» Wed Sep 01, 2010 10:37 pm
Why does it seem that some people think that if they use a province in a DLC they can't also use it for another game? You know TES1 had every single province, right?
And I'd like to see at least parts of other provinces, how else are they going to add new worldspaces without setting them in other provinces? I'd hate to see them make more linear DLC's like they did for Fo3, linearity would ruin TES, so a DLC can't be linear.
Oh, how about this: Let's say they make five Point Lookout-size DLC's, how about in each one they just add a part of a single province (High Rock?) and a storyline that takes place in that part? Each region could have it's own "biome" like Morrowind.
Technically, assuming the engine works like Oblivion's, they'd make one master file that includes a basic LOD heightmap of the entire region, then each DLC .esp adds detail, NPCs etc. to that part, that way they could "piece" it together, silt striders or caravans could connect the DLC regions and Skyrim together.
Think about it exactly like Morrowind's Tamriel Rebuilt project, they work on Mainland Morrowind in 5 separate "maps", each one having a large amount of land and at least partially their own tileset.
Bethesda would do the exact same thing, only from the start generate a LOD heightmap, just like they did in Oblivion (you can look onto almost all of Tamriel if you're high up enough in the sky) then separate the regions with invisible walls, like in Oblivion/Fallout, that way you could have DLC number 1 and 3 without actually needing DLC 2.
That way in the end, you'd have a region just as big and detailed as Skyrim with even more variety, since Bethesda's DLCs always have their own distinct "look".