The size of Skyrim

Post » Wed Aug 26, 2009 2:18 am

Well I really felt in Oblivion like to be in a Fish Tank , the world definetly felt very small , that is also why when I created my DUNE mod for Oblivion I think I have created the biggest game world ever for Oblivion making a huge desert needed definetly huge land , I took one hour walking side to side once letting the pc walk alone ..... I thini it was like 3 to 4 times larger than Oblivion ... Anyway I really hope that they make this time the world larger ...

One limitation to Cyrodill was that it was basically like a big valley , this forced the game to visualize a lot of details in the distances ... in Skyrim instead you have lots of mountains and valleys thus this makes possible to make microworlds among the severall valleys allowing so also a larger landscape couse it doesn't need to render all the assets together but it can split among valleys and mountains can screen out occluding what is not in the line of sight ...
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Cheville Thompson
 
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Post » Tue Aug 25, 2009 10:24 pm

Yeah, what made Cyrodill feel small was the fact that due to the concave shape of the map, you could turn around and see the Imperial City from everywhere. Morrowind had mountains at the center of the map that mostly forced you to travel around the edges. That made it feel much bigger.
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Ownie Zuliana
 
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Post » Tue Aug 25, 2009 11:09 pm

You also walked at about the pace of a wounded snail in Morrowind.
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biiibi
 
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Post » Wed Aug 26, 2009 4:01 am

You also walked at about the pace of a wounded snail in Morrowind.


Well, you could get the enchanted boots early in the game and run around like crazy :P
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tegan fiamengo
 
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Post » Wed Aug 26, 2009 4:11 am

What is great about Oblivion (and also Morrowind) was the ability to mod in the other provinces.

The skeleton of http://www.tesnexus.com/downloads/file.php?id=27235 is already available - more to come. Not sure of size but the other provinces are added to scale relative to the size of Cyrodiil.

I'm not sure what all is beyond the borders of fallout or if more can be added to fallout, but Oblivion made it possible to expand the world. I hope this is true of Skyrim as well, so that even if it is not the whole continent there is the ability to add it later (modded or DLC).

Lore books and other sources actually described it as much larger than what Oblivion had - game limitations.

I hope it is larger than Oblivion's Cyrodiil - damn intergame consistency.
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Jessica Nash
 
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Post » Tue Aug 25, 2009 11:06 pm

I'd be happy with something the size of Morrowind. Oblivion felt far too small.

And please i want every single square mile on the map explorable. Don't make it like Fallout 3's map which blocked the way to some certain locations due to wreckage of destroyed buildings.

Agreed. That was one of the most annoying things about FO3.
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Eibe Novy
 
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Post » Tue Aug 25, 2009 8:36 pm

Well, just look at a map of Tamriel. That's the only way you can get a rough idea. Although I highly doubt the Tamriel map will have much of an effect on how big or small Bethesda make the game world.
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Dale Johnson
 
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Post » Wed Aug 26, 2009 12:48 pm

For some strange reason I always felt the Morrowind map was bigger than the one from Oblivion. I loved it when I got lost there.


I feel the same way. I think it's because it was more challenging to travel from point A to point B. Having only in-game means of fast-travel such as silt striders, and mage guild made for a slower going experience. I also think I had to reload saves more often because I'd get side-tracked trying to clean out a dungeon that was kicking my *ss.

In Oblivion you could fast travel to a nearby location unless you already had visited where you were going and then you could just zap there directly. I also stopped exploring the dungeons after a while once I realized there was no good loot. Oblivion had some nice things going for it, but while the world was 'bigger' it was traversed quicker, and felt contrived due to the level scaling and unfettered fast travel.
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Sophh
 
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Post » Wed Aug 26, 2009 5:33 am

Well, just look at a map of Tamriel. That's the only way you can get a rough idea. Although I highly doubt the Tamriel map will have much of an effect on how big or small Bethesda make the game world.


Bah, its better not to look at the map. It drives me extra crazy :P
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Tikarma Vodicka-McPherson
 
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Post » Wed Aug 26, 2009 7:37 am

The Elder Scrolls IV: Oblivion -- 16 square miles
The Elder Scrolls III: Morrowind -- 6 square miles
The Elder Scrolls II: Daggerfall -- 62 square miles


-saw that somewhere, not exact again. And Fallout 3 is supposedly about 80-90% the size of Oblivion, and New Vegas I have no idea.

But yeah, Daggerfall isn't infinite.. it just might as well be.


