> The gaming community is like no other. There's a deep connection between the player and the game that's truly unique. It's about creating worlds that players can get lost in, where they can live out their dreams and fantasies.
> Our focus is always on pushing boundaries and exploring new ideas. We want to surprise and delight our players, constantly striving to innovate and bring new experiences to life. We're driven by the passion to create something special, something that will stand the test of time.
> Creating games is about embracing freedom and uncertainty; "we try to do games where you know we say yes as much as possible." Players are naturally curious, and it's rewarding to see them uncover unintended paths or "accidental unintended doorways out" that I hadn't planned for.
> The chaos that emerges from player creativity is what keeps me excited; "the more realistic the game becomes, the harder it is to find that door," and that unpredictability leads to moments that can surprise both me and the players.
> One key aspect of creating engaging NPCs is making them reactive to the player. The most memorable characters, like Lydia from Skyrim, are those who respond to your actions with just the right touch of personality and context, even if the line is generic. This reactivity makes the game world feel more alive and personalized for the player.
> Unlike other open-world games where only the player's immediate surroundings are active, our approach runs every quest and character simultaneously, albeit at different update rates depending on their proximity to the player. This creates a more believable simulation where the world feels continuous and immersive, adding depth and unpredictability to the gameplay.
> In designing expansive, procedural games such as Starfield, we draw inspiration from Daggerfall. The idea is to balance handcrafted experiences with vast, procedurally generated worlds that give players the sense of limitless exploration. This mix allows for a unique gameplay flow where wandering off the beaten path can lead to unexpected adventures and experiences, maintaining a sense of wonder and openness.
> My love for video games started with classics like Space Invaders and Pac-Man, which inspired me to create my own games from a young age. The simplicity and appeal of those early arcade games sparked my passion for game development.
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> Self-taught programming and a deep interest in games like Wizardry and Ultima led me to constantly experiment and push the boundaries of what was possible on platforms like Apple II. It was a way to immerse myself in experiences and challenges that I couldn't otherwise encounter.
> Despite not foreseeing game design as a career path initially, a pivotal moment came when I was rejected from a corporate finance job, which pushed me to follow my passion for creating video games. It was a turning point that led me to pursue game development full-time, ultimately shaping my career in the industry.
> My journey into Bethesda began quite serendipitously—I essentially "knocked on the door" after getting a video game for Christmas and felt a calling to the industry. It’s funny to think about how that moment in 1993 set everything in motion for me.
> Working on games like "NCAA Basketball: Road to the Final Four" and "Terminator: Future Shock" taught me about creative freedom. During that time, we were able to explore concepts without anyone telling us what we could or couldn’t do, which allowed for a level of innovation that I still cherish today.
> I’ve always viewed open worlds as a distinct style of storytelling, a universe you can step into and inhabit, similar to enjoying a book or a movie. Unlike other gaming experiences, it’s about creating a world where players can truly feel like they belong—where every corner holds a story waiting to unfold.
> Balancing realism and player experience has always been a crucial aspect of game development. While it's true that our ability to render objects with stunning detail has drastically improved over the years, it wasn't always the case. Back in the day, we had to make a lot of trade-offs due to technical constraints. Even now, we prioritize player agency and experience over graphic fidelity—sacrifices are made to ensure smooth gameplay and an engaging simulation. Our games aim to blend a compelling story and immersive world without being overly fixated on achieving the highest graphical output.
> Creating an awe-inspiring virtual world goes beyond just high-quality graphics; it's about the atmosphere and mood. For games like Skyrim, the outer scenery, from the way the wind rustles the trees to the texture of clouds and sunsets, plays a huge role in transporting the player to another world. We spend a lot of time perfecting these quiet, contemplative moments—letting players feel immersed when they are just wandering and taking in the environment. It’s in these details—like the soundscape and the dynamic weather—that the true magic lies, fostering a sense of being wholly present in the game's world.
> One key insight Todd shared is about establishing the tone in games by grounding them in reality. He mentioned, "finding something that is grounded in reality for what it is...and then have lesser kind of Fantastical things at least at the start." This approach helps make the experience more believable and relatable to players.
> Another interesting point Todd talked about was the thought process behind introducing dragons in games like Skyrim. He emphasized making dragons look less fantastical and more like creatures that could exist in the game's world. Todd also highlighted the importance of slowly introducing dragons into the game to create a sense of anticipation and player immersion, mirroring the reactions of NPCs in the game world. By blending realism with fantasy, Todd explained his deliberate design choices to enhance player experience and storytelling.
