Weaver in the town of Bethesda, Maryland. In homage to the town of its origin, the company was named Bethesda and soon began its illustrious career with the first physics-based sports games: the Amiga favorite Gridiron! So impressive was their work in the field of physics-based engines, Bethesda Softworks found itself party to an offer from Trip Hawkins, then President of rival Electronic Arts, to become an affiliate in designing a new series of football games, John Madden Football.
While the potential for success in such a venture - one which would become the backbone of EA's future - was obvious, the company chose to take a different approach to the market, partially by expanding their development into the novel world of role-playing games.
Thus, after years of work in genres ranging from sports, simulations, and first-person shooters, Bethesda initiated work on what was supposed to be an "action game with a little bit of role-playing on the side" in Based upon the original programming of Julian Lefay , Arena featured an expansive world of randomly generated environments, making for the largest world seen in video-games thus far.
Still, despite the promised "large scale" world and other innovations - including first-person interactive combat wherein users were required to move their mouse in order to swing their sword - the game met with poor reviews, due to its unforgiving nature towards new players, who would often meet their death prior to leaving the first dungeon. Regardless of critical reviews, the game became a cult hit to RPG fans, forming a niche market of its own and prompting the development of a sequel.
As such, Bethesda Softworks hustled to meet the demands of their fans, working furiously in conjunction with their new-found partners of , Media Technology Limited - an international engineering research and development firm founded by members of the Architecture Machine Group at the Massachusetts Institute of Technology, of which Chris Weaver was CEO - to create a new engine for the game, the XnGine.
With the new engine and the transition from a floppy-disk to CD-ROM medium, the second chapter in The Elder Scrolls series, Daggerfall , was released to the public in Expanding on the principles of the first game, Daggerfall featured a world of roughly , square miles - roughly twice the size of Great Britain - with over 15, towns, cities, villages, and dungeons for the player's character to explore, and more than , non-player characters or NPCs for the user to interact with.
Continuing in the tradition of its predecessor, Daggerfall was widely accepted by RPG fans in general, but received numerous negative critical reviews. Having come with innumerable bugs both great and small, the game was often unplayable straight from the box; worse, many players found the game's very expansiveness a hindrance to their enjoyment, as a limited amount of textures and objects were used in its creation, despite the size of the world.
Regardless of these issues, The Elder Scrolls series had officially become a well-known and standard part of the role-playing universe, with plans for a further chapter's creation already underway.
With the third chapter in development, and a fan base rabid for further adventures in Tamriel , Bethesda made an effort to expand their series without compromising the integrity of the central games.
Hoping to incorporate multiplayer elements in their future games, a program enabling such was drafted into Battlespire , running on the Mplayer system. The game, operating on the same engine as Daggerfall , met with minimal success and prompted cries for a "true" successor in the series. Ignoring the weak sales of Battlespire , and continuing in their hope of a new Elder Scrolls-based series, Bethesda released another non-central game in , The Elder Scrolls Adventures: Redguard.
While it too ran upon the same engine, the XnGine, Redguard brought to the series a fresh perspective, operating in third-person and set roughly years prior to the events of Arena. The game met with far greater success than its spin-off predecessor, partially due to the inclusion of a manual addition packaged with such, entitled The Pocket Guide to the Empire, which is counted among the most widely read canonical literature to date.
Continuing to develop and publish other titles following Redguard's release - in various genres - for numerous years, Bethesda began serious development upon the promised third chapter, previewing the title to audiences worldwide and calling it Morrowind. When Bethesda started work on Morrowind, the company was facing business problems. There were only six people left on the development team when development started. This eventually led to an aggressive takeover from ZeniMax Media Incorporated - a company co-founded by Chris Weaver himself - after they purchased Bethesda's companion-company of Media Technology Limited.
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