Here is the link: http://tvtropes.org/pmwiki/pmwiki.php/Main/RuinsForRuinsSake
Here's the material directly
The Elder Scrolls: Daggerfall had a lot of randomly generated dungeons to visit. You could go to the ruins of some farmstead, enter a cellar door and find yourself in some absurdly extensive cavern/dungeon complex. In fact, most dungeons were more complex than the majority of regular buildings, and this was never justified in-game.
TES: Oblivion offers a partial aversion, with a few dungeons and supposed prisons actually containing the expected cells. Other than that, it generally falls into this.
Often, the ruins are referred to as abandoned elvish cities, despite being unnecessarily mazelike, full of traps, etc. No wonder the elves aren't ruling anymore.
They're the catacombs of the abandoned cities - there's generally the remains of some suitably monumental building sat on top of them which was probably the Ayelid temple.
Also, the Imperial Legion has seen fit to allow every fort in the province to fall into disrepair and serve as shelter for all manner of monsters and villains. Some of these forts are built dangerously close to major roads, including one built directly on top of the road now infested with goblins. In addition there isn't a single working mine in the province, they're all described as "deserted", "forgotten" or "haunted". All Aleyid cities only ever make sense if you take 'city' to mean 'necropolis', because burying people and treasures is all they do. They also suffer from Blatant Item Placement in that you find 3rd Era currency in a 1st Era ruin. It makes sense when you realize that, since the ruined forts, abandoned mines, and Ayleid cities are currently being occupied by bandits, rogue mages, necromancers, etc., they'd bring whatever (modern) money and other goods they have with them and stash them there.
TES: Morrowind has lots and lots of ruins. Most of them seem to have some purpose behind them. The Dunmer Stronghold ruins were used as outpost during wars. The Dwemer Citidels were homes/factories/science labs to Dwarves and the Daedric Ruins are relics from the time that the Dunmer worshipped Daedra(and are usually filled with angry Daedric Minions and daedra worshipers).
TES: Oblivion offers a partial aversion, with a few dungeons and supposed prisons actually containing the expected cells. Other than that, it generally falls into this.
Often, the ruins are referred to as abandoned elvish cities, despite being unnecessarily mazelike, full of traps, etc. No wonder the elves aren't ruling anymore.
They're the catacombs of the abandoned cities - there's generally the remains of some suitably monumental building sat on top of them which was probably the Ayelid temple.
Also, the Imperial Legion has seen fit to allow every fort in the province to fall into disrepair and serve as shelter for all manner of monsters and villains. Some of these forts are built dangerously close to major roads, including one built directly on top of the road now infested with goblins. In addition there isn't a single working mine in the province, they're all described as "deserted", "forgotten" or "haunted". All Aleyid cities only ever make sense if you take 'city' to mean 'necropolis', because burying people and treasures is all they do. They also suffer from Blatant Item Placement in that you find 3rd Era currency in a 1st Era ruin. It makes sense when you realize that, since the ruined forts, abandoned mines, and Ayleid cities are currently being occupied by bandits, rogue mages, necromancers, etc., they'd bring whatever (modern) money and other goods they have with them and stash them there.
TES: Morrowind has lots and lots of ruins. Most of them seem to have some purpose behind them. The Dunmer Stronghold ruins were used as outpost during wars. The Dwemer Citidels were homes/factories/science labs to Dwarves and the Daedric Ruins are relics from the time that the Dunmer worshipped Daedra(and are usually filled with angry Daedric Minions and daedra worshipers).
So true. :rofl: