We’re onto our third event at E3 2018, Bethesda’s E3 Showcase. Here are my notes from their press event.
Adam Sessler and Morgan Webb are back for the pre-show from the old Rev 3 and TechTV days to present the Bethesda pre-E3. It’s kind of refreshing to watch people who know how to act on camera as opposed to the awkward executives of other E3 presentations.
Glad to see Bethesda acknowledging the horrible massacre by wearing rainbow ribbons instead of pretending it didn’t happen. EA
They’re opening with a DOS screen booting and it’s launching… Quake!!! All pre-rendered, non-ingame footage but I am very happy to see characters returning from Quake 3. It’s called Quake Champions.
Here’s the trailer:
Tim Willits is coming out on stage to talk about how much he loves talking about Quake: Champions. Competitive, arena style first person shooter. Looks like per-character abilities. Undoubtly using the finest ioquake3 engine fork. More seriously Tim Willits is talking about the technical details in that it’ll support 120hz framerates and responsiveness.
Tim walks off stage after announcing that there will be more info at Quakecon. Haven’t been since 2008, wish I could go.
Pete Hines is onstage now to let us know about how successful Bethesda has been at making and publishing games.
Pete Hines is talking about The Elder Scrolls: Legends, a CCG. There’s a trailer Wake me up when it’s over.
It’ll be coming to iPad, Mac, iPhones, and shitty Android tablets.
A trailer demonstrates Fallout 4: Contraptions, which is going to add elevators and all of the components you need to build a rube goldberg machine.
The trailer moves on to Nuka World?! A theme park in Fallout 4?
Video continues on to Fallout: Shelter coming to Windows later on.
Skyrim is getting a big overhaul, graphically, and mods will be on the new console versions of Skyrim: Special Edition. As rumored. Out October 28th 2016.
Here’s that long video:
Raphael Colantonio is here from Arkane to talk about another project they’re working on. He doesn’t get very far in before we’re watching a trailer for a game that looks to have a time travel component. Somebody named Morgan keeps waking up in a kind of short groundhog day scenario. Every time he looks in the mirror things change back and it’s actually Prey. Cool.
Raphael is back to tell us a few details and that the game will be out next year for Xbone, PS4, and Windows. More details at Quakecon.
Marty Stratton from id is trapped in a pre-recorded blurry tan office world. He’s talking about Doom and thanking everyone for making Doom a success. Snapmap is done taking a snapnap and will receive a bunch of new upgrades, all will be free. He’s talking about two new multiplayer maps now. They’ll be free. He’s also talking about the first paid DLC coming to Doom multiplayer which will add new game modes, a weapon, and more.
Pete Hines is back to tell us that you can now download the first level of Doom for free on Playstation 4, Xbox One, and Steam. This week only.
Matt Firor is here to talk about The Elder Scrolls Online MMORPG. He’s talking about how the game sold, how the community is doing, and leads us into a trailer. If I don’t make it out tell my wife I love her. Tell my son I’m glad he can never kick me in the balls again.
On June 23rd ESO will launch into Japan. Some people in the crowd are way too loud. The Dark Brotherhood DLC will be out soon and a launch trailer plays. It looks fine, but this voice over is kinda bad? “Sweet mother” over and over again as gravely voiced dude narrates. Some guy gets stabbed in the nuts. A Hans Moleman production.
This is pretty cool. ESO gets this “One Tamriel,” players will be levelled to match the content they’re playing. So you can group with your friends once they get out of the tutorial and play together. Very, very smart move. I’ve long been frustrated by online RPG systems like in The Division where if you’re not at the same level you’re either dragging the team down or gliding through and trying to keep your buddies from dragging you down. I can’t praise this enough.
Pete Hines is here to tell us about refreshments and Blink-182.
Pete tells us about Bethesda VR. Holy shit he references Doom 3: BFG. The VR version of which never shipped due to Bethesda being butthurt over Carmack leaving for Oculus. Whatever happened with that lawsuit with Oculus? Anyway, you can take a “virtual tour of hell” or Fallout 4 in VR. Bet they won’t be using Oculus headsets! Ah Fallout 4 is coming to the HTC Vive in 2017. Exciting.
