Destructable Environments

Post » Tue Mar 15, 2011 1:31 am

For city destruction, see Sim Cities: build a city, drop in a monster or disaster, rebuild. Rinse and repeat.
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lolly13
 
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Post » Tue Mar 15, 2011 1:20 pm

Skyrim is not a game with levels, if you destroy things they have to be repaired or sooner or alter you'll end up living in a "postnuclear wasteland" of your own making :D So unless it is very well thought through I don't want them to add it - the physics with every game object that is not nailed down flying around like crazy is bad enough - the cities look as if a twister went thought them after I visited as it is, if broke furniture was added a hero would equal with a large scale natural disaster :D
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Smokey
 
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Post » Tue Mar 15, 2011 12:15 pm

Even if they were rebuilt, it would just be a nuisance. And once one city had been destroyed and rebuilt you'd have seen it all. What's the point of it happening randomly and infinitely?



There are two options:

1) Each building has several counterparts, and when one is destroyed it cycles through the next like 1 2 3 4 5 1 2 3 4 5.
2) They go really technically advanced and have each building made of several connecting parts. Some extreme script randomly selects x number of parts to build a randomly generated building with. In short, you NEVER have seen it all. There is always a new combination of buildings individually and as a whole in a single city.

The point is to create a new battle every time. It wouldnt be a nuisance because it could be scripted to only be attacked every x number of months. In game months take a long time, and it would happen frequently enough to enjoy it, but rarely enough to make it cool.


You seem to really hate the idea of a technically advanced game.
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Rowena
 
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Post » Tue Mar 15, 2011 4:27 pm

Do you have any idea what kind of processing power that would take in a game as complicated as an open world TES? The features that would have to be cut to accommodate things that can fall over is ridiculous. No. There are countless other things that would actually add to the game without hogging processing power. This is very, very low on the priorities list.

Edit: dragons ravishing towns will probably have an impact, but it will be a scripted thing. Destructible environments and two different textures are not the same thing.


This. Any game that has destructible enviroments is severely lacking in many other areas. Red Faction: Guerilla had fully destructible buildings but that caused most settlements to be extremely small. It also severely restricted the amount of people that could be in a single area. Battlefield is similar, it has very destructible levels but the have set objectives and basically one or two goals in mind. It also loads most of the level or the entire thing at once and doesn't have to remember the destruction because replaying the level resets it. If you destroyed a big part of say the IC it would have to remember all that was destroyed whenever that area is loaded. It merely isn't worth it.
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Benji
 
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Post » Tue Mar 15, 2011 2:32 am

Anyone else think its important to add destructable environments? If a dragon attacks a city I want to see some destruction! However, each building (and person) would need like 5 counterparts with a randomly generated name that would replace the original after a while to keep the game changing. Everything needs to do this though, trees, animals, even people!


You've been playing Red Faction: Guerilla too much.
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Jade Muggeridge
 
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Post » Tue Mar 15, 2011 5:22 am

There are two options:

1) Each building has several counterparts, and when one is destroyed it cycles through the next like 1 2 3 4 5 1 2 3 4 5.
2) They go really technically advanced and have each building made of several connecting parts. Some extreme script randomly selects x number of parts to build a randomly generated building with. In short, you NEVER have seen it all. There is always a new combination of buildings individually and as a whole in a single city.

The point is to create a new battle every time. It wouldnt be a nuisance because it could be scripted to only be attacked every x number of months. In game months take a long time, and it would happen frequently enough to enjoy it, but rarely enough to make it cool.


You seem to really hate the idea of a technically advanced game.

See, now it's just getting silly. This level of effort could be put to much better use in making a more branched MQ, adding more random quest objectives, improving the radiant AI, perfecting the conversation system...

If it's done so that it doesn't take up a disproportionate amount of development time then it's a gimmick. If it's done properly then the whole rest of the game suffers. No thank you.

