
107 segments available
Todd Howard is a legendary video game designer at Bethesda Game Studios. He led the development of the Elder Scrolls series and the Fallout series, and an upcoming game Starfield. Please support this podcast by checking out our sponsors: - Shopify: https://shopify.com/lex to get free trial - Eight Sleep: https://www.eightsleep.com/lex to get special savings - InsideTracker: https://insidetracker.com/lex to get 20% off - LMNT: https://drinkLMNT.com/lex to get free sample pack EPISODE LINKS: Bethesda: https://bethesda.net Bethesda Game Studios: https://bethesdagamestudios.com Creation Club: https://creationclub.bethesda.net PODCAST INFO: Podcast website: https://lexfridman.com/podcast Apple Podcasts: https://apple.co/2lwqZIr Spotify: https://spoti.fi/2nEwCF8 RSS: https://lexfridman.com/feed/podcast/ Full episodes playlist: https://www.youtube.com/playlist?list=PLrAXtmErZgOdP_8GztsuKi9nrraNbKKp4 Clips playlist: https://www.youtube.com/playlist?list=PLrAXtmErZgOeciFP3CBCIEElOJeitOr41 OUTLINE: 0:00 - Introduction 0:55 - Simulation 2:51 - NPCs 11:42 - Daggerfall and Arena 19:55 - Bethesda 28:19 - Video game graphics 34:38 - The essence of a video game 39:27 - Redguard 44:27 - Creating open worlds 52:06 - Superintelligent NPCs 57:00 - Starfield 1:16:42 - The Elder Scrolls 6 1:36:03 - Fallout 1:43:11 - Character creation 1:48:13 - Quests & items 2:01:58 - Xbox 2:07:24 - Greatest game of all time 2:17:40 - Day in the life 2:25:34 - Advice for young people 2:29:02 - Fallout TV show 2:33:34 - Indiana Jones game 2:39:46 - Meaning of life SOCIAL: - Twitter: https://twitter.com/lexfridman - LinkedIn: https://www.linkedin.com/in/lexfridman - Facebook: https://www.facebook.com/lexfridman - Instagram: https://www.instagram.com/lexfridman - Medium: https://medium.com/@lexfridman - Reddit: https://reddit.com/r/lexfridman - Support on Patreon: https://www.patreon.com/lexfridman
In this introduction, Lex Fridman sets the stage for a conversation with Todd Howard, a renowned video game designer known for his work on the Elder Scrolls and Fallout series. Howard's influence on the gaming industry is highlighted, particularly his role in creating iconic titles like Skyrim and the upcoming Starfield. This segment establishes the significance of Howard's contributions to gaming culture.
"- Blink once, if when Elder Scrolls VI is coming out, but are not going to tell me. The following is a conversation with Todd Howard, one of the greatest video game designers of all time. He has led t..."
Todd Howard discusses the intriguing concept of whether we might be living in a video game designed by a future version of ourselves. He explains how game designers consider player interactions and the unexpected ways players can escape the confines of a game world. This segment delves into the philosophy of game design and the chaos that arises from player creativity.
"Is it possible that we are currently living inside a video game that the future you designed, can you give hints as to how one would escape if this was a video game? How can a video game character esc..."
Howard shares insights into creating engaging non-player characters (NPCs) in games like Skyrim. He emphasizes the importance of making NPCs reactive to player actions, which enhances immersion and player experience. The segment highlights memorable NPC interactions, such as Lydia's iconic line, showcasing how dialogue can resonate with players.
"Usually we leave like this developer test cell area in the game that we don't anticipate anyone will find. And they ultimately find it, it usually has crates of all the weapons in the game and things ..."
In this segment, Howard explains the balance between scripted dialogue and randomness in NPC interactions. He describes how dialogue trees are structured to allow for unexpected player responses, making characters feel more alive and dynamic. This approach contributes to the overall richness of the gaming experience.
"That's a generic line that all of the housecarls have and it just kind of lands when she says it. - Why does it land? What do you... And did you anticipate it would land? - It's a slight snarkiness in..."
Howard elaborates on the AI systems that govern NPC behavior in Bethesda games. He discusses how the game world operates continuously, simulating life even when the player is not present. This segment reveals the complexity of creating a living, breathing game world that reacts to player actions while maintaining a sense of realism.
"the more reactive and interesting the characters appear. - And these state machines, how big are these things? Are these individual to the individual characters? That's just fascinating how you design..."
This segment explores the idea of a game world that continues to exist and evolve independently of the player's actions. Howard compares game design to creating an amusement park, where the environment is crafted to provide a believable experience. He emphasizes the importance of immersion and the little details that enhance the player's connection to the game world.
"It's one way to think about it. - I mean, that's really fascinating. That's something that people had, they were wondering about to what degree it's possible to run the world without you. So there is ..."
Howard discusses future plans for enhancing game simulation, focusing on how factions and characters will have more depth and purpose beyond serving the player. This segment highlights the ambition to create a more interconnected and realistic game world, where every element feels rooted in the game's narrative.
"of the virtual world you're in, so if we wanna do something crazy, when a dragon lands, or a death claw comes out of the wasteland or those kind of things that you, it has the impact to you as the vie..."