Harvey Smith is on stage to tell us about Dishonored 2. I loved the first one, not super excited for a sequel yet. We’ll see if Harvey can convince me. “Welcome back to the Empire of the Isles.” Harvey narrates the video. A camera pans through the streets. The engine has some big upgrades to audio and graphics. It looks more detailed. They’re calling it the Void engine. Name almost doesn’t matter since it won’t ever be released for others to use.
Harvey Smith is talking about who Emily Caldwin from the first Dishonored has become after she has grown up. Corvo is her father? Must have forgotten that from the first Dishonored. It looks like we’ll have the option of playing as Emily in Dishonored 2 and the in-game trailer is from her perspective. You could choose to play as Corvo, still.
More in-game footage and Emily is owning some fools. The weather changes, Emily comments on it and Harvey tells us that many machines are powered by wind. Emily turns off a turbine that was powering a field of light (forcefield to you and me) so that she can progress. The skill trees are new, as are many of the abilities for Emily.
More skillful murdering. There will be some time travel business in another level where you are inside a mansion that blocks your abilities. You can swap between two different timelines using a device that also allows you to view whats going on in the other timeline. So you could walk through an area, see enemies in the alternate version, and then step behind them so you can murder them.
Release date is November 11th, 2016, for Windows, Playstation 4, and Xbone.
Harvey Smith bids us goodnight after introducing a more traditional gameplay trailer. I like the cover of Fleetwood Mac’s Gold Dust Woman You can watch that here:
Pete Hines is back. A collector’s edition is announced with Corvo’s mask and Emily’s ring along with over items. Pre-orders will temporarily include a remastered version of Dishonored 1 including all of the DLC.
Pete gives us a live stream look in on the teams at various studios and thanks them for their work. Nice way to humanize the company.
Pete bides us adieu as the showcase ends and we’re returned to Adam Sessler who is interviewing Matt Firor for the post-show.
My major disappointment is that id software will probably never release source code again without John Carmack. I wish their split had been amicable. They’ve been surprising us lately with the quality of Doom but I don’t know if their parent company would let them release source or if anyone at id has the will to fight for it. We’ll never see a Brutal Doom 2016 or anything like that without code.
In the past, for Skyrim and many other computer games, mods were almost universally grafted on by players who loved whatever game they’re working on so much that they were willing to work for free to see their vision through. Just by working on these mods the players who did so were turned into amateur developers, artists, sound designers, level designers, and game designers.
If the mod developer was interested, and had the opportunity, they could use their work as an amateur in a portfolio to use when applying for work as a professional game developer. Most of the people I know who get paid to make video games today got their start over a decade ago making mods for computer games. According to one of Valve’s founders, Gabe Newell, about half of Valve got their start making mods.
Last Thursday Valve and Bethesda added paid mod sales to the Steam Workshop storefront for Skyrim. Mods are any kind of additional items, maps, levels, art, or sounds added to a game. The modifications to Skyrim could range from a new sword or a new companion character to a full, professional quality, series of missions that rival what the professionals who get paid for their work at Bethesda have added on to the game. In this new system it was still possible to distribute a mod for free if the mod developer chose to do so.
There were all kinds of problems with the technical and business implementation for the Skyrim mods being sold through the Steam Workshop. Some level of curation should have been implemented by Valve to monitor the system when people were copying work from other mods and putting it up for sale. The most egregious part of the whole thing was the cut the actual mod developer received, which at 25% of the price charged to the player was completely ludicrous.
I’m writing in the past tense because Valve and Bethesda’s work to reward the people who had spent hours making additional content for Skyrim, a game that had been otherwise abandoned by its developer (Skyrim hasn’t been patched since 2013), when the paid mod sales were killed yesterday after positive feedback from mod developers and almost universally negative feedback from users who seemed to hate it for all of the wrong reasons.
While there were a few well reasoned arguments against paid mod sales, most of the player feedback on public forums consisted of a zero-tolerance policy on paying for anything outside of the original game and whatever horse armor the original developer wanted to sell.
If the only way to distribute mods for Skyrim were for pay and through the Steam Workshop, then the argument against paid mods would make sense. In that scenario you would never have ridiculous licensing nightmares where the dragons are replaced with Thomas the Tank Engine or Macho Man Randy Savage. Instead, all we had was choice. We could have kept downloading most mods for free and paid for the ones we liked. Now the mod developers will continue to get nothing for their labor except pitiful amounts of donations in the few cases where they’re popular enough to receive any at all.