Randomly generated lanscapes

Post » Fri May 27, 2011 4:50 pm

Does anyone think that if TES 5 had some Randomly generated areas it would work fine and not cause any bugs??
I heard Daggerfall had lots of randomly generated landscapes and it was really buggy, also would you like some randomly generated areas in TES 5??
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Nathan Hunter
 
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Post » Fri May 27, 2011 1:18 pm

I would definitely not like randomly generated areas. There would be no uniqueness to the wilderness.
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James Rhead
 
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Post » Fri May 27, 2011 10:35 pm

I am not really sure about that. I mean, i would like a bigger gameworld... admit it, as the biggest province in Tamriel, Cyrodiil does feel a little small. whatever we should even consider it depends on how good you can actually make randomly generated landscapes today.
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Jaki Birch
 
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Post » Fri May 27, 2011 10:33 am

cyrodiil was a bit small but really beautiful if you ask me. beautiful because of its uniquness
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James Hate
 
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Post » Fri May 27, 2011 5:29 pm

I want the core game to be pre-set, and deliberately designed.

However...

Say the devs wanted to do away with the invisible barriers surrounding a province - perhaps they could replace them with endless, randomly-generated environment that stretch on for as long as you're willing to travel? Depending on how it's implemented, it could be something to think about.
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Noely Ulloa
 
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Post » Fri May 27, 2011 11:08 am

ive rather seen they used allt hat wilderness outside the border to increase the landmass of Cyrodiil.

There would be no uniqueness to the wilderness.


pfffffffhahahahahahaha, uniqueness?? Cyrodiil landscape looked like copied straight out of Lord of the Rings, when it should have been a humid jungle according to Beth's own lore.

hahaha oh wow.
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Alexis Estrada
 
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Post » Fri May 27, 2011 9:27 am

cyrodiil was a bit small


A bit? it was 16 square miles.

How can that be the biggest province in Tamriel?

but really beautiful if you ask me. beautiful because of its uniquness


I liked Cyrodiil too, its just too small to be a province.

Say the devs wanted to do away with the invisible barriers surrounding a province - perhaps they could replace them with endless, randomly-generated environment that stretch on for as long as you're willing to travel? Depending on how it's implemented, it could be something to think about.


This is something i have suggested before. That would probably be better than the "Turn Back, you cant go that way" thing. Might even add somme Goblins, Wolves and Bears, and perhaps even a few randomly generated small Dungeons.
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Marie Maillos
 
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Post » Fri May 27, 2011 9:38 pm

I would definitely not like randomly generated areas. There would be no uniqueness to the wilderness.
There's uniqueness now? Nah.

cyrodiil was a bit small but really beautiful if you ask me. beautiful because of its uniquness
I'm not inclined to agree.

I want the core game to be pre-set, and deliberately designed.

However...

Say the devs wanted to do away with the invisible barriers surrounding a province - perhaps they could replace them with endless, randomly-generated environment that stretch on for as long as you're willing to travel? Depending on how it's implemented, it could be something to think about.
Perhaps if we could trust them to make their hand-made world better than a random one. :biglaugh:

I'd want them to use one of the awesome random terrain generators I've seen for much of it, then hand-make the important areas.
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Zualett
 
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Post » Fri May 27, 2011 9:58 pm

Im all in for the idea of generated lanscape. I hated when walking in cyrodill and morrowind when I knew that nomatter how many times I start a new char, I always remeber where every lake, fort and cave is. It gets soo repetetive. I could be cool when starting a new game will mean a new generated world (except for cities maybe).
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Joie Perez
 
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Post » Fri May 27, 2011 12:42 pm

Random generators can do very good work nowadays, Dwarf Fortress for example can generate some great looking fully random terrain. Now sure DFs terrein in game ins in ASCII but there is a program that can turn it into a 3D landscape and those look SWEET.

They shouldn't use random generation in all areas though but a few like, as mentioned by TzToppDogg around the province it's set in. Also if they have really big forrests it could randomly generate within them or a desert area since it can shift over time.
Also spawn points for creatures, it just randomly places them and selects from a variety of creatures that are most LIKELY to spawn there.
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Holli Dillon
 
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Post » Fri May 27, 2011 11:52 pm

There is...a disturbing abundance of posters on this thread with the default Nord avatar.

IMO, if one were to dig back in the annals of fiction deep enough, just about any fictional idea could be proven "unoriginal". Archetypal doesn't always equal generic, nor does it always equal "bad".
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 11:11 pm

I think some randomness, i.e. for recurring quests or special dungeon instances, would help to keep things from getting boring. Perhaps a city or two in the game could have a town hall/tavern/other social meeting place with a "Tasks Roster" up on a board. From here you could get miscellaneous low-level quests, generated in a Mad-libs fashion like those of Daggerfall's. Just to break up the monotony and make a bit of money.

I find it funny how the terrain of Vvardenfell was done by hand, whereas I believe Cyrodiil's was generated via heightmap. Really, Bethesda? You're getting lazy. :P
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Madison Poo
 
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Post » Fri May 27, 2011 4:47 pm

I heard Daggerfall had lots of randomly generated landscapes and it was really buggy, also would you like some randomly generated areas in TES 5??

