Open cities not really confirmed, but sort of.

Post » Sat May 28, 2011 6:44 pm

@DCDeacon Are the cities in their own Worldspaces or open?

@Scharesoft Everything outside is one open space. Interiors are separate spaces.

The plot thickens!

@DCDeacon You made the forums pretty happy with the tweet about the outside world being one open space. :D I love the news! Thank you!

@The_Impaler22 Uh, why? It's been like that in every ES game we've made for the last decade +?

And most recently...

@SamuelBacklin Yup. Had a brain fart. They were talking about loads. I don't know the answer for the cities. Sry for confusion. I svck


And now:

@DCDeacon Can you at least tell us how "major" the 5 main cities will be? In Oblivion they felt like villages rather than cities.

@Silvade14 Check the first screen GI released and decide for yourself.


Confusion set to maximum.
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Steven Nicholson
 
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Post » Sat May 28, 2011 11:01 am

Confusion set to maximum.


I just pictured Pete in one of them suits in Crysis.
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Jon O
 
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Post » Sat May 28, 2011 5:21 am

@Silvade14 Check the first screen GI released and decide for yourself.



link?
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Aliish Sheldonn
 
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Post » Sat May 28, 2011 9:33 am

link?

You know, you could just look at Pete's twitter feed, it's pretty close to the top.

I'm a nice guy though, so http://twitter.com/#!/DCDeacon/status/28963471538262016.
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Jennifer Munroe
 
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Post » Sat May 28, 2011 6:25 am

The last tweet really doesn't belong in here. The question he is answering is "how big are the cities?". This forum seems to be falling for that... but if Hines doesn't have a "brain fart", then he never confirms anything via twitter. If someone asks one question and implies another, then Hines will always only give a vague reply to the former that has no relation to the latter.

Also pretty sure the cities won't be open, I mean the city in the screenshot just doesn't look like it. I guess it's a valley that is closed with a wall, and you can't get to the top of the cliffs from outside.
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Chris Jones
 
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Post » Sat May 28, 2011 8:27 pm

Yes, use this one instead, the REAL one.
http://static.zenimax.com/bethblog/upload/2011/01/Markarth021.jpg


Ah, I see now.
I just quickly got the picture from my browsing history. Thought it was the normal one.
Couldn't really care less, but edited it for ya. :wink:
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Gen Daley
 
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Post » Sat May 28, 2011 5:47 pm

Why is the lighting different between those two?


It was used in a debate about dynamic shadows.
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Darren
 
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Post » Sat May 28, 2011 6:13 am

I hope they're open, the screenshot makes it look like its closed off like others have stated.
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Dalley hussain
 
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Post » Sat May 28, 2011 6:35 pm

andyw said: You don't need an open city for an aerial dragon attack, just two instances of the dragon. When you're outside the city you see one instance of the dragon, swooping down and spewing fire at the city hidden behind its wall. When you get inside the city you see a different instance of the dragon circling overhead, then swooping down to land in a burnt market square or other open space.


This is true. The dragon can be spawned in the empty part of the worldspace and he can just fly in over the walls. Wouldn't even need multiple instances either, cause the dragon could just teleport at the same time you do just like a companion does.
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Amanda Furtado
 
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Post » Sat May 28, 2011 12:42 pm

I hope they're open, the screenshot makes it look like its closed off like others have stated.


Really? :huh:

To me, the screenshot makes it look open (and climbable).

You can even see a tree trunk at the top.
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 4:41 am

I don't mind a load screen when going into cities. If it were real you'd have to wait for them to open the gates anyway and that would take a few minutes. What I hate is that if the whole country is one big open space, why can't each city be? Like you need a load screen to get into the city, but once you're there there shouldn't be any load screens to get into each house and building. The cities in oblivion were so small compaired to the whole map, how can they not pull off a seamless city the way they did with everything else. Caves, cities, dungens and maybe castles should have a load time...but not every home in Skyrom!
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Ludivine Dupuy
 
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Post » Sat May 28, 2011 7:02 pm

Really? :huh:

To me, the screenshot makes it look open (and climbable).

Me too.

Incidentally, *pokes* make the Morag Tong appear in Skyrim.
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I’m my own
 
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Post » Sat May 28, 2011 5:14 am

Really? :huh:

To me, the screenshot makes it look open (and climbable).

You can even see a tree trunk at the top.

Climbable... or fallable (from the top). :P

I also think it looks open.
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Roberto Gaeta
 
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Post » Sat May 28, 2011 9:05 pm

Markarth Side is going to be a more epic version of Helm's Deep
http://2.bp.blogspot.com/_4VuFmi3n6a4/SOwrFKXP7rI/AAAAAAAABh4/UKd7L0YKeF4/s400/HelmsDeep.jpg
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Imy Davies
 
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Post » Sat May 28, 2011 4:04 pm

Like you need a load screen to get into the city, but once you're there there shouldn't be any load screens to get into each house and building.
The worldspace is stream loaded, so the "load screens" are hidden in the background as you move. That can't be done completely in the city, since they don't know which building you are going into.

