The Elder Scrolls Travels: Shadowkey Wrap Report
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Several challenges specific to our development process are worth noting. In terms of an N-Gage product, Shadowkey started 60 days behind the standard start dates of October / November. This time would have been valuable to have. I can't say we overcame this, because it would have added to a larger result.
Another big challenge was how to deliver a vast game on a handheld platform. Shadowkey was following on the heels of Morrowind, an Elder Scrolls game again known for vastness and beautifully detailed worlds. Oblivion will also deliver another vast and detailed game environment. Both of these are tough acts for handheld console games to follow. When push came to shove, we worked hard to maximize the potential of the platform and provide all the Elder Scrolls experience possible.
One of the ways we assured ourselves of doing this was by looking back at how we did games of the past on lesser technologies and platforms. We were able to measure our goals based upon past achievements and manageable scopes. When all was said and done, a combination of Arena and Daggerfall / Morrowind became the solution.