Todd Howard lectured at DICE. GameSpot offers some coverage (thanks ][avok), but a more detailed report can be found on Gamasutra.<blockquote>Taking Inspiration From Unlikely Places
"One of the tricks we do -- and you can use this on your franchises -- is read old reviews," Howard explained.
It is important to play old games as well, he went on, but reading old reviews removes much of the aging process, because they are written from the perspective of somebody experiencing those games when they are new.
That allows you to understand how design decisions affected the reviewer, away from the difficulties that come with dealing with archaic graphics and input methods.
"You can pull up a review of Arena, our first Elder Scrolls games, and if you black out a few words, you can't tell what Elder Scrolls game it is, whether it's Daggerfall, Morrowind, or Oblivion," he said.
Inspiration can come from disparate sources -- Fallout 3's body part targeting system drew influence from such seemingly unrelated touchstones as Burnout 3's crash mode and the slow-motion blows of the Fight Night games.</blockquote>
"One of the tricks we do -- and you can use this on your franchises -- is read old reviews," Howard explained.
It is important to play old games as well, he went on, but reading old reviews removes much of the aging process, because they are written from the perspective of somebody experiencing those games when they are new.
That allows you to understand how design decisions affected the reviewer, away from the difficulties that come with dealing with archaic graphics and input methods.
"You can pull up a review of Arena, our first Elder Scrolls games, and if you black out a few words, you can't tell what Elder Scrolls game it is, whether it's Daggerfall, Morrowind, or Oblivion," he said.
Inspiration can come from disparate sources -- Fallout 3's body part targeting system drew influence from such seemingly unrelated touchstones as Burnout 3's crash mode and the slow-motion blows of the Fight Night games.</blockquote>