Skyrim's bee wasn't just collision-capable now, it could also collide into things, turning the previously innocuous insect into, as Purkeypile puts it, "an immovable force of nature". One collision tweak later, the problem was solved, but unbeknownst to its tweaker, another had been created in the process. Ordinarily, bees populating the world just buzz around innocently until an adventurer swipes one to make an alchemical potion, but an early bug was preventing players from interacting with them. Nobody knew what was going on at first."Įnter Skyrim's bee. The thing is, it wasn't happening every time. Something was telling that cart to just fuck right off and to get off that road. "Well one time," Purkeypile's story continues, "the cart starts to shake violently and all of a sudden WHOOSH! goes up into the sky like a rocket ship. As the developer puts it, "The cart had a path it wanted to follow, but that doesn't mean it was a path it COULD follow." "That intro is famous now," Purkeypile wrote, "but back then, it was just that one thing that we had to keep working and working on forever."Īccording to Purkeypile, the cart ride was particularly prone to mishaps during development because its bumps and bounces toward Helgen were physically simulated ("Why you ask?," he adds, "Good question.") - meaning environmental objects carelessly strewn about the place had a tendency to make the vehicle behave unpredictably, sometimes causing it to fly off the road. The full tale was recently recounted on Twitter by 14-year Bethesda veteran - and now solo indie developer - Nate Purkeypile, who served as senior world and lighting artist during the creation of Skyrim.
Behold, for instance, the newly revealed story of Skyrim's iconic cart ride, and how it was, for a time before release, routinely thwarted by a particularly stubborn bee.
Making games, we are often reminded, is hard, with development frequently being derailed by the most preposterously unpredictable things.