Reflecting on the Elder Scrolls series, Howard shares insights about Daggerfall and its significance in shaping open-world gameplay. He contrasts Daggerfall's vastness with Arena, discussing how the density of content contributes to the player's sense of freedom and exploration. This segment underscores the evolution of Bethesda's game design philosophy.
"- Is that one of the essential components of randomly generated worlds? So when I think back to Daggerfall, has a gigantic world, when I first played it, I thought like, I mean, you're just struck by ..."
Howard reflects on the progression of role-playing games from Arena to Daggerfall, emphasizing the introduction of deeper character systems and 3D environments. He discusses how these advancements have shaped player experiences and expectations in modern RPGs, highlighting the importance of immersion and player agency.
"I didn't look up the years before this. This is depressing. Or awesome. So all of these games brought hundreds, probably for some of them, thousands of hours of joy for me. So Arena, Daggerfall, Morro..."
In this personal segment, Howard shares his early experiences with video games, from playing arcade classics to programming his own games on the Apple II. He recounts how these formative experiences fueled his passion for game design and set him on the path to becoming a leading figure in the industry.
"- Were you able to like look up the sky in Daggerfall? - Yep. - My memories... - It's full 3D, yeah. - Yeah, it's, so that's what full 3D means. And then you can go outside the city? - You can walk ou..."
Howard narrates his journey to joining Bethesda, detailing how he pursued his passion for game design. He recounts a pivotal moment when he knocked on Bethesda's door, demonstrating his determination to break into the industry. This segment highlights the importance of perseverance and following one's dreams in the face of uncertainty.
"goal was to write my own video games. And by sixth, seventh grade I had written my own much better Star Trek clone. - Yeah, of course. - Apple II. And I really enjoyed programming in the Apple II then..."
Todd recounts how he took the initiative to approach Bethesda Softworks after receiving a hockey video game for Christmas. He describes his determination to work in the gaming industry and how he made a personal visit to the company, setting the stage for his future career.
"- So I had gotten Wayne Gretzky Hockey 3 for Christmas from my girlfriend at the time, who's now my wife. I was in college. And I noticed that it was in Rockville, Maryland, and oh, that's on my way h..."
Howard reflects on his early experiences at Bethesda, including his work on sports games and the excitement of being part of a small team. He discusses the company's focus on sports titles and how it shaped his initial contributions to the gaming world.
"So I drove by and knocked on the doors, Martin Luther King Day, '93. And someone came out and met me and said, well, maybe what... And I, well I'm in college, I'm talking about when I'm outta school. ..."
Todd discusses the transition from sports games to more complex projects like Terminator: Future Shock and Daggerfall. He highlights the innovative approaches taken during development and the challenges faced by a small team in a rapidly evolving industry.
"So then we're in '94, Arena had just come out and I loved it. So I was the sports games, I like the hockey stuff. They were doing a basketball, they did a basketball game. - Yeah, I'm just looking at,..."
Howard explains the concept of instance objects in game design, detailing how Bethesda optimized memory and processing power to create expansive open worlds. He emphasizes the importance of efficiency in building immersive environments.
"to make Madden 'cause they were struggling. And when I started at Bethesda, I remember the owner had John Madden's Oakland Raiders playbook in his office. Like, ooh, can I see that? And I love sports,..."
In this segment, Todd discusses the trade-offs between graphic fidelity and player agency in game design. He explains how Bethesda prioritizes player experience over high frame rates, showcasing their commitment to immersive storytelling.
"I love both worlds, but... - They're two totally different experiences. Just like when you might watch a movie, you might be in the mood for "Lord of the Rings" one day and then you want some other, I..."
Todd shares insights on how Bethesda creates a sense of awe in their games, particularly in outdoor environments. He discusses the significance of sound design, weather effects, and the overall mood in enhancing player immersion.
"So that was kind of an external project which came in like, hey, you know sports, get this game done and then went on to, but they were doing everything I loved. It was like, this is where I have to w..."
Howard elaborates on the meticulous attention to detail in graphics and environmental design. He highlights how elements like the sky and weather contribute to the player's emotional experience and sense of realism in the game world.
"We had the disc replicators. - Right. So Arena was not released on floppy? - It was, yeah. It's, I believe it's six floppy discs. - Six floppy discs. - Maybe it was eight. - [Lex] Yeah. - But in those..."
In this segment, Todd discusses the technological advancements that have shaped game development over the years. He reflects on how innovations in hardware and software have allowed for more complex and visually stunning game worlds.
"for the whole industry where, oh, it's unlimited data. - By the way, I played Arena... So that was of course attained (laughs) legally, as one does. - [Todd] Alternate means? - By alternate means on f..."
Todd explains how grounding fantasy elements in reality helps create a welcoming game world. He discusses the balance between fantastical and realistic elements, ensuring players feel connected to the game environment.
"It's probably, I mean, of course as people say is the first game you play is the most, is the one that really sentimentally means the most to you. That I think the first role playing game I played and..."
Howard delves into the concept of tone in video games, explaining how it influences player experience. He emphasizes the importance of establishing a unique atmosphere that resonates with players, drawing parallels to popular fantasy franchises.
"you can travel there, you can live there, you actually feel like that person, versus like a Pac-Man, like an arcade fun, entertaining, adventure game. So... So you joined, you made it, what did you wo..."
