Inflated world

Post » Sun Jul 17, 2011 7:02 pm

It really comes down to what you want the experience to be a highly crafted world thats some what limited in size but contains uniqe locations and terrain or you get copy pasted areas that go on forever, tech limitations also fit into this theres only so much data a disk can hold, then theres time and money considerations eventually your going to have to cap how much time and money your willing to put into the world otherwise you'd end up with a game that would never get made.


I'm not talking about hand-crafting every m2
I'm talking about taking same ammount of locations and objects they already have and putting randomly generated space between them
Just inflate this space "in between" 5-10 times to make game world size closer to actual province size (~120k square miles)

P.S. I believe modders will fill this blank space in no time
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Wayne Cole
 
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Post » Mon Jul 18, 2011 3:06 am

I'm not talking about hand-crafting every m2
I'm talking about taking same ammount of locations and objects they already have and putting randomly generated space between them
Just inflate this space "in between" 5-10 times to make game world size closer to actual province size (~120k square miles)

P.S. I believe modders will fill this blank space in no time

Ugh, no thanks. I'd rather NOT have another Daggerfall, thank you.
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Beat freak
 
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Post » Mon Jul 18, 2011 9:27 am

Actually even this timescale is too small
based on this map I calculated real timescale (according to how fast I crossed Cyrodiil with character at Speed 50)
I don't remember exactly but actual timescale should be about 200:1, so each ~2min there would be new day in game (just imagine how fast sun and moons should go :D )

I realize that, and I address that in my previous post. "If you reduced the land mass by a factor of 30 (to match the default Timescale), you would end up with roughly an 8 x 20 mile game map . . . which is 10 times larger than what we will be getting [4*4=16; 8*20=160 square miles]."

It really comes down to what you want the experience to be a highly crafted world thats some what limited in size but contains uniqe locations and terrain or you get copy pasted areas that go on forever, tech limitations also fit into this theres only so much data a disk can hold, then theres time and money considerations eventually your going to have to cap how much time and money your willing to put into the world otherwise you'd end up with a game that would never get made.


ARMA II is ~ 150 Square miles, is not repetitious (copy pasted) and it is has a lot of detail.

"ArmA II is set in the fictional ex-soviet state of 'Chernarus' the gameworld is actually a 225 square kilometer chunk of the real world! ARMA II's highly detailed landscape is a meticulous facsimile of real terrain, modeled using extensive geographical data. This recreated region is brought to life with spectacular environmental effects and populated with dynamic civilian settlements and wildlife. Wild animals roam the atmospheric forests while the people of Chernarus try to live out their lives among the war-torn streets."
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darnell waddington
 
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Post » Mon Jul 18, 2011 12:13 am

Ugh, no thanks. I'd rather NOT have another Daggerfall, thank you.


Good thing that daggerfall is hundreds times larger than what hes suggesting.

Almost anywhere you were in Oblivion there was a POI withing 30 seconds walking distance. No thank you to that again.
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Jessica Thomson
 
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Post » Mon Jul 18, 2011 5:37 am

Please go.

If you're calling a world that is 16 sq miles "so small" you obviously don't play any modern day videogames.
Yes, Daggerfall was massive, but every city was the same d*mn thing. Almost every city and dungeon was extremely generic and boring, and the reason they were able to have such a large world was because of how little space the extremely low resolution graphics took up, and the fact that they were able to randomly generate almost all of the cities is why they were so generic. If a game developer attempted to randomly generate all of the locations in their game today, it would A, be a terrible, repetitive bore, and B, would get destroyed by criticism from critics and gamers alike, obviously resulting in poor sales.

You do realize Bethesda easily makes the largest game worlds that are in videogames (excluding MMOs), and the only example that you could give to counter this statement would be Sacred 2, which may have a "larger" game world, but that rest of the game is absolutely atrocious.

It's always quality over quantity, and with Bethesda you actually get both. 300+ hours of gameplay, and people are still crying.
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Taylor Tifany
 
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Post » Sun Jul 17, 2011 10:08 pm

its just time

time and money if Bethesda had an infinity of both then they would make all of Nirn

but they don't have enough time or money to do it.
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Becky Palmer
 
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Post » Mon Jul 18, 2011 3:36 am

IARMA II is ~ 150 Square miles, is not repetitious (copy pasted) and it is has a lot of detail.