More importantly, the buildings in the cities in Oblivion are compressed in size. The interiors are almost always larger than the exteriors, and sometimes don't even match the shape of the outside. Making the buildings big enough to contain their own insides would require making the cities take up more landscape and leave less room for wilderness. It would also require the interior and exterior designers to work much more closely together instead of creating their sections separately based on concept designs.
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Motionsharp
 
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Post » Sat May 28, 2011 4:13 pm

Markarth Side is going to be a more epic version of Helm's Deep
http://2.bp.blogspot.com/_4VuFmi3n6a4/SOwrFKXP7rI/AAAAAAAABh4/UKd7L0YKeF4/s400/HelmsDeep.jpg


I hope so, Helm's Deep was the first picture that popped into my mind when I first saw that screen. I just didn't know the name of it, but I knew I had seen something like it before.
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Chris Ellis
 
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Post » Sat May 28, 2011 6:38 am

Climbable... or fallable (from the top). :P

I also think it looks open.


What screenshot are you guys talking about? Is it up on the GI webpage?
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Emily Rose
 
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Post » Sat May 28, 2011 6:42 am

What screenshot are you guys talking about? Is it up on the GI webpage?


http://static.zenimax.com/bethblog/upload/2011/01/Markarth021.jpg

Looks open to me. Certainly an improvement over Oblivion.
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john palmer
 
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Post » Sat May 28, 2011 12:17 pm

Ok he comfirmed that the TOWNS are open world.. he has to check if the cities are... makes sense as in fonv and fallout 3 small settlements were open larger ones closed.
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Betsy Humpledink
 
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Post » Sat May 28, 2011 9:13 pm

It seems pretty impossible to believe that they won't be open this time around, given the fact the even in Oblivion, it was possible, but just not done for performance reasons. They'd be crazy not to do it all these years later in Skyrim, given the advances in technology, and the clear demand for it.
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Maddy Paul
 
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Post » Sat May 28, 2011 12:16 pm

It seems pretty impossible to believe that they won't be open this time around, given the fact the even in Oblivion, it was possible, but just not done for performance reasons. They'd be crazy not to do it all these years later in Skyrim, given the advances in technology, and the clear demand for it.


Well the reason they closed them off in Oblivion is because the game would keep rendering objects even though they couldn't be seen by the character. Now they have occlusion culling so it will be fine to have open cities this time around.
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Josh Sabatini
 
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Post » Sat May 28, 2011 5:25 pm

The worldspace is stream loaded, so the "load screens" are hidden in the background as you move. That can't be done completely in the city, since they don't know which building you are going into.

More importantly, the buildings in the cities in Oblivion are compressed in size. The interiors are almost always larger than the exteriors, and sometimes don't even match the shape of the outside. Making the buildings big enough to contain their own insides would require making the cities take up more landscape and leave less room for wilderness. It would also require the interior and exterior designers to work much more closely together instead of creating their sections separately based on concept designs.

I like this explanation. Makes sense.
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Sherry Speakman
 
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Post » Sat May 28, 2011 6:38 pm

The worldspace is stream loaded, so the "load screens" are hidden in the background as you move. That can't be done completely in the city, since they don't know which building you are going into.

Sure they do. There aren't many secret entrances are there? :) You only need to load the interiors starting within a certain range of the entrance. Think of a large semicircle on the ground outside your door. Divide that circle up into levels, and as you approach the door, you step on a strip of the semicircle that triggers more and more detail to be loaded into memory. There are also probably common objects in all buildings that could stay stored in a small cache. Combine that with culling which they first introduced in a basic manner in FO3, and it's not like the GPU is going to be rendering all the objects in all the houses at once. You don't need to stream the content of the house down the road if you're standing right next to the door of another house.

The problem I think is keeping the exterior entirely in cache while you remain indoors. Or, they could do the opposite of what I described above. As you get further inside the house, start unloading the city from memory. I know when I play though, I usually don't even *get* a load screen after leaving an interior.

I imagine though that the above is hard to accomplish with the memory constraints on consoles.

With that said, I'm fine with interior load screens, and as you said this is probably a good explanation as to why they don't bother:

More importantly, the buildings in the cities in Oblivion are compressed in size. The interiors are almost always larger than the exteriors, and sometimes don't even match the shape of the outside. Making the buildings big enough to contain their own insides would require making the cities take up more landscape and leave less room for wilderness. It would also require the interior and exterior designers to work much more closely together instead of creating their sections separately based on concept designs.


Edit:

It's like in Oblivion, I imagine when you were riding on a horse in a certain direction, they weren't focusing on loading the cells behind you, they were probably predictively loading the content ahead of you, to fade in as naturally as possible. Of course that engine did poorly enough that there was always stutter and pop-in. :)
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yessenia hermosillo
 
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Post » Sat May 28, 2011 8:38 am

I'd worry a little about constant disk accessing if you were stream loading that many interiors, but I'd bet on a PC only release with a 64-bit executable you could achieve it with little problem.

Next-gen, I guess.
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Haley Cooper
 
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Post » Sat May 28, 2011 1:43 pm

Next-gen, I guess.

I'd like to see Beth do an installment series with the first game having one complete province on a height map that encompasses all of Tamriel. Then every year release a new completed province that is added to the original game. 1 game with 8 expansions. I don't ever see them doing that but it would be sweet and entirely possible on 64bit.

Never the less we are going to see some amazing sht when 64bit drops.
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Kate Norris
 
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