In this engaging discussion, Todd addresses the inclusion of dragons in Skyrim and how they fit into the game's overall tone. He reflects on the creative decisions made during development to ensure that dragons enhance the player's experience.
"So I worked on the basketball game really just to get it out the door, and Terminator: Future Shock. So we were doing Future Shock and Daggerfall at the same time. They were developing a new engine. S..."
Todd reminisces about Daggerfall and its impact on the Elder Scrolls series. He discusses the game's ambitious scope and how it laid the groundwork for future titles, including the challenges and innovations that came with it.
"and I don't know, things kind of worked out. I very quickly, I don't know why, like I quickly became the producer and I was making levels and doing all these things, and it was awesome. And like looki..."
Howard shares insights into the development of Redguard, an adventure game that diverged from traditional RPG elements. He discusses the creative inspirations behind the game and its unique approach to storytelling and gameplay.
"It does a lot of things that if you go back and look at it, we're frankly still doing, like it's a large open world post-apocalyptic landscape height map with instance objects all over it. And that is..."
In this segment, Todd reflects on the challenges faced during the development of Redguard and other titles. He discusses the complexities of blending genres and the lessons learned from creating a handcrafted game world.
"- Allows you to build a bigger world much faster and not every single version of that building is in its own unique architecture that is gonna take up memory and processing speed, et cetera, et cetera..."
Todd Howard discusses the evolution of game worlds and the technological advancements that have influenced their design. He emphasizes the importance of innovation and creativity in shaping the future of gaming experiences.
"And then 3D acceleration comes along and then these things come along and then HD comes along. And it is true that as time goes on, there is visually a diminishing return in terms of what you're able ..."
In this thought-provoking segment, Todd explores the balance between player agency and realism in game design. He discusses how Bethesda prioritizes player freedom while still striving for a believable game world.
"if that makes sense. - How much trade off is there now in how much effort you put into the realism of the graphics versus the story? And actually not even how much effort you put in, but is there a tr..."
Todd shares his thoughts on the visual beauty of games like Skyrim, focusing on the outdoor scenery and how it evokes feelings of awe. He discusses the importance of creating immersive environments that resonate with players.
"as much agency and do as many things as they can as possible. And we will sacrifice some graphic fidelity for that, some speed for that. We could make a game that... Our, traditionally our games we ar..."
In this segment, Todd discusses the elements that contribute to creating a sense of place in video games. He emphasizes the role of sound design, environmental details, and the overall atmosphere in enhancing player immersion.
"It's usually where we find, as time goes on, the amount of art time that it takes to create a cup compared to what it used to be, that has increased. So we do use, like most people use art outsourcing..."
Howard highlights the significance of sound design in creating an immersive gaming experience. He explains how soundscapes contribute to the overall mood and help players feel more connected to the game world.
"of the other games, but for me Skyrim is the outdoor, when you step outside, it's the outdoor scenery. So what does it take to create the feeling especially of that being outdoors, of nature and just ..."
Todd discusses how advancements in technology have changed the landscape of game design. He reflects on the importance of optimizing performance while pushing the boundaries of visual fidelity in modern gaming.
"and we always push them, because when you're doing the kind of things we do where you step into a virtual world, it doesn't have to have that moment of, wow, this is, this feels real, I've never exper..."
In this insightful segment, Todd explores the balance between realism and fantasy in game design. He discusses how grounding fantastical elements in reality enhances player engagement and creates a more relatable experience.
"How does it land over the water? Like it doesn't have to be like, hey, let's go, let's finish a quest, let's go kill things. Let's figure out the next step. Let's level up. Like, I like the quiet mome..."
Todd Howard elaborates on the concept of tone in video games, explaining how it shapes player experience. He emphasizes the importance of establishing a unique atmosphere that resonates with players, drawing parallels to popular fantasy franchises.
"That just feels, that's a completely stress-free environment. It's just, you are, just like you said, in this moment in time and it's so incredible. It feels as incredible as going hiking or something..."
Todd Howard discusses the presence of dragons in the Elder Scrolls games, specifically Daggerfall and Redguard. He reflects on the unique aspects of Redguard, which featured dragons and was an adventure game that blended genres, drawing inspiration from classics like Prince of Persia.
"- Well that's what Daggerfall, isn't there mentions of dragons or something? 'Cause I remember being sure that there's dragons in Daggerfall as I'm playing it and I'm searching. - I'm pretty sure, wel..."
Howard shares insights into the challenges faced during the development of Redguard, which ultimately flopped despite being a passion project. He discusses the reasons behind its poor performance, including timing and market expectations, and reflects on the impact it had on Bethesda's future direction.
"And that was unique to that at the time. - Yeah, just a brief tangent on that. I thought Redguard was a really, really good game. I played it as... I, again, you don't just, you forget stuff. But I re..."
In this segment, Todd Howard reveals how the failure of Redguard influenced his approach to game design. He emphasizes the importance of taking creative risks and swinging for the fences in future projects, leading to the development of Morrowind and beyond.
"you sort of realize, someone says to you, okay, you're gonna get another shot. And that's where like, okay, we're gonna make Morrowind and make the biggest, best RPG we can make. We know what the audi..."
Howard delves into the complexities of programming open-world games, highlighting the need for robust systems that allow for player interaction and environmental dynamics. He discusses the challenges of ensuring that various game systems work seamlessly together.
