» Tue Dec 28, 2010 3:04 pm
@RellacFTW
I agree there, longer routes do make the whole thing look bigger. Still, I maintain that view distance has a significant role in making the place look big or small; in a game, it's very hard to judge the size of the landscape simply by how far you move since you quickly lose sight of most things that pass as landmarks. Because of this, I went about exploring a bit like in RTS games, constantly checking the map to see which bits I had cleared. Not necessarily a good thing but still fun.
I'd also add that, for all I could tell, Red Mountain made it easier to estimate the size of the island since you know it's in the center (well, not really but close enough), so if I were in Seyda Neen, it wouldn't be difficult to gauge the distance to the opposite side of Vvanderfell.
Also, the apparent size of the game world and actually exploring it are 2 very different things. Even if there were lots of dungeons and they were easy to find (which they probably shouldn't anyway) it doesn't mean that the world will be fun to explore. If I was reasonably sure that it wouldn't feel like grinding and dungeons were actually fun to raid then I'd go looking for one even if it was like searching for a needle in a haystack. Conversely, if there was a dungeon every 100 meters but each felt the same minus some aesthetic changes and had some useless junk as reward at the end, the player would be much less motivated to search each one. That's just me though.
At this point I might have drifted a bit off topic but I guess this is how dungeon design ties in with content density and by extension, land size.
EDIT:
@reallybigjohnson
I was thinking of this http://www.mobygames.com/game/windows/call-of-juarez/screenshots/gameShotId,189779/ actually, large, very visible landmarks which in this case could host a dungeon or 2, and large ones at that. Haven't played Risen, will try.
And I agree, diversity does make it look bigger since the game world can't just be called "a huge forest" even if it does have a little variation in the form of slightly snowy trees and some swamps with lots of trees, like Oblivion.
The Diablo thing really applies to the "one big dungeon" since you could easily stop at one point and head back to the surface via that shortcut then come back. Essentially, it's the outside world continued underground, different to normal dungeons in that those are only visited once and then forgotten about, whereas these bigger dungeon complexes could even function as tunnels that bypass some really jagged or uncrossable terrain like canyons and cliff sides.