> Redguard taught me important lessons about creativity and risk-taking. “I’m not going to be conservative again. I’m going to swing for the fences.” That experience, despite its outcome, sparked a drive to pursue bold ideas unconfined by what’s expected, which paved the way for “the biggest best RPG we can make” in Morrowind.
> I found a renewed sense of purpose through the ups and downs. Even amidst self-doubt and the pressure of feeling “personally responsible” for Redguard’s performance, the love I have for crafting immersive worlds kept me focused. “I enjoy it so much… it becomes my life,” and that passion fuels my commitment to create games that resonate with players.
> In creating open-world games, our focus lies in building robust systems that interact fluidly without breaking, covering elements like rendering, physics, and AI. This systemic approach ensures a dynamic environment where even unexpected gameplay moments, like NPCs picking up player-dropped weapons, feel natural and immersive.
> The future of AI in our games leans towards greater reactivity and deeper roles for NPCs. I'm excited about incorporating advanced neural network dialogue systems, potentially allowing NPCs to engage in more sophisticated and believable interactions with players.
> Voice acting plays a crucial role in our games, bringing characters to life in ways that scripted dialogue alone cannot achieve. We integrate voice recordings throughout the development process, enabling actors to shape and refine characters over years, ultimately enhancing the game's narrative depth.
> I find those moments really impactful emotionally. In Starfield, we've pushed for more complex relationships with companions, allowing for ups and downs like being in love and getting temporarily angry. It's about existing in that gray area of complicated relationships rather than just linear progression.
> I think people sometimes underestimate the value of time spent in games. Those moments of accomplishment are truly special and important to me. It's akin to leaving a romantic partner when you finish a game, and I wonder if there's a way to carry those experiences forward, like preserving them in a virtual scrapbook of achievements dating back to childhood. It's like looking back and seeing the hours invested, the first games played, and feeling a sense of nostalgia and connection with your gaming journey over time.
> Starfield was born out of a long-standing desire to create an “explore space role-playing game,” evolving from classic inspirations like Traveler, Starflight, and Sundog, blending my love for open worlds with the excitement of vast galaxies.
> The core experience is about landing on varied planets, which may initially seem empty but offers a profound moment of solitude that reflects “the beauty of desolation,” fostering a connection with the game's vastness and a feeling of being part of something much larger than oneself.
> I aimed to build a realistic universe that immerses players into the tone of space travel and exploration; even the mundane things like resource gathering can create a “lonely experience” mirroring the humbling nature of our own existence in the cosmos.
> There's a unique power in science fiction to fuel imagination and inspire future generations; the hope is that playing Starfield will encourage aspiring engineers and space explorers to look beyond Earth, creating a greater understanding of our place in the universe.
> The development process for new Elder Scrolls games is exceptionally long and complex. "I wish they didn't take as long as they did, but they do." We aim to ensure that the game remains relevant and playable for decades, which changes how we architect it from the start.
> Modding has always been a core part of our games. We actively support the modding community and have even hired many modders. "We're gonna keep supporting... the people who are doing on their own so they can be professionals on their own."
> Starting a new game often begins with deciding its world and tone during casual conversations. We also work on "concept art and music early," using creations like our Elder Scrolls VI teaser music from 2018 to set the atmosphere.
> Designing the gameplay involves balancing complexity and fun, especially in combat. "First on a control side, helping the player when they don’t realize it" and ensuring enemy AI appears smart but is designed to be beatable because "winning is fun, death is not."
> Fallout 4 has a unique tone, blending post-apocalyptic drama with B-movie humor, creating an immersive and vibey world unlike any other in the genre.
> Maintaining the essence of Fallout while innovating was key to not screwing up Fallout 3, a project close to my heart that found success despite initial skepticism, thanks to a clear vision and fresh approach to world creation and storytelling.
> Creating a character in a role-playing game is so much more than just picking stats; it’s about "loading in the world that you're about to enter." The initial design must pique interest and be intentional, allowing players the freedom to explore without the fear of making irrevocable mistakes. I wanted to ensure players could adjust and experience growth, so we shifted focus from strict character classes to a more fluid system where "if you discover you don't like that type of play as you play, you can move your character along."
> Having the "freedom to do things" in the game is vital, but sometimes that creates unexpected challenges for quest design. In Morrowind, for example, players could break the game with certain spells, leading us to implement "guard rails" for balance. It taught us that while creativity is important, we must also design with purpose so that players can enjoy the story without frustrating hiccups.
> Crafting compelling quests involves balancing well-designed, linear narratives with more open-ended tasks that allow players to find their ingenious solutions. These approaches ensure player engagement and satisfaction through choices and exploration.
> The placement and design of in-game objects are an art form. We invest significant time in cluttering and decluttering spaces to create landmarks and maintain balance, avoiding overwhelming players while still making discovery rewarding.