"than be very, very conservative in what we're putting out there. - You you've mentioned, just referencing this game, on a Reddit AMA that long time ago, during Redguard, the lead programmer made me, m..."
Todd Howard explains the role of AI in creating immersive NPC interactions within open-world games. He discusses how NPCs can react to player actions, including picking up weapons, and the importance of making them feel like integral parts of the game world.
"that you've encountered throughout your life in creating these games? And this is one of them that you mentioned. So what are some of the challenges of programming these open world games? - I mean, th..."
In this segment, Howard explores the potential of using advanced AI and neural networks to enhance NPC dialogue systems. He discusses the challenges and possibilities of integrating dynamic, open-ended conversations into future games.
"Now, we do lock off if it's in a chest and that's treasure we left for the player. But it's in particular, 'cause what you don't want, we actually had this problem started in Oblivion, I believe, whic..."
Howard reflects on the emotional bonds players can form with NPCs in games. He discusses the complexity of relationships in Starfield, where companions can experience fluctuating feelings towards the player, enhancing the overall gaming experience.
"- I love the idea though. You'd be using AI to design different NPCs and then testing if they're good enough, if they're like a little too crazy, you don't want like the super... - Right. But if we go..."
Todd Howard shares his thoughts on the meaningful experiences players have in games, likening them to real-life relationships. He emphasizes the importance of creating impactful moments that resonate with players long after they finish the game.
"really impactful and special to them 'cause they did put in the time. That's another thing that I always come at it with, which is, I think people who don't play video games, they sometimes think like..."
In this segment, Howard discusses the nostalgia associated with gaming and the desire to remember past experiences. He reflects on the evolution of gaming achievements and how they serve as a scrapbook of players' journeys through various games.
"and games, like that's like, it's almost like a scrapbook now. Like I wish, one of my wishes was like, I wish I had that achievement list for everything. Like back to the late '70s. - Like every game ..."
Todd Howard introduces Starfield, explaining its origins as a space exploration RPG. He shares the studio's desire to create a new experience that combines elements from beloved games while venturing into the vastness of space.
"What is Starfield and what's the origin story of this game? - We had always wanted to do something where you explore space, the explore space role playing game. So take the kinda games that we make an..."
Howard discusses the technical challenges of rendering planets in Starfield, emphasizing the need for a system that allows players to explore diverse worlds. He reflects on the balance between creating a believable environment and the limitations of technology.
"- And that's a brave move. So Fallout's post-apocalyptic on a single planet. Elder Scrolls series is on a single planet. So this is going out into the open world of many star systems, many planets. I ..."
In this segment, Howard reflects on the emotional experience of exploring desolate planets in Starfield. He discusses the design philosophy behind creating a sense of loneliness and beauty in the game, drawing parallels to real-life experiences of solitude and the profound feelings they evoke.
"If you go back to tone like, well, that's probably the wrong tone and how can we say yes? Like I wanna land on that ice ball. So it started, we started the game right after Fallout 4, so 2016. And the..."
Howard elaborates on the vastness of the game world in Starfield, discussing the scale of exploration across multiple star systems and planets. He highlights the design choices that allow players to experience the thrill of space travel while maintaining a sense of realism and adventure.
"As long as we tell them, hey, the quest leads over here, here's where the handcrafted content is that you would expect. And then here's more of the open procedural planet experience. Long answer, I du..."
This segment dives into Howard's vision for instilling a sense of wonder in players as they navigate the universe of Starfield. He discusses the importance of environmental storytelling and the immersive elements that contribute to the player's experience of awe and discovery.
"It's like, it's humbling that this thing will last much longer than you. It's been here way before you. - Is it the line from the moon landing? Beautiful desolation? It's Buzz Aldrin, is it? - Beautif..."
Howard discusses the challenges players will face in space travel within Starfield, including the balance between realism and gameplay enjoyment. He shares insights into the design decisions that shape the player's experience, ensuring that the game remains engaging without sacrificing its immersive qualities.
"have many of them. - We have, we do have many. But once you build that system, I think the numbers become, I mean honestly a little bit... We wrap it in so we can name them all and have a finite set e..."
In this segment, Howard talks about the role of robots and companions in Starfield, including the character Vasco. He explains how these elements contribute to the game's tone and player interaction, emphasizing the balance between utility and personality in the game's design.
"and we've dialed it back as we've been making the game. Whereas we used to run out of fuel, you jump and get stranded, which on paper was a great, like, it's a great moment when you get stranded and y..."
Howard shares his experiences visiting SpaceX and how it inspired elements of Starfield. He reflects on the awe of modern space exploration and the engineering marvels that influence the game's design, highlighting the intersection of reality and imagination in creating a believable sci-fi universe.
"- So it's the deeply human world. - Very much. Yes. - In terms of tone. So have you talked to Elon about this, about this game, is there- - A little bit? - How much of reality, like the work of SpaceX..."
This segment explores Howard's ambition to replicate the majestic nature of space travel in Starfield. He discusses the game's soundscape and visual elements that aim to evoke a sense of wonder and realism, enhancing the player's immersion in the game's universe.
"I was on the Delaware coast last month, and I went, I was outside for some reason, it was dark, and I saw this crazy light in the sky, and I thought it was like a helicopter and then it didn't go away..."