Daggerfall is "http://www.gamesas.com/eng/games/games_daggerfall.html", that is about 200,000 (not a typo: two hundred thousand) square miles. Also, about half of Oblivion's 16 square miles is behind an invisible fence (outside off the borders of Cyrodiil), as opposed to Morrowind. To be fair, the 6 square miles figure of Morrowind include the underwater parts just around the island ...

So it's basically: Oblivion's usable space is about 50% more than Morrowind's, and less than 0.01% of Daggerfall's size.

And I'd like something in-between. About 1% of Daggerfall's massive size would be just fine. Somewhere around the size of Trinidad, Guadalcanol or Bali. Or Delaware, for that matter.
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Jerry Jr. Ortiz
 
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Post » Wed Aug 26, 2009 10:12 am

Daggerfall is "http://www.gamesas.com/eng/games/games_daggerfall.html", that is about 200,000 (not a typo: two hundred thousand) square miles.

http://www.gamesas.com/index.php?/topic/1089535-finally-some-real-numbers-on-daggerfall/

I trust him more than the official page. :P

So that would be more like 50,000 square miles.
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Marta Wolko
 
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Post » Wed Aug 26, 2009 12:44 pm

Morrowind felt bigger to me because terrain was used more as an obstacle in a good way that allowed it to have many hidden things. In Oblivion it only became an issue when you where poking around in the mountains.

So I would rather have them make a more complex world then just a huge one.
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Annika Marziniak
 
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Post » Wed Aug 26, 2009 6:23 am

http://www.gamesas.com/index.php?/topic/1089535-finally-some-real-numbers-on-daggerfall/

I trust him more than the official page. :P

So that would be more like 50,000 square miles.


Ah well, might be. Still bigger than both Morrowind and Oblivion by a factor of about ten thousand. :)
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Alister Scott
 
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Post » Wed Aug 26, 2009 7:17 am

i hope is as big or bigger than Cyrodiil Oblivion.
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Hearts
 
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Post » Wed Aug 26, 2009 6:36 am

I imagine they'll make Skyrim a bit bigger than Oblivion.

Anyone know if there is going to be anything similar to the Oblivion Realms in Skyrim?

If you count Cryodill with the Oblivion Realms, then the game was really quite large all together and if Skyrim doesn't have anything like Oblivion Realms, then I imagine they'll put the extra effort into making the main land mass larger, I'd personally perfer it that way.

Morrowind felt huge because the player moved at a snails pace and travelling wasn't as easy as just clicking on the map or charging over the terrain on horse back; you had to walk everywhere or go to a city to fast travel and you had to walk around mountains and small hills to start with.

I hear Todd has been playing Red Dead Redemption and liked it; hopefully he'll try and get the same feeling of scale into Skyrim and some proper fast horse riding.
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Jonathan Windmon
 
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Post » Wed Aug 26, 2009 3:48 am

I did think Morrowind felt bigger, and there are several factors that cause that feeling. The absence of constant fast-travel options meant you had to walk most places or use a silt strider/mages guild. That made it seem to take forever to get places. The slow travel speed also contributed. Also, the complexity of the landscape made walking through Vvardenfell an interesting treck, there were always new things to find hidden behind a hill you walked right by a billion times before.

Morrowind's worldspace was much much more interesting than that of Oblivion's, I hope Bethesda styles their landscape more like Morrowind...
... Also, wasn't Cyrodiil supposed to be a jungle? o.o
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Juan Cerda
 
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Post » Wed Aug 26, 2009 6:42 am

I don't remember anyone criticizing it for not having enough cities. The problem was that the towns and the Imperial City in particular was pathetically small.

They need to make the cities bigger and space them out more. This means a much bigger world than Oblivion with horse travel being almost a necessity to get around. Of course this isn't going to happen.


Space them out? I think the size of the cities was one problem, but the lack of villages and settlements too. No matter how big you make the place, if there's only a couple of cities it will still feel small. Morrowind had 4 main cities (Vivec had 10 cantons or something) and 13 villages/towns, not counting wizard towers. If I wanted to go to Balmora from Seyda Neen, I had to come across Pelagiad. Making cities sparse and very separate makes the province feel almost uninhabited, and that's not a good thing. I personally thought the Imperial province to be more than a few cities scattered all across with nothing in-between as well as big chunks of land with nothing but dungeons with random loot. Make the province feel alive, long distances can separate the main cities, but don't make it feel like the whole place wasn't civilized for so long as they try to make you believe.
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Amy Gibson
 
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Post » Tue Aug 25, 2009 10:06 pm

As a modder, I appreciate the "dead" space in Cyrodiil as locations I can use. If the map was crowded as delivered, there'd be nowhere for mod-makers to add things. I'll be wanting spare real estate available in Skyrim, too.
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Jonathan Egan
 
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Post » Wed Aug 26, 2009 2:30 am

As a modder, I appreciate the "dead" space in Cyrodiil as locations I can use. If the map was crowded as delivered, there'd be nowhere for mod-makers to add things. I'll be wanting spare real estate available in Skyrim, too.


