Oblivion (Elder Scrolls IV) Club
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The game was developed 의해 the United States software company Bethesda Softworks. Ken Rolston, who was Morrowind's lead designer, oversaw a development team of 268.[8] The PC and Xbox 360 versions of the game were co-published 의해 2K Games and Bethesda.[9] Work began on The Elder Scrolls IV: Oblivion shortly after the release of The Elder Scrolls III: Morrowind in 2002.[10] 의해 mid-September 2004, Oblivion had been officially announced, and its 제목 released.[10][11] 2K Games had aimed for a late 2005 publication so that the game could be an Xbox 360 launch title.[12] The official release 날짜 for the PC and Xbox 360 versions was originally November 22, 2005, but developmental delays pushed it back to March 21, 2006.[13] The PlayStation 3 version of the game (ported 의해 2K Studios) was released on March 20, 2007, in North America[14] and on April 27, 2007, in Europe.[15] This version includes graphical improvements that had been made since the PC and Xbox 360 release, and the PS3 version was subsequently praised for its enhanced visual appeal.[16][17]
During Oblivion's development, Bethesda concentrated on creating a system with a 더 많이 realistic storyline, 더 많이 believable characters, and 더 많이 meaningful quests than had been done in the past. The game features improved artificial intelligence (from 이전 titles in the series) from the Bethesda proprietary Radiant A.I. software,[18] and enhanced physics with the Havok physics engine.[19] The graphics take advantage of advanced lighting and shader routines like high dynamic range rendering (HDR) and specular mapping.[20] Bethesda developed and implemented procedural content creation tools in the building of Oblivion's terrain, leading to the expedited creation of landscapes that are 더 많이 complex and realistic than in past titles.[21]
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