New Todd interview from German site Part 2

Post » Wed Nov 18, 2009 12:15 am

- Todd confirms walls with loading on larger cities, haven't heard the rest yet.


Gods' bless 16 GB's DDR3 1866 + a SSD disk.
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Sammykins
 
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Post » Tue Nov 17, 2009 7:01 pm

Bruma was so out of place with those giant walls, and now you're doing it AGAIN?

It was?
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Sudah mati ini Keparat
 
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Post » Wed Nov 18, 2009 1:51 am

Pete Hines sort of confirmed that unarmed/hand-to-hand was still in. Some asked him on his twitter if they were trying to improve upon hand-to-hand in Skyrim, and Pete Hines responded with something along the lines of, "no, that's actually one of the aspects of the game we are trying to make worse." I don't have a link, but I'm sure someone can find it.

edit: Found it, but I don't have a link. It was posted on January 24th in response to Silvade14, although his (Silvade14's) account doesn't seem to exist anymore so the initial question can't be seen. "@Silvade14 No. That's one of the areas of the game we are trying to make worse/less fun."
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Kirsty Wood
 
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Post » Wed Nov 18, 2009 5:40 am

Thank you for posting this :)
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Isaac Saetern
 
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Post » Tue Nov 17, 2009 11:41 pm

- Todd confirms walls with loading on larger cities, haven't heard the rest yet.


Now call me crazy or not, but did he specifically say it had a loading screen to go with this? Walls I don't mind. It's the ludicrous use of entirely cut-off worldspaces that irks me more than anything. Morrowind was more than capable of doing fully open cities on the XBox. There was no excuse for it in Oblivion, and certainly zero excuse for it in Skyrim if they're doing it the same way again.

Go back and listen again though. I swear he said that it would load, and it was for memory separation, but it sounded like it would still be a seamless operation. That implies no actual loading screen. Just a system that behaves more or less like how the Gothic series did it. You could tell in those games that cities were separate memory spaces but they had no load screens at all to get inside, and plenty of them had huge walls as well which was probably done for occlusion purposes.

If they screw us on these again, well, I guess I'll have my work cut out for me in getting them fixed right :P
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Erin S
 
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Post » Wed Nov 18, 2009 2:08 am

Be CAREFUL with the title and the placement of words next time!

I thought this was about an interview part 2 not thread part 2.

Grrrrr.
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Jonathan Windmon
 
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Post » Wed Nov 18, 2009 6:15 am

Now call me crazy or not, but did he specifically say it had a loading screen to go with this? Walls I don't mind. It's the ludicrous use of entirely cut-off worldspaces that irks me more than anything. Morrowind was more than capable of doing fully open cities on the XBox. There was no excuse for it in Oblivion, and certainly zero excuse for it in Skyrim if they're doing it the same way again.

Morrowind didn't had high-res textures and meshes, advanced AI on every NPC, clutter with applied physics...


Really, I just don't see it as a big problem, I guess with this they'll be capable to create more detailed cities. But if you have a problem with it, just look at my avatar...
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Ezekiel Macallister
 
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Post » Tue Nov 17, 2009 8:55 pm

Back in 2002, what Morrowind provided *WAS* hi-res textures and high detail models. Nine years is a long long time in gaming terms and the original XBox was an even more feeble system than the XBox 360. The game ran fine and had no issue with open cities whatsoever. NPCs may not have had schedules, but they didn't stand stiff as boards in one spot all day either. They moved around.

You're comparing apples and oranges.

Oblivion doesn't place a great deal of actual havok enabled clutter outdoors so that issue isn't even relevant. Most of that is indoors, and it's already long since confirmed that interiors are separate cells, which I don't think anyone has a problem with. I certainly don't, because trying to make those all into open world cells would still cripple even a high end PC. The AI we got in Oblivion isn't a great deal more sophisticated. Schedules aren't that huge a drain.