And a game can be technically advanced without taking every aspect from every other game ever.
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Quick Draw
 
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Post » Tue Mar 15, 2011 6:13 pm

There are two options:

1) Each building has several counterparts, and when one is destroyed it cycles through the next like 1 2 3 4 5 1 2 3 4 5.
2) They go really technically advanced and have each building made of several connecting parts. Some extreme script randomly selects x number of parts to build a randomly generated building with. In short, you NEVER have seen it all. There is always a new combination of buildings individually and as a whole in a single city.

The point is to create a new battle every time. It wouldnt be a nuisance because it could be scripted to only be attacked every x number of months. In game months take a long time, and it would happen frequently enough to enjoy it, but rarely enough to make it cool.


You seem to really hate the idea of a technically advanced game.


Theres a difference between"Technically Advanced" and "Overly Complicated".
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Meghan Terry
 
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Post » Tue Mar 15, 2011 9:16 am

I don't know why one would want to destroy a building. It takes time to make it. Much time.
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Lori Joe
 
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Post » Tue Mar 15, 2011 5:08 am

I don't know why one would want to destroy a building. It takes time to make it. Much time.

You are late, good sir :D

(really, really late)
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Kelvin
 
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Post » Tue Mar 15, 2011 7:20 am

See, now it's just getting silly. This level of effort could be put to much better use in making a more branched MQ, adding more random quest objectives, improving the radiant AI, perfecting the conversation system...

If it's done so that it doesn't take up a disproportionate amount of development time then it's a gimmick. If it's done properly then the whole rest of the game suffers. No thank you.

And a game can be technically advanced without taking every aspect from every other game ever.



Yes the second option is a little overboard. But the first option is not. If a building would collapse the same way each time, such as the designer added a few lines that would fall apart the same way each time, I would be fine with that. The effect is the same. The building falls down, then gets rebuilt later.

And to whoever keeps posting the "who would want to destroy a building" quote. YOU DONT HAVE TO. The point is to create a more realistic game where your enemies have a shot at winning in a battle against a city. Gives city raids a purpose.
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No Name
 
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Post » Tue Mar 15, 2011 9:06 am

Yes the second option is a little overboard. But the first option is not. If a building would collapse the same way each time, such as the designer added a few lines that would fall apart the same way each time, I would be fine with that. The effect is the same. The building falls down, then gets rebuilt later.

And to whoever keeps posting the "who would want to destroy a building" quote. YOU DONT HAVE TO. The point is to create a more realistic game where your enemies have a shot at winning in a battle against a city. Gives city raids a purpose.

City raids?

Anyway, it's still gimmicky, and it still adds nothing of value to the game past an 'oh cool' value the first time you see it. And then it gets boring. And then it gets irritating.
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Jordan Fletcher
 
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Post » Tue Mar 15, 2011 12:00 pm

City raids?

Anyway, it's still gimmicky, and it still adds nothing of value to the game past an 'oh cool' value the first time you see it. And then it gets boring. And then it gets irritating.


...like the Oblivion gates...
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roxanna matoorah
 
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Post » Tue Mar 15, 2011 9:17 am

Edit: dragons ravishing towns will probably have an impact, but it will be a scripted thing. Destructible environments and two different textures are not the same thing.

"None of the dragons' actions are scripted" - http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx?PostPageIndex=2
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D LOpez
 
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Post » Tue Mar 15, 2011 2:28 am

City raids?

Anyway, it's still gimmicky, and it still adds nothing of value to the game past an 'oh cool' value the first time you see it. And then it gets boring. And then it gets irritating.


How would it get irritating? "Oh jesus now I have to fight something again! When will these epic battles in this RPG ever end!" what were you planning to do in the game? This is not the sims.

Even so, I can see them having a feature to turn this off so that if you play TES like the Sims you can do that.
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brian adkins
 
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Post » Tue Mar 15, 2011 6:12 pm

"None of the dragons' actions are scripted" - http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx?PostPageIndex=2

Sounds more like that's referring to how the dragon moves around.
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Klaire
 
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Post » Tue Mar 15, 2011 7:56 am

How would it get irritating? "Oh jesus now I have to fight something again! When will these epic battles in this RPG ever end!" what were you planning to do in the game? This is not the sims.

