If anyone would like to reward a hard working wiki contributor and news blog writer, I think this would be the little item to do it with...
From Tamriel, with love
The Elder Scrolls: Online preorders have begun with both a regular, and “Imperial edition” available. If you buy the digital Imperial edition you get a special horse and the ability to play an Imperial in any alliance. If you get the imperial edition with a box, you get a statute of Molag Bal, a map, and the emperors guide to Tamriel.
All preorders get early access, “Any race in any alliance” (presumably imperial excluded), a scuttler (mud crab) vanity pet, and some treasure maps.
You can find a list of retailers in your country, or buy direct online here.
Their main gripe is, unsurprisingly the subscription fee, and point to many big names trying and failing to make it work.
You will need to both buy the game, and pay for an ongoing subscription to play. You will not need a PS Plus subscription on PS4, no word about Xbox 1.
The Elder Scrolls: Online will be
PC/Mac players will be able to choose which Megaserver they play on (Euro or NorthAm), so we’ll look at setting up some Nukapedian Guilds.
Quakecon is back, and moving to July. If you’re in Dallas, Texas between July 17 and July 20 (or want to be) check out their page on Bethblog here.
There’s no mention of any particular events or announcements yet… But given TES:O should be well launched by then, this could be our time.
Ron, Ron Never changes
Ron Perleman and Amazon present
Ron Perlman is back… on Amazon. He’s working with the bookstore - come - everything store - come - Device maker - come - Media megacorp on a project called “Hand of God”. Deadline reports
Hand Of God centers on the powerful Judge Harris Pernell (Perlman), a hard-living, law-bending married man with a high-end call girl on the side who has a religious awakening and starts having visions and hearing voices through his ventilator-bound son that could be God speaking to him.
Cos we’ve all been there. The project will be directed by World War Z’s Marc Forster, so already has a great pedigree.
My Favourite Android
You can skin your android device for free with this UCCW skin here or upgrade to the paid version with extra colours here (seriously, its a dollar folks).
(Make sure you watch the videos on how you set it up).
what is the most interesting thing of working on the video game industry?
The first thing that comes to mind is that there are always new problems to solve. I don’t think it will matter how long I do this job. There will always be new problems to solve. The problems may be technical, they might involve gameplay, they might be story problems, or they might be problems with user experience/feeling, but there will always be new problems to solve. Every day.
Would you ever, or have you already, include trans characters in any of your games?
I haven’t developed any trans* characters in the past but if they made sense in a setting and story, sure.
Just in relation to an otherwise irrelevant question, Josh sidelined into this
This is going off tangent a bit, but when I was working with John Gonzalez, who was the creative lead and main story architect for Fallout: New Vegas (and the author of the Survivalist’s journals in Honest Hearts, since I get a lot of questions about that), there were a few things I kept insisting he had to include. One of the major elements was that during the final act of the game, the player had to be directed to interact with actual people (human or otherwise) during the approach to the end of the game.
Whatever chip-inserting, lever-pulling stuff the Courier was involved with took a backseat to interacting with with people in the different factions. I felt that needed to happen so the player would come face-to-face with the actual problems that these folks had. More than the threat of physical destruction, they were worried about other things: their identity, their independence, their sense of purpose. The Courier’s participation in the Second Battle of Hoover Dam was not the end of the game as much as it was the validation stage for all of the choices the player made to reach that point.
And when the slides started showing up, not everything worked out the way the player wanted. A lot of it did — sometimes most of it did — but there were always things that went awry, plans that developed in unexpected ways, characters that went off in their own directions. Not everyone likes that, but I definitely do and I believe that enough players also like it that it was a valid course to take.