Don’t worry, we’re here to give you the Cliff’s Notes version of the interview, which focuses largely on some of the ways the dev team is making the game’s combat vibrant and interesting. Here are the highlights:
- Lead Gameplay and Combat Desinger Nick Konkle started us off by describing the team’s overall goal for the game:”We really want everyone to have fun playing it… if it was derivative of one thing or the other [Elder Scrolls or MMOs], I think it would only be fun to one specific set of people.”
- Re-emphasizing the game’s minimalistic UI, Creature Combat Designer Maria Aliprando stresses that your cue to get out of the way will be the giant raising his club to squash you — not some esoteric or distracting UI element.
- Style will apparently count, too, as players can accumulate Finesse throughout a fight, and the better your Finesse at the end of a fight, the more rewards you’ll get.
- Hey, do you like cross-profession combos in that other game? Well, you’ll get them in TES Online, too. Konkle describes both the idea of lighting a patch of oil on fire and of a warrior spinning through a field of fire to spew out fireballs.
- And if simply taking keeps isn’t good enough for you — blow them up! OK, you can’t quite reduce the whole thing to rubble, but as Designer Brian Wheeler explains, keeps will have some destructible elements that will have you screaming “Oh my god, that was cool!” in a comically high-pitched voice, just like he does at the 8:36 mark.
Just one warning — you might want to turn away before the 15:30 mark. Oh, those poor bunnies…