, giving us creative autonomy as long as we maintained their trust. This freedom is crucial for any creative individual.
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2025-02-22 14:02