Howard reflects on the role of science fiction in shaping human imagination and aspirations. He discusses how games like Starfield can inspire future generations to pursue careers in space exploration and engineering, emphasizing the importance of storytelling in fostering curiosity about the universe.
"or you jump into a system and you see these freighters and sometimes they contact you. Like it's not all just like jumping and combat. - Do you ever think about the fact that science fiction seems to ..."
In this thought-provoking segment, Howard discusses the potential for discovering extraterrestrial life and its implications for humanity. He shares insights on current scientific endeavors and the excitement surrounding the possibility of finding intelligent life beyond Earth.
"I mean if humans are ever to become a multiplanetary species, we need to play games. We need to read sci-fi to help imagine that that's possible. To look outside of Earth, to look outside, look up on ..."
Howard contemplates the philosophical implications of humanity's existence in the universe. He discusses the duality of being alone versus the possibility of other intelligent life, emphasizing the responsibility that comes with both scenarios and the drive for exploration that arises from them.
"- Yeah. Because in the next couple of decades, likely a human being will step foot on Mars, which are the first steps towards us becoming multiplanetary. - And then if you read some of the stuff they'..."
In this concluding segment, Howard and Fridman discuss the future of humanity as a multiplanetary species. They explore the potential for human exploration of Mars and beyond, reflecting on the significance of space exploration for the future of civilization and the human spirit.
"- The challenging question is what it looks like and how much of it is intelligent. So a lot of biologists tell me the big difficult leap is from the prokaryotes to the eukaryotes. So like the complex..."
Howard shares his deep connection to the Elder Scrolls series and the anticipation surrounding the release of Elder Scrolls VI. He reflects on the time and care taken in its development, expressing his desire to create a game that resonates with players for years to come.
"- We have Space Force. - Space Force. - [Todd] Right. - It will both protect us and destroy all our enemies. (laughs) This is 100% a video game we're living in. Okay, back to dragons. So blink once if..."
Todd Howard explains how modding enhances the longevity of games like Skyrim. He discusses the importance of designing games with modding in mind, allowing players to create and share their own content, which keeps the game fresh and engaging. He also mentions Bethesda's support for modders and the professional opportunities that arise from modding.
"about how you architect it from the get go. - What are some elements that change the way... Like how do you make a game that's playable for 20 years? - I know we're trying to figure that out... (laugh..."
In this segment, Todd provides insights into the modding process, explaining how players can use the Creation Kit to create modifications for Bethesda games. He highlights the community's creativity and the various types of mods that enhance gameplay, from visual improvements to new quest lines.
"- Yep, absolutely. So it starts with us, like everything we're doing okay, a modder, a content creator's gonna have to do it, use our tools... Now we do clean them up for release, because if you're li..."
Todd discusses the use of AI in game testing, explaining how bots are employed to run through game environments to identify issues. He shares insights into the balance between creating intelligent AI and ensuring that gameplay remains fun and engaging for players.
"with the games... - So a lot of it is the visuals. - A lot of people do visual things 'cause it's the easiest thing to do first or they're building new space. There's some great things with like, I lo..."
In this segment, Todd reflects on the delicate balance between challenge and enjoyment in games. He discusses how player frustration can lead to a rewarding experience and the importance of keeping players engaged without overwhelming them.
"it does take us, which is why you see, when we have a new game come along, the palette that they have is, there's so many more things they can do. - Well, I've built bots that play the driving games. ..."
Todd shares insights into the crafting systems in games like Fallout 4 and how they enhance player engagement. He explains the concept of breaking down items into components for crafting, making the world feel more immersive and interactive.
"I mean, I don't feel like there's a balance to be struck 'cause you always wanna be in fear of death, against... - Yeah we always, we have this chart at work we use, which is like, if you think about ..."
Todd outlines the steps involved in taking a game from concept to completion. He discusses the importance of early brainstorming sessions, concept art, and prototyping, emphasizing the iterative nature of game development and the collaboration within the team.
"experience for everybody. - Do you play the survival mode? There's a survival mode in Skyrim. Was that Creation Club thing. It does, like, some hunger. It does hot and cold. It does some other systems..."
In this segment, Todd dives into the specifics of world-building for Elder Scrolls VI. He discusses the importance of setting, tone, and unique features, as well as the early stages of development that involve creating a compelling starting experience for players.
"And then we are always overlapping. So while we're making one game, as we are getting in the throes of it or wrapping it up, probably by the midpoint of one game we've had enough conversations to unde..."
Todd explains the final stages of game development, focusing on polishing features and ensuring a cohesive experience. He discusses the importance of integrating various gameplay elements and how they contribute to the overall narrative and player experience.
"into another dimension. Anyway. - Then I like to do music. So we've already done a take on the music for Elder Scrolls VI. - So you can sit there with the, with like the concept art and the music. You..."
In this segment, Todd discusses the intricacies of designing a satisfying combat system. He shares insights into player control, enemy AI behavior, and the balance between challenge and enjoyment, emphasizing the importance of creating an engaging combat experience.
"And that, depending on the game, can run a year or two years, maybe more. And then you kind of have a finalizing, final six months to a year on a game, which is, okay, we've built everything now, and ..."
Todd Howard discusses the crafting mechanics in Fallout 4, explaining how the post-apocalyptic setting allows for a unique alchemical approach to crafting. He highlights the importance of using everyday items as ingredients for creating weapons, armor, and potions, emphasizing the depth and value of crafting in enhancing gameplay.