Keep in mind too, people are making their judgments based on hugely modified Oblivion installs and NOT comparing the vanilla game anymore. That's a huge error in thinking. Vanilla Oblivion has had zero trouble with open cities on PC, that's easily proven. So it wouldn't have been that big of a deal. It's all the stuff people piled on top of it that cause the problems. I guarantee you that if Oblivion's cities had been open, nobody would have thought twice about it and would be casting blame where it belongs rather than just assuming the cities were even an issue. It's a rant I've made countless times, but nobody seems to want to hear it. Truth hurts. See your own avatar :P

We'll just have to see how Skyrim handles it. If it's handled the way I think Todd was describing, there won't be much need in doing the work to move the cities out. If they have loading screens though, count on this getting done. You may not see the problem, but there are quite a few people who do and will be thrilled to death to see this sort of gimpery undone.
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Jennifer Munroe
 
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Post » Wed Nov 18, 2009 12:41 am

I want to quote a comment from the video

'Todd, is that a mic you're holding or are you just happy to talk Skyrim?'

I had such a good laugh there :D
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christelle047
 
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Post » Wed Nov 18, 2009 2:29 am

Back in 2002, what Morrowind provided *WAS* hi-res textures and high detail models. Nine years is a long long time in gaming terms and the original XBox was an even more feeble system than the XBox 360. The game ran fine and had no issue with open cities whatsoever. NPCs may not have had schedules, but they didn't stand stiff as boards in one spot all day either. They moved around.


It's the NPC's is why. The AI in all the NPC's loaded into the open world cell is too much for the CPU's in consoles (and some very low end PC's) to handle.

If you're on PC this will more than likely be fixed with a mod, just as Oblivion was.
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Robert
 
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Post » Tue Nov 17, 2009 7:32 pm

It's the NPC's is why. The AI in all the NPC's loaded into the open world cell is too much for the CPU's in consoles (and some very low end PC's) to handle.

If you're on PC this will more than likely be fixed with a mod, just as Oblivion was.

Can mid range PC's handle open cities?
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koumba
 
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Post » Tue Nov 17, 2009 10:02 pm

Can mid range PC's handle open cities?


Depends on how far they want the rest of the visuals to be, and what parts are low end, mid range, or high end.
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NO suckers In Here
 
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Post » Wed Nov 18, 2009 3:16 am

Any idea as to what the "leather work" is that Todd mentioned?
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saharen beauty
 
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Post » Tue Nov 17, 2009 8:04 pm

Any idea as to what the "leather work" is that Todd mentioned?


I hope it means killing mammoths, deer, etc means we can take their hides and make armor out of it.
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Harry-James Payne
 
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Post » Wed Nov 18, 2009 3:03 am

Any idea as to what the "leather work" is that Todd mentioned?


Clothing.
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Kit Marsden
 
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Post » Wed Nov 18, 2009 9:04 am

Can mid range PC's handle open cities?

I believe some of the first mods for Oblivion were to make it have open cities, and I don't recall anyone complaining about low performance from those mods.
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Josephine Gowing
 
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Post » Wed Nov 18, 2009 7:23 am

What do you think leather work will entail? Probably real time, but will also open a menu like cooking will?
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Charleigh Anderson
 
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Post » Tue Nov 17, 2009 11:33 pm

Try loading an open-cities mod for Oblivion and see how it runs.
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suniti
 
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Post » Tue Nov 17, 2009 7:28 pm

I believe some of the first mods for Oblivion were to make it have open cities, and I don't recall anyone complaining about low performance from those mods.


My computer then wasn't nearly as powerful as the one I have now, I don't recall many issues either.
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Laura Elizabeth
 
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Post » Tue Nov 17, 2009 8:35 pm

What do you think leather work will entail? Probably real time, but will also open a menu like cooking will?


It will be menu-based since you have to select the pelts you've collected.
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Russell Davies
 
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Post » Tue Nov 17, 2009 8:15 pm

It will be menu-based since you have to select the pelts you've collected.

And then play out in real time? I think cooking opens a menu and then plays out in real time after we select the ingredients.
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Andrew Lang
 
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Post » Tue Nov 17, 2009 8:01 pm

And then play out in real time? I think cooking opens a menu and then plays out in real time after we select the ingredients.


If these play out in real-time then that's pretty epic.
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Sandeep Khatkar
 
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Post » Wed Nov 18, 2009 5:46 am

Thank you VERY much for the new infos update.Greatly appreciated.
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maya papps
 
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Post » Tue Nov 17, 2009 5:44 pm

If these play out in real-time then that's pretty epic.

Pretty sure Todd said that they aren't minigames and are all real time diversions.
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Maeva
 
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Post » Wed Nov 18, 2009 3:10 am

Pretty sure Todd said that they aren't minigames and are all real time diversions.


As in an animation for chopping wood, mining, cooking,, making armor, etc?
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Joe Bonney
 
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