The Population Trend

Post » Thu Sep 02, 2010 1:29 am

That's what we get for letting every person having a damn backstory and everything. Most dirt-poor peasants don't have that interesting a life u know.

All because someone is poor their life isn't interesting? On the contrary their lives might be more interesting than the spoiled arrogant life style of an aristocrat. I always found it interesting how in the past people who lorded over serfs or lived off the backs of slaves actually convinced themselves that they were anything more than lazy scum that lived off the work of the people they "owned." I actually managed to offend someone once by suggesting there was nothing honorable about a slave owner. It was probably the most surprised I'd ever been. Rest assured if there are slaves in Skyrim, which I certainly hope there are not, I will be targeting each and every slave owner.
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Robert Devlin
 
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Post » Thu Sep 02, 2010 12:37 am

More people are confirmed from what I've heard their will be "Travelers" walking around. You just won't be able to talk with them. Which is good I prefer having lively cities with 200+ each than having cities with 50- people 70% of them which only give rumors nobody cares about.



Can anyone confirm this? I think the inclusion of non interactive travelers is a pretty big deal
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Leilene Nessel
 
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Post » Wed Sep 01, 2010 2:36 pm

Over 300
100-199
20-49
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Manuel rivera
 
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Post » Thu Sep 02, 2010 12:05 am

Overall I'd say bigger is better. TES games generally have problems with population size. This especially hit me in Oblivion where all the 'cities' had less than 50 people, save the disturbingly sterile Imperial [capitol] City. I want to walk the streets and see crowds of people (all with unique names, none of that 'villager' junk). Overall I'd say Balmora was one of my favorite cities in a TES game, and even that was pretty barren. Vivic had a decent population, but the structure and size made that too feel rather empty.

Of course each city needs it's own size, population, and feel. But they all need to go hand-in-hand. Basically we need a higher people:size ratio. Your average manor home should have a family and servants all living there, not just some dude and maybe his butler. Actual medieval cities held huge numbers of people within their walls, and even more lived outside them. I've love to see a place like that in Skyrim; a city with a Keep and noble's houses within an inner wall, a busy marketplace, church, tradesmen, guilds, and a fair populous inside the outer wall, and a sprawling shanty town outside the walls housing the poor.

Basically I think in order to be a 'major city' the population has to be at least over 200 [in a video game] preferably over 300 if the cities are large enough. The important part is making all those people move about and be seen, give the city some life. The minor cities should have at least 100 people, while the smaller villages and settlements should vary more widely- though unless it is in fact a single farm, it should have more than 5-10 people.


?
We're also doing some side characters with personality that don't give you specific things to ask about, but just respond to you activating them. Activating them again is interpreted as "tell me more", so we found we can do quick conversations with the player this way and really fill out the world more.

?
http://uk.pc.ign.com/articles/115/1158651p2.html
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Ron
 
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Post » Wed Sep 01, 2010 11:23 pm

There were a lot more in Morrowind due to text-only dialog and they had scripted walking paths. Basically stayed withing their respective cells. In Oblivion, the AI was tweaked to give them simple tasks that they could perform, and in addition Bethesda wanted these characters to have individuality to them, even if there wasn't much to talk about. Therefore, there are fewer NPCs in Cyrodiil. For Skyrim, however, Todd stated that some NPCs would talk to you and tell you more information just by activating them, which most likely means that we are gonna see a mixture of Oblivion and Fallout's sort of filler NPCs to make cities look bustling. What I mean by this is that the characters will have names (like Oblivion and unlike "Rivet City citizen" from Fallout 3), but you will only activate to talk about random conversations.
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Riky Carrasco
 
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Post » Thu Sep 02, 2010 12:28 am

A city with 50-ish people but with good AI, making sure there are crowds in certain key areas without making it look like a silly cluster of people just standing around being useless would be alot better than 1000+ who just wander around looking stupid. Hoping for as much population as possible thogh.
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GLOW...
 
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Post » Wed Sep 01, 2010 2:20 pm

It would be cool if the cities are bustling like the more you play the game the more people will become chatty, I think a balanced ratio between the amount of people to the amount of buildings is essential.
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Danny Blight
 
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Post » Wed Sep 01, 2010 9:36 pm

We'd all love massively populated cities... but you have a choice.

Do you have lots of un-detailed randomly spawning crowds like Assassins Creed,
Or the original tes style detailed but not so many?

Obviously, it will be tes style, as this is tes... but lets face it, we probably wont get as many NPC's as we would like.
Oblivion had around 750 NPC's if I remember correctly...

I would like to see 20+ NPC's in the little hamlets and stuff,
Other 3 major cities, same/little less than the imperial city, 80-150
The 5 massive cities? 200-300
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Emily Rose
 
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