"how does the reticule change? What are the little sound effects? - What about like the gamify, like that is fun? - That goes back to the winning, you know. - So winning is fun? - Yes. - Death is not? ..."
In this segment, Todd Howard compares Fallout 4 to its predecessor, Fallout 3. He addresses the tonal differences between the two games and encourages listeners to experience Fallout 4, emphasizing its unique gameplay and narrative elements that set it apart from Fallout 3.
"How do you get that right? What's interesting there? It's such an interesting, like, a lot of games don't have that kind of thing. So what role does that play in- - I think we really cracked it in a w..."
Todd Howard elaborates on the rich narrative backdrop of the Fallout series, describing the post-apocalyptic world that emerged from a utopian vision gone wrong. He discusses the blend of humor and darkness that characterizes the series, making it a unique exploration of American culture and history.
"- By the way, I have to be honest, I haven't played Fallout 4, I played Fallout 3. I thought that was a legendary game. Can you make a case with Fallout 4 and I should, or should I just wait till Fall..."
In this segment, Todd Howard contrasts the use of humor in Fallout with that in the Elder Scrolls series. He explains how Fallout leans into ironic humor, creating a distinct tone that enhances the player experience, while Elder Scrolls maintains a more serious narrative approach.
"I think that's like a super interesting place to explore, which is why we always wanted to play in that world. And it does an amazing job of sort of weaving the drama and darkness of a post-apocalypti..."
Todd Howard reflects on the development of Fallout 3, discussing the challenges and expectations that came with creating a beloved franchise. He shares insights into the game's design process and the importance of maintaining the essence of the original while innovating for a new audience.
"- So the funny thing is, I do think Fallout 3 is one of the greatest games ever. You've said that quote, when we started Fallout 3 in 2004, we obviously had big ideas of what we could do with it and I..."
In this segment, Todd Howard talks about the technical innovations that went into creating the world of Fallout 3. He highlights the importance of the VATS system and the skill system, emphasizing the responsibility the team felt to honor the original game's tone while introducing new gameplay mechanics.
"So I do remember there was a lot of concern with all of our fans and fans of Fallout at the time. And so I think it was pretty rewarding for us that that game found the audience and success that it di..."
Todd Howard discusses the character generation process in Fallout 3, emphasizing its emotional impact on players. He explains how the game's narrative structure allows players to feel a connection to their character's backstory, enhancing the overall gaming experience.
"to do it. And what's kind of remarkable is Fallout 3 comes out just two and a half years after Oblivion and we did all this DLC for Oblivion. So we were really, really kind of prolific in how our deve..."
In this segment, Todd Howard explores the significance of character backgrounds in role-playing games. He compares the character creation processes in Fallout and Elder Scrolls, discussing how each game approaches player identity and narrative depth differently.
"- Are there some favorite things to you about that world that just kind of connect you? - Fallout 3, I love, again, I usually start with the beginning. I love the beginning, I love the character gener..."
Todd Howard shares insights into the design philosophy behind character creation in Bethesda games. He discusses the balance between player choice and guidance, aiming to create an engaging experience that minimizes the frustration of starting over due to poor character decisions.
"which has a lot of positives and Fallout for us has been more of a, this was your life before, here's who you were, go be who you wanna be, but this is the background, it's a little more strict. - Now..."
In this segment, Todd Howard explains the evolution of character systems in Bethesda games, particularly the shift towards a classless system. He discusses how this design choice allows for greater flexibility and personalization in gameplay, enhancing player agency.
"And we've done it so many different ways in terms of when you actually go to make your character, when you're making the choice. And one of the things over time that we've wanted to avoid is people st..."
Todd Howard emphasizes the importance of the first few hours of gameplay in establishing player engagement. He discusses how early experiences are crafted to pique interest and set the stage for the adventure ahead, ensuring players feel invested from the start.
"So... - Also like life itself. But yes, go ahead. - (laughs) But like life is, okay, so you can then... - [Lex] Fix it in game. - Right? I wish I had learned archery. Well, I'm gonna start tomorrow. S..."
In this segment, Todd Howard delves into the art of quest design in Bethesda games. He discusses the balance between structured storytelling and player freedom, highlighting the importance of open-ended tasks that allow for creative solutions and player agency.
"- So tonally, what's the difference to you between Oblivion, Skyrim, Morrowind, and Oblivion, Skyrim and Elder Scrolls VI? Like to me, I mean stuff blends together. But Oblivion, that's when you could..."
Todd Howard shares insights into the meticulous process of level design in Bethesda games. He explains how clutter and decision points are carefully crafted to enhance player navigation and immersion, ensuring a seamless and engaging gameplay experience.
"It's like, and then one day someone says, can we just get rid of that spell effect? Everyone's like, yes, please. And so it allowed us to make better content. - So a tangent upon a tangent upon a tang..."
In this segment, Todd Howard discusses the challenges of balancing treasure and loot in games. He emphasizes the importance of drop rates for rare items and how this balance can significantly impact player motivation and enjoyment throughout the game.
"But the best ones for me are actually were all of that was far more open ended. The how I am going to accomplish this task is completely up to me and I'm gonna find some ingenious solution, a silly, t..."
