 For the outdoor scenes, the team lined 3D models of each environment with "movement nodes", and pre-recorded "mini-cinematics" to animate transitions from one node to another.Their objective was to make the game feel seamless, whether the player was stepping through an area or moving between dungeons.The goal of uninterrupted immersion led them to simplify the game's interface, to reduce the number of heads-up display icons and to include automatically-updated quest logs, spellbooks and maps.