Town sizes in a TES game

Post » Fri May 27, 2011 10:17 pm

Speaking of "building high," one thing that hurt the Imperial City was perhaps that none of the buildings (aside from White-Gold Tower, of course) were built beyond 2 stories tall. The city was SUPPOSED to be patterned off of ancient Rome, where yes, high-rises did in fact exist. They weren't able to use steel skeletons to build them, but for apartment buildings, that wasn't necessary; their brick and concrete technology at the time (which clearly isn't any more advanced than what was saw in Oblivion) was quite sufficient to build tall, multi-floor apartment buildings. Heck, after all, they built tall CASTLES.

Hence, in a capital city, I might expect to see a few of them. And it wasn't strictly a roman thing; during mideival times, a lot of large cities, like Edinburgh, also featured these buildings, with up to 6-8 floors; they were devised as a way to still fit more residences within existing city walls.



Maybe you can even rent a room in a apartment like building if your just the kind to stash goods and have a nap

Also there should be some limits to how a chest can hold
at least not one of a every weapon in the game
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Tamika Jett
 
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Post » Sat May 28, 2011 2:33 am

Ironically I agree there:
- Shouldn't be random, nameless NPCs
- No artificial ambient sounds
- Most cities don't need 10 smiths or general merchants or dozens of thieves
- People travel, talk, work, lock their houses... like Oblivion
Rather have every house and NPC have a meaning than add 1000 useless people.
It isn't more efficient to have 100 farmers and smiths in a country of 1000 people than it is to have 10 farmers and smiths in a country of 100. If the game can handle more, fine, but not at the cost of depth or just for the sake of having more.
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Amy Melissa
 
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Post » Fri May 27, 2011 10:35 pm

Not all that much. Have you ever edited towns with the Construction Set? It's not a whole lot of work to place buildings, line up their contents, etc... making the cities larger would just take a little extra time, with a big payoff. The real time-consumer in Oblivion is that the devs felt they needed to have 8 cities with wildly different architecture, and hence had to make a unique set of buildings for each.

The only real challenge is making sure that the LOD scaling is good enough that it'll run well; in Oblivion, LOD scaling was pretty much non-existent; they had SpeedTree, then they had pop-up for everything else. I feel that they made huge gains there with Fallout 3, and should be able to apply those lessons to TES V.

Definitely. I've only ever messed about with MW's CS and I knocked up a decent 2 story house fully equipped with a nice location and a little foot-path to get there.

It took me about 2 hours. If I was paid to do that everyday it shouldn't take me much more than 30-45 minutes per house.

Assume 45 minutes. 9-5 working day, 8 hours. 8/0.75 = 10.66667 buildings a day. 3 days = 32 buildings. Thats the size of a smallish town. Made by 1 dev in 3 days. 4 Devs could make a large city in 3 days. 4 Devs could make the entire architecture of the 8 cities of Skyrim in 32 days. A month basically.

If they'd cut the surplus dungeons (which must take at least 3-4 times the length to build than a house) out of Oblivion they could've had decent sized cities.
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NIloufar Emporio
 
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Post » Fri May 27, 2011 8:17 pm

Speaking of "building high," one thing that hurt the Imperial City was perhaps that none of the buildings (aside from White-Gold Tower, of course) were built beyond 2 stories tall. The city was SUPPOSED to be patterned off of ancient Rome, where yes, high-rises did in fact exist. They weren't able to use steel skeletons to build them, but for apartment buildings, that wasn't necessary; their brick and concrete technology at the time (which clearly isn't any more advanced than what was saw in Oblivion) was quite sufficient to build tall, multi-floor apartment buildings. Heck, after all, they built tall CASTLES.

Hence, in a capital city, I might expect to see a few of them. And it wasn't strictly a roman thing; during mideival times, a lot of large cities, like Edinburgh, also featured these buildings, with up to 6-8 floors; they were devised as a way to still fit more residences within existing city walls.
If you're up for some reading, I've got a http://www.gutenberg.org/files/14189/14189-h/14189-h.htm I'm not kidding though when I say that the Imperial City in Oblivion was the opposite of what it should have been. It looked like a planned retirement community, just without wheelchair access.
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luis ortiz
 
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Post » Fri May 27, 2011 9:12 pm

If you're up for some reading, I've got a http://www.gutenberg.org/files/14189/14189-h/14189-h.htm I'm not kidding though when I say that the Imperial City in Oblivion was the opposite of what it should have been. It looked like a planned retirement community, just without wheelchair access.