Todd Howard reflects on the joy of discovery in gaming, particularly regarding rare items and treasures. He discusses how player stories and shared experiences contribute to the overall enjoyment of the game, creating a community around the excitement of finding unique items.
"- How do you place objects in a world in an interesting way? 'Cause it's a big part... - We have a level design... You cannot... People, oh, if they only knew how much we spend on, we have a clutter g..."
Todd Howard highlights the importance of community in gaming, particularly in single-player experiences. He discusses how players share their stories and discoveries, creating a rich tapestry of experiences that enhance the overall enjoyment of Bethesda games.
"But as far as the treasure and all of the loot, it is really an art. We will not do enough clutter and then we will over clutter and then there's too much stuff everywhere and then we declutter every ..."
In this segment, Todd Howard addresses the transition from single-player to multiplayer experiences in gaming. He mentions Fallout 76 and Elder Scrolls Online as examples of Bethesda's foray into multiplayer, discussing the challenges and successes of these games in building a community.
"Right? - For us, 100%. Because we've been classically, with most of our stuff, single player, that that water cooler shared experience, we would have a thing, like where we call 'em did you know momen..."
Howard shares insights on the unique challenges of designing mobile games compared to traditional console and PC games. He discusses the importance of short play sessions and effective onboarding for mobile users, highlighting the success of games like Fallout Shelter and Diablo Immortal.
"that started as more classic MMO. Know the folks, they're part of our company who made that game and it's insanely, insanely popular. - It is? Okay. So I should try it all. - They do some great storyt..."
Todd Howard explores the addictive nature of mobile games, noting how younger audiences often prefer mobile devices for gaming. He discusses the demographic shift in gaming preferences and how mobile games have adapted to meet these new demands.
"Had a lot of fun. - On the mobile? - Yep. - What's the challenge of designing a game for mobile versus the PC and console? - Well, obviously the screen size. Right? - Is that what you feel first? What..."
In this segment, Howard discusses the internal deadlines set during game development. He explains how these deadlines help keep the team accountable and the challenges faced when unexpected events, like the pandemic, disrupt the timeline.
"at their phone than play it on a big screen. - I would just love to sort of list out throughout human history, the evolution of sentences that began with, if you look at kids these days. - (laughs) It..."
Todd Howard shares his experience of Bethesda's acquisition by Microsoft and what it means for the company. He highlights the positive culture within Xbox and the collaborative efforts to enhance game development, particularly for upcoming titles like Starfield.
"with marketing and publishing, and we've reached a point where, on Starfield, where it was pretty clear to us, even though you wanna say you can get it done, that the risk involved with that, to the f..."
Howard confirms that Starfield will be an Xbox exclusive, discussing the implications of this decision. He reflects on Bethesda's history with Xbox and how this exclusivity aligns with their development focus.
"You've, I think, written about it. What are the exciting aspects of that? - You know, when your company goes through a change like that, no matter what it is, even if it's somebody that you've worked ..."
In this segment, Howard contrasts the development processes for console and PC games. He emphasizes the advantages of developing for a known hardware platform, like Xbox, and how it allows for a more focused and optimized gaming experience.
"And so there is a lot of pressure there. There's a lot of responsibility there to make sure we deliver for everybody. - Is there a chance that Starfield is exclusive to Xbox? - It is exclusive. - It's..."
Howard discusses the growing trend of cross-platform gaming, explaining how players can now share save data between PC and Xbox. He reflects on the flexibility this offers gamers and how it enhances the overall gaming experience.
"- What's the difference in creating the console versus the PC? I also have to admit, I've never, is this shameful? Actually, you should recommend to me, I've never played Skyrim or any of the games yo..."
Todd Howard engages in a light-hearted debate about the greatest video game of all time. He shares his personal favorites, including Skyrim, and discusses the impact of iconic games like Tetris and Super Mario on the gaming landscape.
"- [Lex] You can? - Yeah. It depends on if... - For which games. So for Skyrim? - If you have the Game Pass PC version of it versus Steam, not via Steam right now, not via Steam. - Got it. And so there..."
Howard reflects on the games that have inspired him and shaped the industry, including Ultima VII and Civilization. He discusses the importance of storytelling and design in creating memorable gaming experiences, and how these classics continue to influence modern game development.
"Well, for you, if you're not allowed to pick any of the games you were involved with, what are some interesting candidates for you that are just games that inspired the world, impacted the world, shoo..."
In this concluding segment, Howard praises Tetris for its simplicity and elegance, highlighting its role in making video games accessible to a wide audience. He draws parallels between Tetris and modern mobile games, emphasizing the timeless appeal of well-designed gameplay.
"They know who they are. They know what they wanna do. Always in awe of what they create. - I gotta ask about a game I haven't played, but people put up there as one of the greats, Zelda: Breath of the..."
Todd discusses the significance of Grand Theft Auto III and Red Dead Redemption in the gaming landscape. He highlights their storytelling and immersive worlds, noting how they set benchmarks for open-world games and the unique experiences they provide to players.
"It's a magical game. - It really feels open. - It's, 'cause it truly is. Yes. - What about, I mean, is it, I just like asking you about some open world, a very different one is the world of either Gra..."
In this segment, Todd Howard shares his passion for NCAA Football, explaining why he considers it the greatest sports game. He discusses the dynamic nature of college football, the pageantry involved, and how it offers a unique gaming experience compared to other sports titles.
