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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 the game where

they’re 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, being the infamous

publisher that you are, 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