Even so, I can see them having a feature to turn this off so that if you play TES like the Sims you can do that.


So you're one of those people who enjoyed the Oblivion ates popping up again... and again... and again.

I don't.
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sunny lovett
 
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Post » Tue Mar 15, 2011 3:00 pm

No.

There are innumerable things I would want BGS to perfect before they bother turning their attention to destructible environments.

Besides, I don't know why one would want to destroy a building. It takes time to make it. Much time.


I agree. I don't really think there needs to be destructible environments in Skyrim.
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Amy Masters
 
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Post » Tue Mar 15, 2011 7:33 am

Sounds more like that's referring to how the dragon moves around.

They were. But that leads me to believe we are not going to see a scripted event of Dragons flying around destroying a city. I could be wrong. Though :shrug:
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Mason Nevitt
 
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Post » Tue Mar 15, 2011 12:11 pm

No.

There are innumerable things I would want BGS to perfect before they bother turning their attention to destructible environments.

Besides, I don't know why one would want to destroy a building. It takes time to make it. Much time.



I agree.
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R.I.P
 
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Post » Tue Mar 15, 2011 1:47 pm

If done well, it would be awesome. It should take an amazing amount of magic for the player to manage it, and it should turn everybody in the town against you... but maybe have a joinable faction who 'just want to see the world burn'?

Still...

If done well, we would have heard about it by now.

If done badly, it would break quests, not get noticed by NPCs, end up with lots of buildings being accidentally destroyed because of small scuffles in towns, and generally just be a pointless feature put there to lure action game fans to buy the game.

I don't see this happening in Skyrim, and wouldn't want them to implement this as a last-minute thing.
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liz barnes
 
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Post » Tue Mar 15, 2011 5:37 am

So you're one of those people who enjoyed the Oblivion ates popping up again... and again... and again.

I don't.



I played the game for the battles. Yes the gates got annoying. But that is because they were repetitive. I agree completely that it would be annoying to fight a major battle every time you walked into a city. But maybe once in a while there is an attack (by dragons, raiders, or the opposing army) and since the buildings and enemies are different each time it would be a new battle each time. Im not saying the every second needs to be epic. But I want lots of epic battles.
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Reven Lord
 
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Post » Tue Mar 15, 2011 5:51 am

...and since the buildings and enemies are different each time it would be a new battle each time.

Where have we heard that before? Wasn't every NPC is Oblivion going to be different? Wasn't every playthrough of Fable going to be unique?

Superficial differences in a battle don't provide incentive to keep battling. How fun the actual gameplay is achieves that, and it has nothing to do with destructible environments.
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Claudz
 
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Post » Tue Mar 15, 2011 7:45 am

If done well, it would be awesome. It should take an amazing amount of magic for the player to manage it, and it should turn everybody in the town against you... but maybe have a joinable faction who 'just want to see the world burn'?

Still...

If done well, we would have heard about it by now.

If done badly, it would break quests, not get noticed by NPCs, end up with lots of buildings being accidentally destroyed because of small scuffles in towns, and generally just be a pointless feature put there to lure action game fans to buy the game.



Exactly. If they can do it well, it would be great. Keeping in mind that they have released very little information about the game, I wouldnt be suprised if they kept this a secret. I think they can do it well. And I hope they do
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Richard
 
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Post » Tue Mar 15, 2011 12:52 pm

When it comes to destruction,it's Red Faction hands down.Beats BFBC2.But not a chance of working at TES.The cities would be down in no time XD.

I'd like to break bottles and such though,even not necessary it'd be fun.
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Gen Daley
 
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Post » Tue Mar 15, 2011 2:27 pm

Not gonna happen because of cells. Architecture is only done on the outside, if you go on the inside of an piece of architecture in an exterior cell, there is no modeling or texture.
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K J S
 
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