"ArmA II is set in the fictional ex-soviet state of 'Chernarus' the gameworld is actually a 225 square kilometer chunk of the real world! ARMA II's highly detailed landscape is a meticulous facsimile of real terrain, modeled using extensive geographical data. This recreated region is brought to life with spectacular environmental effects and populated with dynamic civilian settlements and wildlife. Wild animals roam the atmospheric forests while the people of Chernarus try to live out their lives among the war-torn streets."


Actually it was slightly simpler for creators or ARMA2 since location is based or real life world (more or less)
TES is fully fictional world, so it may complicate things a little
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Ymani Hood
 
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Post » Mon Jul 18, 2011 5:12 am

Please go.

If you're calling a world that is 16 sq miles "so small" you obviously don't play any modern day videogames.
Yes, Daggerfall was massive, but every city was the same d*mn thing. Almost every city and dungeon was extremely generic and boring, and the reason they were able to have such a large world was because of how little space the extremely low resolution graphics took up, and the fact that they were able to randomly generate almost all of the cities is why they were so generic. If a game developer attempted to randomly generate all of the locations in their game today, it would A, be a terrible, repetitive bore, and B, would get destroyed by criticism from critics and gamers alike, obviously resulting in poor sales.

You do realize Bethesda easily makes the largest game worlds that are in videogames (excluding MMOs), and the only example that you could give to counter this statement would be Sacred 2, which may have a "larger" game world, but that rest of the game is absolutely atrocious.

It's always quality over quantity, and with Bethesda you actually get both. 300+ hours of gameplay, and people are still crying.



You do realize that half of Oblivions wilderness was randomly generated right?
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Justin
 
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Post » Mon Jul 18, 2011 10:11 am

The size of Oblivion is fine with me since I prefer all of locations in the world to be unique, interesting, and memorable.

There are obvious technical limitations to how large they make the world without just making it empty and boring.
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sally coker
 
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Post » Mon Jul 18, 2011 1:36 am

If not for the FT and straight-line roads from one end to the other, OB would have been "small, but big enough" for a great game. A shade larger in the next game would be nice, but not at the price of detail. 10X larger would probably end up being pathetic, unless Bethesda can make some impressive strides in random generation.

MW was about 2/3 to 3/4 the area of OB, depending on how you measure, but it felt bigger because (1) you started out in a corner instead of the middle, (2) your character moved slower at the start, (3) the big volcano in the middle and the numerous ridges and mountain ranges diverted all travel into convoluted paths (at least until you mastered Levitation), and (4) the overly oppressive fog prevented you from seeing just how tiny it really was. There was "limited" FT between cities by way of "silt strider" bug-taxis, instantaneous teleportation to specific destinations via Mages Guild Guides or Intervention scrolls and spells, the ancient Propylon Chambers at the old Dunmer Fortresses which allowed you to teleport from one to the next either clockwise or counter-clockwise, and boats that you could pay for passage aboard, in addition to the Mark and Recall spells which would teleport you to the location of your last placed Mark. At the start, until you learned how to get around, it was HUGE. By the end, with all of the tools and tricks at your disposal, it was just big enough to represent the moderate-sized quarantined island that it was supposed to be, but not big enough for an entire Province.

Oblivion's map could be crossed in about an hour, and you could see across the whole thing from a vantage point in the hills below Bruma. Being able to just click on your map made the distance irrelevant anyway. At any rate, it was NOT big enough to represent the ENTIRE Imperial Province. It would have been sufficient to represent the island on which the Imperial City is supposed to be located.

In both cases, there was enough area to keep you busy for months or years. In Morrowind, which I've been playing fairly frequently for most of the past 6-7 years, I'm STILL finding places I haven't been, and quests I haven't done. In Oblivion, the blatant opponent and loot levelling and scaling made it almost pointless to explore after a while, because just about everything you would find was the same as everywhere else, so the map size was irrelevant.

