(indoor) level design

Post » Wed Mar 30, 2011 12:24 pm

A criticism I have of most Bethesda games is their poor(IMO) level design - particularly indoors. Often pointlessly maze-like with rooms and halls that are far too similar, that don't seem like they were built for practical use. Could use more easily navigated and sensible layouts this time around, with more distinct rooms/sections so it doesn't feel as much like going in circles.

Caves and such I suppose are different since they're not made with intent for use necessarily, but still, in Oblivion caves had kind of the same feel as indoor locations with a maze-like quality and many sections being barely distinguishable from others.

Anyone else notice this or do you disagree? Maybe I just have an awful sense of direction.
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Brandi Norton
 
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Post » Wed Mar 30, 2011 2:55 pm

I disagree, but can see what you are saying. The same interior design was often copied and pasted, then decorated with furniture.
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Isabella X
 
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Post » Wed Mar 30, 2011 12:27 pm

Well this time around, Bethesda has a team of 8 people working on dungeons rather than 1 on Oblivion, and it's been confirmed that every dungeon will be different too.

Yipee.
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JUan Martinez
 
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Post » Wed Mar 30, 2011 12:20 am

I assume you're refering to dungeons as I never felt that the interiors of houses felt mazelike, but in terms of dungeons, I sort of agree, not so much on the mazelike part, because that's pretty typical for RPG dungeons, but certainly on the genericness of the layout and feeling that they weren't designed for any practical purpose. Just look at Oblivion's fort ruins, did those look like forts to you? The external structures kind of that? But the internal ones? Certainly not, if anything, they felt more like tombs, in part because they often had coffins in them. But since Skyrim has eight dungeon designers where Oblivion had one, Bethesda may be able to do better on this, we'll see.
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Joanne Crump
 
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Post » Wed Mar 30, 2011 3:31 pm

I assume you're refering to dungeons as I never felt that the interiors of houses felt mazelike, but in terms of dungeons, I sort of agree, not so much on the mazelike part, because that's pretty typical for RPG dungeons, but certainly on the genericness of the layout and feeling that they weren't designed for any practical purpose. Just look at Oblivion's fort ruins, did those look like forts to you? The external structures kind of that? But the internal ones? Certainly not, if anything, they felt more like tombs, in part because they often had coffins in them. But since Skyrim has eight dungeon designers where Oblivion had one, Bethesda may be able to do better on this, we'll see.

Fallout 3's dungeons made a whole lot more sense in that regard.
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~Sylvia~
 
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Post » Wed Mar 30, 2011 3:19 am

Fallout 3's dungeons made a whole lot more sense in that regard.

Yeah, you can tell they took advantage of the mesh's much smaller size compared to textures and made quite a few muti-layered meshes that all used the same few textures. That really goes a long way to add to diversity and then add to that the ability to re-assign textures to different meshes(avoiding having to duplicate the meshes) at run time and the diversity goes up even higher while keeping the assets the same size. I'm sure they have added even more functionality to Nifs in the interim from Fallout to Skyrim.
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Dean
 
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