 The scale of the game was much reduced from the earlier concept, focusing primarily on Dagoth Ur and a smaller area of land. It was decided that the game world would be populated using the methods the team had developed in Redguard; that is, the game objects would be crafted by hand, rather than generated using the random algorithmic methods of Arena and Daggerfall. By 2000, Morrowind was to be unequivocally a single-player game, with no chance of multiplayer extension. In the words of Pete Hines, Bethesda's Director of Marketing and PR: "No. Not on release, not three months after, no no no." The project, despite the reduced scale, became a massive investment. According to the team's reasonings, the endeavor took "close to 100 man-years to create". To accomplish this feat, Bethesda tripled their staff and spent their first year of development on The Elder Scrolls Construction Set, allowing the game staff to easily balance the game and to modify it in small increments rather than large. According to project leader Todd Howard, the Construction Set came as the result of a communal yearning to develop a "role-playing operating system", capable of extension and modification, rather than a particular type of game. Despite the additional staff, designer Ken Rolston would later state that, compared to Oblivion, Morrowind had a small design team.