Personally, I prefer an 8:1 timescale in both games, give or take a digit or two. That gives you about a 3 hour day, a third of which will be spent sleeping, for about 2-3 hours of actual playing time (depending on time spent in menus and other time-paused screens). That's long enough to "feel" like a day, and just happened to fit my playing schedule: Venture out in the morning on whatever outing the char is going to get involved in, kick posterior until early evening, then head back to civilization to sell off loot and repair, and finally make it back to the character's abode by 10pm or so to catch a night's sleep, by which time I myself would be about ready to call it a day. A 30:1 timescale is ridiculous, feels like the sun is racing across the sky, and like it takes 3 hours in town to walk down to the end of the block. No thanks.
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louise hamilton
 
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Post » Mon Jul 18, 2011 8:01 am

You do realize that half of Oblivions wilderness was randomly generated right?


Thank you.
Most people don't realize that I don't want autogenerated cities, caves or dungeons
I'm not asking for Daggerfall2
I'm not even requesting more content than they already announced
I'm merely trying to propose inflating of wilderness (to make game world closer to real province size)
Road? make ir 5 times longer
Forest? increase it 7 times
Lake? make it 10 time bigger

I don't have much terrain modding or any game designing experience, so please anyone who have such experience, please answer to few simple question.
Does inflation of wilderness is so long, complicated and resource demanding procedure?
Will it end up using few Gb more on disc?
Will it signicantly increase system requirements?
From my point of view answer to all of these questions is "no", but I may be wrong

Oblivion's map could be crossed in about an hour, and you could see across the whole thing from a vantage point in the hills below Bruma.


What version of Oblivion did you played?
It took my early game character to go from Anvil/Leyawiin to Cheydinhal ~10min real life time (Speed ~30, Athletics ~45)
And thats crossing almost all map (add 2-3 more minutes to reach border)
BUT I didn't used roads much, so walking on the roads could use up 20min
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Anthony Santillan
 
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Post » Mon Jul 18, 2011 8:50 am

Actually it was slightly simpler for creators or ARMA2 since location is based or real life world (more or less)
TES is fully fictional world, so it may complicate things a little

The land mesh is, not the rest of the game world.

My point is that it would be possible to make Skyrim's map size 10 times greater and not give up any of the detail.

ARMA III (2012) has a game world that is 2.4 times larger than ARMA II's, with even more detail (Note that ARMAis a PC only game, which does give it a technical edge, but ARMA II fits on 1 DVD.)
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Jinx Sykes
 
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Post » Mon Jul 18, 2011 9:43 am

I think that a game that is twice or 4 times the size of oblivion can be great, if the inflated area will use randomly generated methods those areas will only enhance the beauty of the hand placed areas.
In the other hand most games that ive seen have a smaller world then oblivion, the once that ive seen and have bigger worlds feels plain boring.
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Charleigh Anderson
 
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Post » Mon Jul 18, 2011 12:58 am

Yeah, they should just increase the size just for the sake of it.

You know, uneventful traveling for hours in a featureless land is fun!
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Laura Richards
 
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Post » Sun Jul 17, 2011 6:34 pm

Yeah, they should just increase the size just for the sake of it.

You know, uneventful traveling for hours in a featureless land is fun!


Yes and yes, because it is open world game and for such games- the bigger the world the better.
And you can always use FT and skip this "uneventful traveling for hours in a featureless land"
Don't like it, don't use it

(yes, I know- signature)
(ok I'll kill one more khajiit in my TES4 game, but to be honest I'm starting to run out of khajiit)
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Harinder Ghag
 
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Post » Mon Jul 18, 2011 7:22 am

The answer is details. They want to present a detailed handcrafted world.

The inflation method you have descripted is akin to the good old inflation method used by old days B grade movie makers; padding alot of random stock footage.
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Daniel Lozano
 
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Post » Mon Jul 18, 2011 2:35 am

Yeah, they should just increase the size just for the sake of it.

You know, uneventful traveling for hours in a featureless land is fun!


Except it's not for the sake of it, the current world size is tiny.

