Heh, I have a lot to talk about lately. This one's a bit better; I want to talk about memory, scope, and randomization.
Storing saved data from games can be a rather daunting task for a machine, if the scope of the game is large. Morrowind had an incredible amount of safe storage due to the way it handled items. This left anybody's house open to take as your own. Anything you changed inside the home would stick. This made for some massive save files after a while. Not to mention, every item in the world had to be placed there. Imagine if they'd tried to make the whole of Morrowind rather than just Vvardenfell. Placing all the items would take forever, and use up a ton of data
Look at Oblivion as well; save game bloating could completely kill the original unpatched game, and it didn't even have all that many safe storage spots. All the information respawned over and over, except in the 8 purchasable houses and very few other places. Every tree, rock, patch of grass, or anything else would also contribute to reaching the limit of available data, and also took time to make. It was highly limited by the system they used.
But what if things were more automated?
Instead of manually modeling each segment of land (which takes time and resources), game developers started to use Topographic heightmaps.
What if they did the same thing with Climate maps? Instead of putting each object in one-by-one, just paint it onto a climate map. Then whenever a player is in the general area, all the designated areas would automatically generate scenery. No, not everything would be randomly generated; simply leave some spots blank, and the developers can manually place whatever they'd like. This leaves a ton of data free, and allows more time to be allocated elsewhere.
Not to mention, it makes gathering ingredients a little more interesting.
This same concept could be used elsewhere, to expand the scope of the game as needed.
For example, Morrowind Comes Alive (MCA) uses tons of random NPCs to make Morrowind seem more lively. And it works! This could be accomplished with a Political Map. It could be used to randomly generate bystanders and unimportant folk who make the area appear more populated. Some areas will be sparse, while others are dense. Some will be rich, while others are poor.
The map could be multiply-layered, too, to designate ownership and boundaries of areas. You probably wouldn't see some random skooma-addict hanging around an Imperial compound on his own volition. But you probably would find mercenaries you could hire hanging around a Fighter's Guild.
And places with shops are likely to have random customers coming in. The player may be rich from adventuring, but they couldn't seriously be the only customer in the game.
The idea could even be used inside houses for random decorative junk. If the house has an owner, all the cups and spoons and cabbage and such could be generated randomly whenever the player enters the area. If the house doesn't have an owner, then the junk wouldn't regenerate. This way, the memory actually has room to save everything the player places by hand.
Given, this aspect would take a lot of creative algorithms for decoration. "Put spoons and forks on the table next to the plates, cloth can go on top of just about anything. Fill food-storage with cabbage and such, any shelves might have books on them... If the owner has a good income, everything should be kinda pretty. Otherwise, clay mugs." And of course, anything manually-placed by the developers functions just like it would in previous games.
I'm willing to bet that such randomization techniques could make even the entirety of Tamriel feasible in some way.
So, what do you think about randomization? What parts do you like, and which parts don't you like? If the whole of Tamriel could be created in a single game, would you take the whole shebang?
(Of course, there's the whole issue of audio files taking up a ton of data too, but that's another issue. For the sake of this discussion, let's assume all the audio in the world can fit onto a tiny disc.)