The inevitable revisting of the places in Daggerfall

Post » Thu Apr 22, 2010 4:34 pm

I want them to visit Skyrim, and I would like it if they made the region a total of atleast 30 square miles(Cyrodiil in Oblivion was about 16, but it's not necessarily to scale). Maybe if they could portion in 2 provinces(Say both Skyrim AND High Rock), and work it to about 40sqmi., then that would be acceptable.

TES V will most likely take place in Skyrim, but I'm not so sure about High Rock.
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Marcia Renton
 
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Post » Thu Apr 22, 2010 8:20 am

As long as technology limits us to current land sizes, I'd prefer they avoid using two provinces. Ideally, less than one. Oblivion probably would have felt less small to a lot of people if it hadn't been trying to represent an entire province over 16 square miles, which created a pretty ridiculous sense of scale.
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Allison Sizemore
 
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Post » Thu Apr 22, 2010 6:17 pm

As long as technology limits us to current land sizes, I'd prefer they avoid using two provinces. Ideally, less than one. Oblivion probably would have felt less small to a lot of people if it hadn't been trying to represent an entire province over 16 square miles, which created a pretty ridiculous sense of scale.

Technology? I thought development time limited land sizes. Are larger land sizes not possible for some reason? I agree that only one province(if even one province) should be used, but I'm curious to know how technology limits land sizes.
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MISS KEEP UR
 
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Post » Thu Apr 22, 2010 12:35 pm

Technology? I thought development time limited land sizes. Are larger land sizes not possible for some reason? I agree that only one province(if even one province) should be used, but I'm curious to know how technology limits land sizes.

It's partly a limit, but partly in the "can't do it yet" sense either. More advanced graphics and systems take up more space and system resources, which is why Morrowind occupies far more of your hard drive than Daggerfall despite the size difference. Development time is important of course, but there's also the issue of how many gigabytes of space you're willing to take up with miles and miles of modern graphical land. Not to mention the strain on RAM for the computer to be "aware" of it all at once, so you'd have to break it up into awkward loading chunks just to reach these areas that would likely be just giant blocks of Daggerfallish random nothing.

As hardware improves to accommodate this stuff development tools also improve. Technology "limits" things in the sense of it not being able to do them effectively yet. As an example, animations. Bethesda doesn't have good history with them, and they're not easy to make; you find sparing animation in lots of things. But technology is improving there, with stuff like Euphoria, which will also become better and easier with time. That's a lot of what I mean by technological limit, we just can't effectively make it all with the development time and resources allowed, currently, but as things improve we'll probably see larger land masses.
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Phillip Hamilton
 
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Post » Thu Apr 22, 2010 3:42 pm

Neither Morrowind nor Oblivion have large cities, but they are more detailed than Arena's/Daggerfall's and have some differences.


yeah, sure, but still they dont give off the "here in the big city" like i got from Daggerfall or example Vivec.

and Morrowind is frontier land, not very old settlements = not very big.

Cyrodiil, Heart province of a 1000-500 year old, continent wide Empire = where is my city of Rome?

they could do way bigger cities since they are in a separate cell.
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.X chantelle .x Smith
 
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Post » Thu Apr 22, 2010 10:28 am

Why din't I see this thread before!!!!!!!!! :facepalm:

I could be interested in seeing The Crystal Tower or what its called, as well as the way the thieves guilds are in the game
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Dj Matty P
 
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Post » Thu Apr 22, 2010 4:40 am

It's the STARRY HEART OF THE WORLD! :bowdown:

More specifically, whilst Akavir is interesting, there's lots of problems I see with us visiting it. Most notably is simply that we don't know enough about it - Bethesda has a chance to take a totally alien location, like Morrowind (which was in Arena/Redguard's comic but was heavily lacking in any substance), and create a varied, exotic, and breathtaking world that will be loved for ages. On the flip side, they can mess up catastrophically, and many people will tell you that the main charm to Akavir is the fact we haven't been there in centuries and know so little about it - this gives it this strange, almost Romantic appeal. Again, Bethesda has the chance to make it really cool, but at the same time they could just tarnish our fantasies and turn it into something sub-par.

Secondly, we assume there's not much Tamrielic influence there. If you spend more time interacting with Ka Po'Tun and Monkey People than with actual man or mer, the game certainly starts to feel less and less like The Elder Scrolls. Even if, say, we play the "recently begun colonization by foreigners" card as with Vvardenfell, I think it'd just feel awkward and forced.

At this point in time I think the only way one could do justice to Akavir is to either leave it alone or to just make a portion of it present, in some awesome spiritual successor to The Elder Scrolls Adventures: Redguard.


Why not just make it an expansion, a la Shivering Isles? The two relatively modern Elder Scrolls have each had an expansion which kind of takes you out of the main provinces (Bloodmoon, Shivering Isles), although I suppose you could say Bloodmoon is still basically Tamriel. Anyhow, Shivering Isles definitely sets the precedent for taking the character to somewhere totally alien. It almost feels like a completely different game than Oblivion (except your character has the same skills, and can create the same potions, and carry over equipment from the main game).

So, they could potentially take you to some part of Akavir through a similar magic portal to how you got to the Madgod's Realm. Heck, instead of making it an expansion, maybe they have a game which is split between a kingdom in Akavir, and a province in Tamriel. Maybe there's things you can't accomplish in Tamriel before you first accomplish something in Akavir.

There's absolutely possibilities, it's just a matter of whether or not Bethesda/Zeni decide to try to go that route.

Actually, ever since I heard the rumor in Oblivion about the "Nerevarine going on an expedition to Akavir", it has suggested to me a strong possibility that gamesas might have something in mind for the future with Akavir (although, it might also have just been a way to explain why the almighty Nerevarine didn't show up to save the day, or possibly an in-lore way to save him/her from dieing when the Ministry of Justice crashed into Vivec City, although, honestly, I don't really expect the player character from a previous game to ever make an appearance in a future game - BUT, the future game could certainly include in the backstory/lore, some sort of events set into motion by the Nerevarine while he/she was in Akavir; since the Nerevarine was an Agent of Azura, it could be that he went to Akavir at the bidding of Azura, in order to pave the way for a future hero, or maybe another incarnation of the Nerevarine, I mean, if you can be re-incarnated once, why not twice).
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Matt Terry
 
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Post » Thu Apr 22, 2010 2:27 pm

Actually, ever since I heard the rumor in Oblivion about the "Nerevarine going on an expedition to Akavir", it has suggested to me a strong possibility that gamesas might have something in mind for the future with Akavir...

I think that the Nerevarine going to Akavir is actually more indicative of them not going there since the point of saying that he might have gone to Akavir is to get him out of the way.
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remi lasisi
 
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Post » Thu Apr 22, 2010 2:19 pm

Akavir is a stage prop. It's something cardboard set out on the horizon with some paintbrush strokes to give the player the impression that there's something big and completely alien far away. To flesh it out would remove its role as that stage prop.
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Wayland Neace
 
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Post » Thu Apr 22, 2010 8:24 pm

Akavir is a stage prop. It's something cardboard set out on the horizon with some paintbrush strokes to give the player the impression that there's something big and completely alien far away. To flesh it out would remove its role as that stage prop.

ThatOneGuy speaks the truth.
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cosmo valerga
 
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