And its not hours, as took minutes to travel across Oblivion, now it'll just take a few more minutes.
And it shouldn't be 'oh look, a dungeon, and another, and another, all within 30 seconds.
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Queen Bitch
 
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Post » Sun Jul 17, 2011 10:50 pm

Yes and yes, because it is open world game and for such games- the bigger the world the better.
And you can always use FT and skip this "uneventful traveling for hours in a featureless land"
Don't like it, don't use it

(yes, I know- signature)
(ok I'll kill one more khajiit in my TES4 game, but to be honest I'm starting to run out of khajiit)

Good thing we can fast travel everywhere at any time, even at the beginning...

... oh wait...

Except it's not for the sake of it, the current world size is tiny.

And its not hours, as took minutes to travel across Oblivion, now it'll just take a few more minutes.
And it shouldn't be 'oh look, a dungeon, and another, and another, all within 30 seconds.

How was it tiny?

Did you use a flying mod or you enchanted yourself to be extremely fast or you just used fast travel a lot?
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Lovingly
 
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Post » Mon Jul 18, 2011 7:52 am

The bigger the world is, the more it's filled with crap.
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Micah Judaeah
 
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Post » Sun Jul 17, 2011 11:05 pm

The correct answer, class, is that hand-crafting a gameworld with the level of detail Bethesda is seeming to aim for gets more and more difficult as the size of the gameworld increases. A gameworld is never rendered all at once, so RAM has no bearing on the size of a gameworld. Rendering an entire gameworld at once is just flat-out inefficient and unheard of. Any questions? :P

that and the limitations of technology a bigger world will have more cells and still have to be coded on the disc
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Emzy Baby!
 
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Post » Mon Jul 18, 2011 3:00 am

How was it tiny?

Did you use a flying mod or you enchanted yourself to be extremely fast or you just used fast travel a lot?


I use Grand Theft Equine to get around the country. 4-5 minutes to get from the imperial city to Cheydinal is what I'd call tiny.

Oblivion/Skyrim are both at about 16 square miles. I'd prefer the next elder scrolls to go to 26 - 30.
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Esther Fernandez
 
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Post » Mon Jul 18, 2011 5:16 am

Quality over quantity imo. I don't want to travel millions of miles with everything looking the same or bland, or pre-generated. I want a good size map, but at the same time I want to be able to find landmarks, things of interest..things that will catch my eye like great vistas and the like.

There was an oblivion mod quite a while back, that focused on adding in scenic areas to the game where there was typical blandness, that is the kind of thing I like to see. I don't want to see an artificially inflated world map that's boring and uninspired just for the sake of toting around the fact that the world is huge. It's completely pointless if there is nothing memorable to it.
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Lory Da Costa
 
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Post » Sun Jul 17, 2011 8:30 pm

The continent of Tamriel is over 8 million square kilometers, bigger than Australia, smaller than Brazil.
http://image.com.com/gamespot/images/bigboxshots/5/564545_53892_back.jpg


"Nine man-years in the making..." Good God, I suddenly got a very nerdy taste in my mouth while reading that ad. If there's one definite advancement in RPGs I think we can all agree on, its that we've done away with the stereotypical D&D language that makes me want to beat myself up just for reading it. haha
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Josh Sabatini
 
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Post » Mon Jul 18, 2011 5:31 am

Morrowind, Oblivion and Skyrim are all a little on the small side in my opinion. Fine for now, but I think for future TES games, Bethesda should certainly look to up the scale of their gameworlds considerably.

If you can increase the size of the gameworld without losing too much in terms of detail, that's always going to be a good thing. I think the key is to randomly generate certain areas, while handcrafting others, and going in afterwards and adding lots of little details so that the world feels unique and interesting.
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Lillian Cawfield
 
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Post » Sun Jul 17, 2011 9:06 pm

According to what I think they may have said in Skyrim interviews, and from what we have seen with all of Bethesda's games since Daggerfall, Bethesda wants us to be able to traverse and explore the land in normal mode. The world is not designed around fast travel. They want to enable us to freely walk or ride from any settlement to the most distant city in the land without forcing us to spend days and weeks of our real lives doing it.
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Code Affinity
 
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