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The phrase became unexpectedly popular following the worldwide launch of Skyrim in November 11, 2011. It was frequently quoted on numerous message board forums and blogs across the Internet, either as a catchphrase or a snowclone in the form of "I used to X, but then I took an arrow in the knee", by players who were amused with the guard NPC's line of dialogue and voice acting. [4]
An invisible wall (or alpha wall) is a boundary in a video game that limits where a player character can go in a certain area, but does not appear as a physical obstacle. [1] The term can also refer to an obstacle that in reality could easily be bypassed, such as a mid-sized rock or short fence, which does not allow the character to jump over ...
The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. [3] General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. [4]
A video game, sometimes further qualified as a computer game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld ...
The director of Skyrim, Todd Howard, envisaged the game's theme song to be performed by a choir of chanting "barbarians". [1] Emil Pagliarulo, the game writer, invented a fictional dragon language, Dragon-tongue, for the choir to sing in unison.
The dialogue system−carried over from the prototype−combined the menu-based style of the Elder Scrolls series, and a dialogue wheel made popular by BioWare in the Mass Effect series. [23] Commenting on the game's take on his world design, Salvatore disliked the character names created by Big Huge Games, though he enjoyed the character Alyn ...
The Elder Scrolls III: Morrowind is a 2002 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks.It is the third installment in The Elder Scrolls series, following 1996's The Elder Scrolls II: Daggerfall, and was released for Microsoft Windows and Xbox.
An in-game screenshot showing Oblivion's user interface, HDR lighting and long draw distance, improvements made as part of a goal to create advanced graphics.. The development of The Elder Scrolls IV: Oblivion began in 2002, immediately after its predecessor, The Elder Scrolls III: Morrowind, was published.