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Why Bethesda Turned Down A Song of Ice and Fire

EGMNOW has a tidbit from the upcoming EGMi - Digital Magazine where Todd Howard of Bethesda Softworks explains why his company passed on the opportunity to make a game based on A Song of Ice and Fire, the series of books that inspired the hit series A Game of Thrones (thanks Gamer's Hell). Here's why:

“With A Song of Ice and Fire, we went ‘We want to do that!’ People in our studio liked it, and it seeped in a bit to what we were doing,” Howard explained. “We were actually asked a while ago to turn those books into games.”

So why didn’t they take the leap? According to Howard, the idea of a partnership was very tempting, but the team was just too invested in their own IP.

“We wanted to do our own world. That’s where we wanted to put out time into. Before we were even making Skyrim, there was a conversation with George R.R. Martin’s people. They thought it would be a good match—and so did we, actually—but then we thought about if that was where we wanted to spend our time. It was tempting, though.”

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17. Re: Diablo III Encounters Sep 15, 2011, 13:08 Rockn-Roll
dj LiTh wrote on Sep 15, 2011, 04:36:
Rockn-Roll wrote on Sep 15, 2011, 02:49:
...the game would have to "cheat" so that the player always lost when they were supposed to. Or, I suppose the player would have to jump from character to character so that they are always the one that wins.

Um....personally i'm fracking tired of push over games were i could be so drunk i cant even stand up, but i have no problem beating a game. I MISS the days where a game acually gave me a challenge. Now when i lose, i acually get excited because i think i might have a challenge ahead of me. But hey thats just me, good luck /w your iwinbutton gaming

You missed my point entirely...the game won't give you a will actually cheat i.e. if you battle away at the enemy for hours or even days and rise up to the challenge and whoop up on the entire enemy except for one remaining after the slaughter...that one enemy could just be a camp follower or a dog even...but the game will give it an infinite health and you would never be able to kill would spend weeks or months or years thereafter with your troups getting bitten bite after bite as each one dies of the bite wounds while the remaining enemy doesn't get hurt no matter what you do to it. It's actually the scenario that I laid out where the game probably plays better if you are drunk...the game will compensate and cheat so that the outcome is always what it needs to be. For example the reverse would also be true...let's say you must win a battle for the story to would mean that even if your strategy is so dense that all your men get wiped out...the game will leave one standing and give it an infinite health so that no matter what the enemy throws at you you won't lose.

If you went back and read some of my posts like for the past 5 years or so, here as well as lots of other gaming forums, you will see that I consistently indicate that games are too easy throughout the majority of the game and only become a challenge when it's a boss battle, but the boss battle isn't any fun if it's just shooting the same enemy over and over and over especially when you learn that it's just a trick that kills the boss. For some reason developers refuse to give us more enemies to fight...they increase the health and damage for individual enemies, but rarely just give us more to make it a challenge...and I don't mean continuous waves of 3 or 4 enemies...that's just not as much fun to me as having one wave of 10 enemies...that's a challenge...lot's of running and shooting where combat skills really make a difference but none of the tricky shoot the eye when it glows junk.

I think this trend started when developers started designing for consoles where aiming and combat skills aren't as important as positioning your character in a specific spot and pressing the scenematic key so you can watch your character do the combat for you. There was a time when increasing the difficulty increased the number of enemies as well as their strength...providing that increased challenge that you are talking about. But, that wouldn't be fun for console gamers...they don't want more aiming...they want more complex button presses to take out more elaborate enemies with cooler looking scripted combat that the "skill" becomes pressing buttons in the right combination for the right time for the right enemy. A good example is Batman: Arkham Asylum. The opposite of that is where combat has everything to do with aim and movement where you need to keep your crosshairs on the enemy while firing a weapon while sidestepping and crouching and jumping to make it harder for the enemy to keep their crosshairs on you. A good example is Team Fortress 2 (though playing the Spy class is more like a console game which is why I don't like playing Spy).
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