why do they call them dwemer and Ayleid cities ?

Post » Sat Jun 23, 2012 2:07 am

so yeah pretty much why do they call them cittys when there more like tombs castles or forts. i just don't get it well maybe cause of limitations in the hard ware or some thing and there actually cities but they can't make them the size of cities in game.


what do you think?
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Michelle Smith
 
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Post » Sat Jun 23, 2012 9:47 am

None of the inhabitable cities are proper size either.
It is limitations of software, for the most part and decay as well.

But a ruin of a city, is still considered a city, even if no one lives there.
One would not deny Pompeii was a city, even as it is now just a shadow of it's former self.
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Sabrina Steige
 
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Post » Sat Jun 23, 2012 5:14 am

well yeah but going through some of them in like 10 15 mins to me just dosn't qualify to me as a city. like i said some of them just feel like really big ass underground castles or some thing
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Ann Church
 
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Post » Sat Jun 23, 2012 8:29 am

well yeah but going through some of them in like 10 15 mins to me just dosn't qualify to me as a city. like i said some of them just feel like really big ass underground castles or some thing

Going through a living city must be even worse by that standard. :tongue:
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Mr.Broom30
 
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Post » Sat Jun 23, 2012 12:31 am

well yeah but going through some of them in like 10 15 mins to me just dosn't qualify to me as a city. like i said some of them just feel like really big ass underground castles or some thing

You can get through the Imperial City in 3 minutes. It's still a city, just vastly reduced in size due to tech limitations.
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Spaceman
 
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Post » Fri Jun 22, 2012 11:27 pm

well yeah but when you go through the IC it actually looks like a city. it has homes, shops, a prison, a temple, a palace, a water front, an arena, and a bunch of other things. when i go through the IC i actually feel like i'm in a city small as hell all tho but a city non the less. but when i go through a dwaven city or a ayleid city theres nothing in them that makes me feel like i'm going through a city.
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BRIANNA
 
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Post » Fri Jun 22, 2012 9:18 pm

dont forget these ayleid and dwemer cities have been abandoned for a very long time, they've been plundered, raided, occupied by whatever baddies only to be raided again

add that to the toll times takes and this is what you get

plus the obvious gameplay issues you'll have to calculate in
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Chase McAbee
 
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Post » Sat Jun 23, 2012 7:06 am

well i guess black reach is the closest thing to an actual;l city that you would find in the whole games even more so than the actual cities. the first time i went throguh there i was down there fore like 2 hours and didn't even see the whol place. i'm pretty sure i still havent seen the whole place yet.


could you imagen if every dwemer city in skyrim where as big as black reach or at least close to it and black reach was the size of the intire map of skyrim or some thing. but if you think about it if black reach was like what skyrims like 14.5 squar miles or some thing. so if black reach was that big then skyrim it self would have to be idk this is just a guess and probably no where near right but. say i don't know 58 squar miles. probable wrong but oh well.

but yeah think about the map of skyrim being that big and still being made in the same a mount of time that it was. that would be insane. then every city or ruin city would actually look and feel l;ike a real city.


would you still play skyrim if it was that big ???? just woundering now?
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Penny Wills
 
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Post » Sat Jun 23, 2012 3:57 am

would you still play skyrim if it was that big ???? just woundering now?

i sure would, the bigger and more detailed the world, the better

but i imagine many people will get confused/lost/frustrated so smaller variants might work better
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Paula Rose
 
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Post » Sat Jun 23, 2012 5:30 am

The problem with making the cities and the game world that big is the cost and time to detail all of it. Either that, or they'd have to use Daggerfall's "procedural generation", which produced a whole lot of low-detail and repetitive "bulk", but most of it was totally pointless.

Some compromise, using procedural generation as a "basis", and then a lot of hand-detailing and checking to make it presentable and remove the "artificial stupidity" artifacts, might offer at least some of the good aspects of each, or else be total garbage depending on how it's handled.
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Rudy Paint fingers
 
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