I'm sure you're good enough of a modder to be able to move things around to make room for your estate. Having enough space to add in mods is a non-issue
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Conor Byrne
 
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Post » Wed Aug 26, 2009 2:41 am

It's not how big the land is, it's how you use it.
Exploring in Oblivion wasn't rewarding. I don't remember single cave that was interesting from Oblivion. Level scaling pretty much meant I had better chance of getting good loot from level 20 bandits who were now always carrying either best light armor or best heavy armor in the game.
Exploring in Morrowind and Fallout 3 was rewarding. I don't remember single cave that wasn't interesting from Morrowind. Fallout 3s dungeons also had some kind of story tied to it and usually was rewarding. I didn't have dull moment exploring.

:) You sir caused me to use an emoticon, congradulations. You hit the nail on the head here. Morrowind was a world with overflowing with interesting hand placed TLC filled wonderment aroud every nonautofastraveled turn. The ambience was palpable and damn near EVERYTHING down to individually placed freaking vegetation was intersting or awe-inspiring. I probably spent 20 game hours running back and forth between balmora and caldera picking ingrediants and fighting things on the road while carrying a full inventory of stolen goods to sell at the other along with the harvested flora. Oblivion was a redundant and bland lanscape of green and plains with the occasional hill. Cyrodiil is supposed to be the homeland of a druidic decent race =/ It was supposed to be full of hardy woods, with only some areas being clear and hilly or plain filled, but instead we got utterly uninspired landscapes and copy-paste dungeons. There were, however, a few exceptions and I somehow managed to enjoy Oblivion nonetheless, but still man...
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Cathrin Hummel
 
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Post » Wed Aug 26, 2009 6:30 am

I'm sure you're good enough of a modder to be able to move things around to make room for your estate. Having enough space to add in mods is a non-issue

Moving things pretty much instantly causes conflicts with other mod (which are generally ones bigger than yours) so modders tend to avoid that. it's definately not a non-issue.

Considering the size, I tust Bethesda. Lots of mountains (I assume there'll be lots of mountains?) will cover your LOS, and force you to go around, which should make the game feel larger.
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Emma-Jane Merrin
 
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Post » Tue Aug 25, 2009 8:44 pm

Size of Cyrodiil i'd be pretty pelasedm bigger than that i'll be sooo happy !
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Soraya Davy
 
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Post » Tue Aug 25, 2009 9:52 pm

Morrowind felt bigger because it was used as a maze. Oblivion, is a chess board. You can go straight across, forward or diagonally for the most of it, so that would cut the size of the distance.
Once I put in the mod that made the graphics for Morrowind better (forget the name) you can actually see how small Vardennfell really is. I would use the Boots of Blinding Speed, and Levitate and Vardennfell or Morrowind if you prefer still seemed huge. Morrowind uses the nooks and cranies better so it "seems" bigger.

Oblivion became boring since it was too much empty space. I guess you can liken Oblivion to Morrowind, as New Vegas to Fallout 3. Skyrim better not be like New Vegas. I love New Vegas very much and it pains me to complain that New Vegas is just alot of empty space of nothing. I love discovering and scouting, and when I find a location I get all excited. Now I get so disapointed because the sites you visit in NV is nothing. Buildings you can't get into to, and if you can, it is nothing special. So I hope that Skyrim uses the landscape to make it feel enormours and grand.
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Dean Brown
 
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Post » Wed Aug 26, 2009 9:23 am

Hopefully bigger than Cyrodiil.
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vicki kitterman
 
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Post » Wed Aug 26, 2009 5:46 am

Give me plenty of locations to discover (if they have a back story to them and few quests here and there so much the better) and I'll be happy. Please don't fill the map with useless empty camps which for some reason have a map marker..

I'm actually looking forward to Skyrim - kinda burned out on Fallout 3/NV at the moment.
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Jordan Fletcher
 
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