Morrowind Q&AThe Gspot gang had a chance to interview Morrowind project leader Todd Howard to get an idea of what it took to create the game, how the development team felt about the final product, and most importantly, what it took to make Morrowind a successful RPG on the Xbox. Heres a nibble of the sweetness:
GS: Morrowind is different from most other console RPGs in that its actually a role-playing experience and not simply a stream of cinematics. Was there any worry early on that console gamers wouldnt be willing to give Morrowind a chance because of this, or did the development team actually see that as an advantage? TH: I wouldnt say it was a worry, but we discussed it a lot. We discussed how much we should change the game for a console. We felt the overall game style would translate very well, that we had the kind of game that walked the action/RPG line and that people would respond to it. We sort of felt if people knew what they were buying, they would love it. But if they were looking for Final Fantasy, they would hate it. So we just tried to get the message out. We also didnt want the two versions to be very different. We wanted people to just know "Morrowind" and not "Morrowind PC" or "Morrowind Xbox."