The following article appeared in the January 2008 issue of the Oblivion’s Real Estate newsletter (a game modding site). Princess Stomper interviews Megan Sawyer and Erik J. Caponi from Bethesda.
Something’s very wrong here. Computer game designers, by all rights, ought to be socially inept nerds – the hellish spawn of Comic Book Guy and Napoleon Dynamite. They surely shouldn’t be like environment artist Megan “Ghostgirl” Sawyer – pretty in a cute, funky sort of way, with a penchant for cool toys and loud music. They certainly shouldn’t be like writer Erik “DoctorSpooky” Caponi – strikingly handsome, with “Vin Diesel’s haircut” and a rock band goatee. He has the highest quality-to-quantity ratio of almost any poster on the Official Forums. Oh yeah, and he makes quests. We’ll start with him.
Erik: I came on pretty late in Oblivion’s development. I got the chance to work on a few of the Settlement Quests as well as various late-stage writing and design tasks. I was one third of the design team for Knights of the Nine and was responsible for a few of the quests as well as the final battle against Umaril’s minions and the battle with his spirit in the sky over Cyrodiil. On Shivering Isles, I was responsible for Retaking The Fringe and Symbols of Office as well as a lot of freeform design. I was also the designer on a couple of the downloadable content packs. Primarily what I do around here is known as “Freeform Gameplay”. I started with it on Shivering Isles and it’s now my full time role on Fallout. What it means is that I’m responsible for gameplay content that isn’t related to quests. This can take the form of incidental dialog, NPC behavior, scripted scenes, town dialog, world encounters, lore, conversation systems, as well as any one of a million different things that might not be tied directly to a particular quest. Continue reading