The process of acquiring the license itself wasn’t too difficult, surprisingly, but that was due in large part to bringing Andrew Navaro (former head of studio at Fantasy Flight) on board. Andrew had a working relationship with Bethesda from his days at FFG and working on a Fallout game. As he exited FFG, he sort of pitched to us this idea of working with Bethesda on a game with The Elder Scrolls license using a lot of the same dice/skill line mechanisms we used with Too Many Bones. So we put together a modest pitch on what we thought things could look like, and they loved what we were doing on both a mechanical and componentry level. They were excited to see the prospect of a sort of “premium” tabletop experience set in Tamriel.
2. Many video games companies are very protective of their intellectual property. How close is Chip Theory Games working with the Zenimax and Betheada teams on this project?
Generally speaking, very closely. They obviously are looking closely at every piece (literally and figuratively) of the game. That said, they haven’t spoken much into the mechanical side of the game’s design. The structure of how the game plays was very much something we came up with. Obviously it’s important that what we have come up with “feels” like The Elder Scrolls. Thus far that’s actually been the easiest part of the equation. Given that we’re coming up with almost entirely new illustrated art for the game and that we’re trying to tell a brand new story set in their world, we’ve worked meticulously with them through the entirety of the art, graphic design, and story writing part of development to make sure that this is a product that genuinely adds something new and exciting to The Elder Scrolls universe rather
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