Great House Indoril

Post » Sun Nov 21, 2010 10:15 pm

Point of advice, Cheydinhall is located nearish to the border of Indoril and Hlaalu. So once you remove the Nibenese and Hlaalu influences, you've got some Indoril hallmarks.


To digress into the real world, Oblivion was made by a different team with very different ideas than MW's. Something as nitpicky as consistency in architecture from previous games was probably overlooked completely. I don't see any "Hlaalu" influences in Cheydinhall. It looks more like something a slightly gothed-up Tinkerbell would live in.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Sun Nov 21, 2010 6:07 pm

It looks more like something a slightly gothed-up Tinkerbell would live in.

Haha, in a word: yes.
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Sun Nov 21, 2010 8:12 pm

To digress into the real world, Oblivion was made by a different team with very different ideas than MW's. Something as nitpicky as consistency in architecture from previous games was probably overlooked completely. I don't see any "Hlaalu" influences in Cheydinhall. It looks more like something a slightly gothed-up Tinkerbell would live in.

It all falls into place now.
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Sun Nov 21, 2010 7:32 pm

To digress into the real world, Oblivion was made by a different team with very different ideas than MW's. Something as nitpicky as consistency in architecture from previous games was probably overlooked completely. I don't see any "Hlaalu" influences in Cheydinhall. It looks more like something a slightly gothed-up Tinkerbell would live in.


There are a couple. First, the tendency towards rectangular and modular shapes creates a flow of buildings so that as you peer down a street, you can't quite tell where one street ends and another begins. Combine those streets and a few spread open plazas and you have the feeling of a claustrophobic city with breathing space at key areas.
Speaking purely on an architectural level and not on the effect on the viewer though, aside from the rectangular shape (as any building with any sense of efficiency about it will do the same), the consistent figuring on the windows and their shape is reminiscent of the bug windows of Hlaalu. Finally, the second floor of both architectures are a lot more ornamental than the first floor (where people on the street are apt to look).

Also, you have to do some extrapolating. The cities and towns in the Velothi mountains are not going to be the same as Balmora. Cheydinhal will mirror those near it. Also, it may have a scooch of Akaviri influence now that I'm really thinking about it.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Previous

Return to The Elder Scrolls Series Discussion

cron