> Designing for mobile games presents unique challenges, primarily due to shorter play sessions and screen size. Despite this, our games like Fallout Shelter have shown that players can engage deeply for extended periods, redefining what's possible in mobile gaming.
> Joining the Xbox team has been an amazing experience. The culture inside Microsoft and Xbox aligns with our values, focusing on players and innovation. It's a great fit. As for Starfield being exclusive to Xbox, the pressure is on to deliver, but exclusivity isn't new to us. We've had success with Xbox before and the collaboration with Xbox engineers for this new game has been incredible.
> Creating games for Xbox consoles versus PC has its differences, especially in terms of hardware. The Series X is an incredible machine, and having the expertise of the engineers who built it has been awesome. Regarding playing games on Xbox versus PC, it depends on the individual's preferences and mood. For me, sometimes I prefer the comfort of a controller and a sofa after spending all day on a PC at work.
> Skyrim holds a special place in my heart, and I firmly believe it's one of the greatest games of all time—"Skyrim, for me, is just incredible." It was a game that dared to create a vast virtual fantasy world where players could truly immerse themselves, reflecting the inspirations I drew from classics like Ultima 7, which was pioneering in allowing players to engage in detailed interactions, such as "you could bake bread" and truly live in the world.
> Nostalgia for the tangible aspect of games is something I cherish, too. The era of beautiful game boxes and cover art—like the distinct styles of the Ultima series—carries a sentimental weight, and I miss that culture a bit. "Digital ownership has great value to people," and I love curating my own digital collections just as I would with physical media.
> When it comes to modern gaming, I can't help but admire the innovation seen in titles like Breath of the Wild. It transcends traditional constraints by giving players the freedom to explore without relying on arbitrary barriers, delivering a sense of liberation that resonates with me. It really captures the essence of what open-world games can become: "a magical game."
> A truly fulfilling day involves playing Starfield to identify issues, then collaborating with an incredible team of programmers, artists, designers, and QA staff to resolve problems. That tangible progress, where you start with a challenge and end with a solution, is deeply rewarding.
> The beauty of video games lies in their ability to evoke a wide range of emotions and foster a sense of accomplishment and pride in players. It's amazing to see how small decisions we make can bring about profound feelings in players, reinforcing the impact of our work.
> Engaging in Make-a-Wish visits has been profoundly moving. Seeing the joy and transformation in children and their families who choose to visit us because they love our games reminds us of the incredible privilege and responsibility we have in creating experiences that can meaningfully enrich lives.
> Find something you love so much that it never feels like a job, don't do it for money. The key is resilience - don't underestimate yourself, be prepared to work hard, and push past failures with determination. Success comes from loving what you do, not doing it for other reasons.
> Embrace challenges as opportunities to learn and grow - even in tough times, approach them as problems to solve. Stay committed to your passion, be resilient through ups and downs, and trust that hard work and dedication will lead to success in the end.
> Diving into new worlds with Starfield and the Fallout TV show feels like a thrilling evolution for me. "I've never made a TV show," but working with Johnathan Nolan and Lisa Joy has been an incredible experience; their attention to detail and obsession with storytelling is evident. I believe the series captures the essence of Fallout while offering something fresh, as it "doesn't break any of the rules" of the universe we've created.
> The approach is very different from film adaptations. Instead of retelling a game story, we’re exploring a unique narrative within the Fallout world. It’s exciting to think the show will resonate with both longtime fans and newcomers. Good storytelling is usually character-driven, and “it’s the main characters who they are and what their motivations are that really is the engine” of this new adaptation.
> Working on the Indiana Jones game has been a dream for years, and it’s incredible to see it come to fruition with the right team at Machine Games. This project is a unique mashup that pays a true Love Letter to Indiana Jones, combining different elements of game design to create an experience that will resonate deeply with fans.
> After nearly 30 years at Bethesda, my perspective on game development has evolved. I've learned to savor the journey and appreciate the development process more. Enjoying the moments we spend creating these worlds is crucial because these are rare opportunities that define our lives and careers. Prioritizing enjoyment in our craft not only enhances our work but also makes the whole experience far more rewarding.
> The meaning of life, for me, is driven by curiosity and love. Curiosity about the world around us and understanding what makes people tick. It's all about noticing the world and enjoying it, even through the eyes of others like my son experiencing my games.
> Seeing people, especially my son, connect with and enjoy my games like Skyrim over the years has been a special experience. It's not just about creating the games, but also about sharing in the joy and impact they have on players. Working with my incredible team, I look forward to what we will create next and the impact it will have on players around the world.