Ya heard wrong. I did not crash a single time in all of my dungeon run. Its usually a few quest givers that does the crash.

I'd want them to use one of the awesome random terrain generators I've seen for much of it, then hand-make the important areas.

Oh, I would agree with this.
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Cat Haines
 
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Post » Fri May 27, 2011 2:21 pm

I think some randomness, i.e. for recurring quests or special dungeon instances, would help to keep things from getting boring. Perhaps a city or two in the game could have a town hall/tavern/other social meeting place with a "Tasks Roster" up on a board. From here you could get miscellaneous low-level quests, generated in a Mad-libs fashion like those of Daggerfall's. Just to break up the monotony and make a bit of money.

I find it funny how the terrain of Vvardenfell was done by hand, whereas I believe Cyrodiil's was generated via heightmap. Really, Bethesda? You're getting lazy. :P

Indeed - I've always wanted the option of small, random quests. Especially when one belongs to a guild - just going out there and doing grunt work, you know?
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Suzy Santana
 
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Post » Fri May 27, 2011 10:39 pm

I wonder if it is possible to make unique environments, which are then randomly generated. I guess it wont be so unique, but at least it will be varied.



ive rather seen they used allt hat wilderness outside the border to increase the landmass of Cyrodiil.



pfffffffhahahahahahaha, uniqueness?? Cyrodiil landscape looked like copied straight out of Lord of the Rings, when it should have been a humid jungle according to Beth's own lore.

hahaha oh wow.


Because humid jungle would have been so not done before? And whats wrong with Lord of the Rings?
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An Lor
 
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Post » Fri May 27, 2011 7:23 am

I would greatly prefer world-design and landscapes to return to hand-placement.
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Laura Elizabeth
 
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Post » Fri May 27, 2011 9:13 pm

Tes games have grown out of random landscapes, I dont think they are going to revert back to something antiquated. I got into Beth games with morrowind I played daggerfall afterwards and the random ness just dont feel real and it got very boring fast. Hand made landscapes are like works of art.
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Lexy Corpsey
 
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Post » Fri May 27, 2011 8:48 pm

Oblvion: Procedurally-generated landscapes created via algorithms, which was then haphazardly "looked over" by a handful of world artists.
I'd say they went back to randomization, and they need to get away from it again.
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Emily Martell
 
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Post » Fri May 27, 2011 8:52 pm

Oblvion: Procedurally-generated landscapes created via algorithms, which was then haphazardly "looked over" by a handful of world artists.
I'd say they went back to randomization, and they need to get away from it again.

Procedurally generated seems the right way to go to me. Like people have already said, there is a lot of awesome tech for random land generation out there. Oblivion's tech for random generation was just really bad... how the hell were caravans meant to travel along those roads!?

If the land was randomly generated every time you stepped outside a city, or even every time you started a new game, then the world would lose its charm. We need a huge world that we can explore to our heart's content, and with enough travelling by foot (rather than by fast-travel) we can learn the wilderness areas by the backs of our hands, just like any NPC hunter from the area would be expected to know. Take the Imperial Reserve south of Chorrol for example. I know that so well from all my shortcuts to Anvil that it has a sense of personal familiarity about it. I know this area better than most, and that thought feels wonderful. I put in the time to learn the lay of this land. If it changed every time I wandered across it... that would ruin any sense of immersion.

Ideally, imo, the world space of TES:V should be as large as possible, built with a GOOD procedurally-generated land technology, and then looked over properly by the world artists. And for the love of Dibella there had better not be any more 45+ degree road inclines.
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El Goose
 
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Post » Fri May 27, 2011 8:05 am

Ideally, imo, the world space of TES:V should be as large as possible, built with a GOOD procedurally-generated land technology, and then looked over properly by the world artists. And for the love of Dibella there had better not be any more 45+ degree road inclines.

Ah, the IC-to-Skingrad ginormous hill? Yeah, that was incredibly ill-designed.

I dunno. Though I'm generally against randomization on principle, I'm more willing to accept randomization of the landscape (so long as done, as others have mentioned, with powerful and believable tools), because generally speaking, landscape is not supposed to feel "hand-placed." The problem I foresee is that randomly-generated landscape will be conceptually bland underneath its visual charm and complexity, but hypothetically a decent generator might take care of that.
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Emily Graham
 
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Post » Fri May 27, 2011 12:50 pm

Ah, the IC-to-Skingrad ginormous hill? Yeah, that was incredibly ill-designed.

I dunno. Though I'm generally against randomization on principle, I'm more willing to accept randomization of the landscape (so long as done, as others have mentioned, with powerful and believable tools), because generally speaking, landscape is not supposed to feel "hand-placed." The problem I foresee is that randomly-generated landscape will be conceptually bland underneath its visual charm and complexity, but hypothetically a decent generator might take care of that.

Obviously, trade carts in Cyrodiil are custom-built with suction cups along the wheels. And the horses? Well...they fly.
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Danial Zachery
 
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