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shouldn’t end, I want to keep

going’ concept going on. So,

the third DLC was a response

to that idea, because we

have to now account for what

players had done in the game

- a lot of people end up dying

at the end of that game when

they play through it. That

DLC could not possibly have

existed until we got that initial reaction

of, ‘I don’t want the game to end;’ so it’s

a good example of listening to players,

what they want, what they like, or what

they don’t want. ‘I want to increase the

level cap’, ‘I want to remove the game

ending’ – a lot of it is up to the player’s

responses.

As far as the teams behind the DLC

go, it’s always the same folks that

have worked on the base game. You

have a team working on a project, and

they are often working on it in very

different ways. So, when you get to

the end of the game, you have lots of

programmers that are working on it just

trying to fix bugs, but you also have all

these people, like artists and writers,

who are now done, because no-one’s

letting them touch the game anymore.

“No, you can’t add another texture

for that building, you might break the

game. Stop touching it. Leave it alone.”

While these guys are waiting for the

programmers to be finished, they’re

often sitting around writing up new

quests and new dialogue, and that’s

usually where the DLC comes from.

They’ll come up with their own little

strike teams where they talk about what

they might want to do, and eventually

go to the programmers with their new

ideas. You look at

Fallout 4

- all this stuff

that they’ve added with contraptions

and everything else, it doesn’t just work

like that. Somebody had to add the

functionality for different devices and

stuff. It’s a collaborative effort amongst

a variety of folks, either maybe ideas

that they pitched for the original game

that didn’t make it, or again, things that

they see people wanting; folks

really like this, let’s do this, or

let’s do that. It’s always a mix.

Finally, how do you go

about preventing things

leaking to the public

perhaps before you want

them to?

Part of that is born out of

the fact that we’re a private company,

so we are already used to holding things

close to the vest anyway. Doing things

our own way. It’s just kind of part of

who we are, to be a little secretive

and to not sort of talk about our stuff

until it’s time. Our success level of

that varies depending on who you ask,

because one person might say there

were no leaks, but I always end up

seeing things out there; some of which

can be true, some of which were not

true, but all of which make me insane.

You know; having to come up with 10

different project names for a single

game just because you can’t even trust

all of the same people to use the same

code word - you have to mix it up. It’s

ridiculous. I just wish people would be

quiet and not talk about it.

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Skyrim Special Edition

Skyrim Special Edition