Darn Alyeid(?) without there knowledge of wheels <_<

What was that site about i dont get it
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Hussnein Amin
 
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Post » Fri May 27, 2011 6:34 pm

Daggerfall was a Rpg Game of the Decade theres so much they could take from that they could put in the next one look at daggerfall the city its bigger then the imperail city!

but they should take daggerfall as a big example
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 6:37 am

Maybe you can even rent a room in a apartment like building if your just the kind to stash goods and have a nap

Yeah, that's what I'm thinking of. So if you wanted to purchase a residence in a capital city, you weren't limited to either an inside-city mansionette, or a shack down by the waterfront. Rather, there'd be a common inner-city option of an apartment on the cheap, since land is expensive inside a city's walls, even back then.

Ironically I agree there:

I thought you agreed to stop talking. Especially when what you're saying is a repeat of something you've already said a half-dozen-plus times in this thread. <_<

It took me about 2 hours. If I was paid to do that everyday it shouldn't take me much more than 30-45 minutes per house.

Actually, I built a whole city about the size of Morrowind's cities (I believe I had 34 buildings) in only a few hours myself; NPCs took a bit longer than that, but that's because I was having to decide on each and hand-assemble them myself; making a tool for procedurally-generated, role-fitting NPCs should be a chief priority for the devs, as it'd be easy to do, and cut NPC generation time to mere seconds per. As for dungeons, they don't need to cut them down; every TES game has had fewer dungeons. (from DF->MW->OB we went from ~1,500 to ~340 to ~220) They just need to apply some procedural generation to them to make them less alike each other, and possibly bigger.

If you're up for some reading, I've got a http://www.gutenberg.org/files/14189/14189-h/14189-h.htm I'm not kidding though when I say that the Imperial City in Oblivion was the opposite of what it should have been. It looked like a planned retirement community, just without wheelchair access.

That's a good find. Thanks.

What was that site about i dont get it

It was a place where you could download that book there for free.
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Killah Bee
 
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Post » Sat May 28, 2011 9:54 am

I would want living cities as well. I want NPCs that die of old age, and then maybe you can move into their house. Something that makes me feel like I am in a city. Sorry if its a tad off topic...
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Sakura Haruno
 
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Post » Sat May 28, 2011 6:00 am

the first post of this topic makes an important point. i was very disappointed with the sizes of the so called cities. they really equalled the size of what i would have expected to be called villages or towns. aleswell is more like a homestead with a pub. when i walked into aleswell i felt a bit cheated. when i walked into the imperial city (setting aside better graphics for this newgen console of course) i felt dissappointed and underimpressed.
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SHAWNNA-KAY
 
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Post » Sat May 28, 2011 4:49 am

When I first went into the Imp City, I was excited then I walked through each district and I was thinking "wheres the city?
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asako
 
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Post » Sat May 28, 2011 7:53 am

When I first went into the Imp City, I was excited then I walked through each district and I was thinking "wheres the city?

Yep, got that feeling too.
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Rachael Williams
 
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Post » Sat May 28, 2011 8:26 am

I'll admit I was massively disappointed as well, especially judging from the pre-release screenshots and maps, which suggested the towns were a lot bigger than they were; I'd mis-judged the lines to be street lines, rather than, say, lines defining the edges of each individual structure. Hence given the over-map that had shown Skingrad, and being told one screenshot of half the city was "just a side-street," I didn't know they meant that it was one half of the city shown there, and the "main street" was really just a dirt road passing through between walls.
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Kelvin
 
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Post » Sat May 28, 2011 8:03 am

The thing that disappoints me about the Imperial City is that half of the city is inns and houses. The only districts I have really explored is the market, arcane university, and the waterfront. The rest is just....boring. Even the houses themselves are boring, it's like they made one house template, pasted it in every house in the city, and threw in some clutter.
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Brian Newman
 
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Post » Fri May 27, 2011 11:57 pm

The thing that disappoints me about the Imperial City is that half of the city is inns and houses. The only districts I have really explored is the market, arcane university, and the waterfront. The rest is just....boring. Even the houses themselves are boring, it's like they made one house template, pasted it in every house in the city, and threw in some clutter.

