
On Characters and Monsters
142
out that given the schedule for the game, they think it would be bet-
ter to add more NPCs and enemy characters than spend too much
time on a feature that appears only at the start of the game.
e other gating factor as far as artwork goes is what the char-
acter will look like on the playeld. If the game uses a rst-person
point of view where the player looks at the world through the eyes of
the main character (as in e Elder Scrolls: Oblivion and Fallout 3),
then the player seldom sees the character, and therefore an exten-
sive character visualization system might not be needed. If, on the
other hand, the play