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Wayward realms3/30/2023 ![]() ![]() They are the people that created the (superb) lore behind the games, and in that perspective their new project will be something I'll keep an eye out for, but in terms of gamedesign it's still up in the air, but They all left the company after Daggerfall/during the early days of Morrowind, so whatever they do will probably have not that much in common with modern TES as many people know it. Similar LeFay, who afaik didn't even work on Oblivion? While Peterson was credited for Morrowind and Oblivion, he "only" wrote a lot of the ingame books as an external contractor. The Wayward Realms is an open-world RPG being made by a team that includes Ted Peterson, Julian LeFay and Vijay Lakshman (who all worked on the Elder Scrolls series) Indigo Gaming started the article off by saying he bears no ill will toward the others, but what he wrote makes these 30-year industry veterans sound like burnouts who couldn't do anything except talk. ![]() If LeFay was too busy being a productive programming powerhouse to handle the leadership part of his job, then that would be understandable, but he didn't seem to do any coding he just talked about coding. He's the technical director who reportedly did no technical directing-he ghosted another programmer who expected direction, and when that programmer got none, he left. Indigo Gaming's account of what happened makes it sound as though they all made major mistakes, and Julian LeFay comes across as the worst of the bunch. Shit, not only did they not have a prototype, they apparently hadn't even begun to program any of the game's fundamental systems.Įighteen months is a really long time to go without having something playable. They spent at least a year and a half writing design documents, pitch materials, and even marketing materials, yet they didn't even have a prototype. None of the other systems for storytelling, procedural generation, factions or gameplay were ever even started, let alone being close to prototyping. I had only seen a single, early bit of code (a family tree system) in the entire time I was with the project - that was programmed after-hours over a single week in mid 2019. This ambitious, systems-driven game’s development hadn’t really begun, 18 months later (incidentally, the same timeframe it took Obsidian to start, produce and complete Fallout: New Vegas). ![]()
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