"I think they've just done a phenomenal job. - Is there any others that pop to mind? - Portal. - Portal, yeah. That's another weird creation. - [Todd] I could just sit here and list games forever. - We..."
Todd Howard describes a productive day in his life as a game designer, detailing his involvement in projects like Starfield and the collaborative problem-solving process with his team. He emphasizes the fulfillment that comes from creating engaging player experiences and the importance of teamwork.
"- Have you been paying attention to the game design of that world? Of those worlds? - Yeah. And the thing people I think with those kind of games, it is like, or racing games, Forza, put up there, I l..."
Todd reflects on the joy and challenges of game development, emphasizing the importance of teamwork and the satisfaction of overcoming obstacles. He shares insights into the collaborative nature of creating games and the rewarding feeling of seeing players enjoy their work.
"what do we want this to do? What's the real player experience we want? What are all the pieces in front of us? Where you know the actual tangible pieces as opposed to... The beginning, the pie in the ..."
In this segment, Todd discusses the emotional experiences video games can evoke, such as pride and accomplishment. He highlights the significance of these feelings for players, especially young people, and how games can provide a sense of achievement that may be lacking in real life.
"- And like I mentioned to you offline, I think of video games is, I mean, to me has brought thousands of hours of happiness. And so when you're designing the game, whatever you're doing, you have a pa..."
Todd Howard offers valuable advice for young people aspiring to have fulfilling careers. He emphasizes the importance of pursuing passions, resilience in the face of challenges, and the significance of loving what you do to achieve success in any field.
"- And in general, for young people, that sense of accomplishment is hard to find. - I mean- - Yeah, they don't, not everybody has it in the outlets that real life provides. - Well, that's the thing, I..."
Todd reflects on his journey through challenges in his career, including the struggles faced during game development. He shares how his passion for gaming helped him remain resilient and focused on solutions, ultimately leading to success despite setbacks.
"- Did you have low points in your life? Dark points, where your mind went to a dark place? Whether it's struggling to get a job at Bethesda Softworks or maybe with Redguard flop or... Where you kind o..."
Todd discusses the adaptation of Fallout into a television series, sharing his excitement about working with talented creators like Jonathan Nolan. He highlights the potential of big-budget TV to capture the essence of the Fallout universe and the meticulous attention to detail in the production.
"of what it's become nowadays with big budget TV series, it kind of came up again and met with people and Jonathan Nolan and Lisa Joy who do Westworld and I always love the work he did writing "Interst..."
In this segment, Todd Howard explains the creative direction of the Fallout TV series, which aims to explore new narratives within the established universe rather than retelling existing game stories. He emphasizes the importance of maintaining the integrity of the Fallout world while crafting unique experiences for both fans and newcomers.
"Those are all the best. No one ever does it wanting it to not be great. But they've just done, their attention to detail and they're just obsessive with what's on the screen and the storytelling and h..."
Howard contrasts the character-driven nature of television storytelling with the interactive elements of video games. He discusses how the focus on character motivations and development is crucial in the TV format, where actors bring the narrative to life without player interaction.
"So it adds to it, while also people who don't, haven't played the games, who can't experience like how crazy cool Fallout is can watch the series and so... - Are there some similarities or interesting..."
Todd Howard shares insights on adapting well-known characters like Indiana Jones for new media. He reflects on the unique challenges posed by established protagonists and the importance of honoring their legacy while creating fresh narratives.
"Yeah. I can't wait to see how it turns out. You also mentioned Indiana Jones. That's a weird, that's a different one. How do you work with, like, with a famous protagonist? Like when the character's k..."
In this segment, Howard reveals his long-standing desire to create an Indiana Jones game. He recounts past attempts to pitch the concept and expresses excitement about the collaboration with MachineGames, emphasizing their storytelling prowess and dedication to delivering an authentic experience for fans.
"- What was the opening? Is this when the... - What? It's the temple and then the ball rolls and tries to crush him. - Oh, that's the opening. - That's the opening of "Raiders." Yeah. He steals the... ..."
Todd Howard describes the upcoming Indiana Jones game as a mashup of various gameplay elements, designed to offer a unique experience that reflects the spirit of the franchise. He hints at innovative features that will set it apart from traditional action-adventure games.
"- Can you say if it's a, if it's more on the action adventure like side, like the actual experience of the game? - I could go back. I would just say it is a mashup. It is a unique, it isn't one thing,..."
In a philosophical turn, Howard discusses the meaning of life through the lens of his experiences in game development. He emphasizes curiosity, connection with others, and the importance of enjoying the creative process, drawing parallels between life and the narratives crafted in video games.
"somehow into Elder Scrolls VI? It's a mod, if anyone wants to create mods of me... And is that possible? - Yeah. - It's possible? - [Todd] Of course. - While maintaining realism somehow. 'Cause you do..."
Todd Howard reflects on his 30-year journey at Bethesda, emphasizing the importance of enjoying the development process. He shares personal anecdotes about experiencing his games through the eyes of his children, highlighting the lasting impact of titles like Skyrim and the joy of shared gaming experiences.
"So... - So the actual process of creating, the struggles along the way of stuff not working, like you said, at this point with Starfield probably creating some of the glue of how stuff feels and going..."