Yeah, they have too many.

But I understand the patterns. It would make architectural sense for it to be like that in the Imperial City.
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Tyrel
 
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Post » Sat May 28, 2011 2:22 am

Surprising, Vivec felt bigger than Imperial City. I guess Imperial City was more cramped. In TES V, the cities an towns should definetely be bigger, but not to the point where the buildings become generic and repetitive, as in Daggerfall.

Yeah, it's because the Imperial City had apartments, not houses
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Michelle Serenity Boss
 
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Post » Sat May 28, 2011 8:31 am

Without reading all post within this thread, my thoughts are; the more graphic intensive games become the smaller they become.
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Eve(G)
 
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Post » Sat May 28, 2011 3:19 am

Yeah, they have too many.

But I understand the patterns. It would make architectural sense for it to be like that in the Imperial City.
No no, it makes sense in a retirement community, not a city. And much less the center of an empire.
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lauren cleaves
 
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Post » Fri May 27, 2011 8:39 pm

Yeah, it's because the Imperial City had apartments, not houses

I take it you've never played Morrowind; Vivec had its entire city built into 9 large "cantons" that were effectivley uniform buildings. http://www.uesp.net/w/images/MW-Places-ArenaCanton.jpg.

Without reading all post within this thread, my thoughts are; the more graphic intensive games become the smaller they become.

The three last TES games have all been equally hardware-intensive when they came out; that's something people don't realize when they just started with Oblivion. Remember that back in 2002, there was no Crysis, no Half-Life?, no Unreal 3.0, etc. Instead, cutting-edge of graphics came in the likes of http://media.moddb.com/cache/images/games/1/1/5/thumb_620x2000/profile2.jpg; the new "cutting edge" of Unreal Engine wouldn't show up with http://www.bytesizedreviews.com/Core/UT2003Demo/UT2003Demo1.jpg until AFTER Morrowind's release. Likewise, around Daggerfall's time there was http://www.club3d.nl/ThemaFiles/Quake1.jpg. So really, TES has never been trading anything for graphics.
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George PUluse
 
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Post » Sat May 28, 2011 6:45 am

No no, it makes sense in a retirement community, not a city. And much less the center of an empire.

Maybe read Dance in Fire?
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Charlotte Henderson
 
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Post » Sat May 28, 2011 10:11 am

I thought you agreed to stop talking. Especially when what you're saying is a repeat of something you've already said a half-dozen-plus times in this thread. <_<


That's conclusive comment of what I see posted in last pages. If I'm repeating, so are most others.
Not that anyone could follow my 20 posts about how I'm satisfied with Oblivion cities either. More is more but useless is useless.
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Roanne Bardsley
 
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Post » Sat May 28, 2011 8:29 am

I take it you've never played Morrowind; Vivec had its entire city built into 9 large "cantons" that were effectivley uniform buildings. http://www.uesp.net/w/images/MW-Places-ArenaCanton.jpg.


The three last TES games have all been equally hardware-intensive when they came out; that's something people don't realize when they just started with Oblivion. Remember that back in 2002, there was no Crysis, no Half-Life?, no Unreal 3.0, etc. Instead, cutting-edge of graphics came in the likes of http://media.moddb.com/cache/images/games/1/1/5/thumb_620x2000/profile2.jpg; the new "cutting edge" of Unreal Engine wouldn't show up with http://www.bytesizedreviews.com/Core/UT2003Demo/UT2003Demo1.jpg until AFTER Morrowind's release. Likewise, around Daggerfall's time there was http://www.club3d.nl/ThemaFiles/Quake1.jpg. So really, TES has never been trading anything for graphics.


While TES games have always been relatively graphically intensive, isn't it true that progressively larger portions of budgets for game development have been dedicated to graphics departments? (I'm pretty sure that this is the case, but I do not have a source to quote so...)

I agree with pretty much everything you have said in this topic, but I doubt that Bethesda will implement most (if any) of the suggestions. At the very least though, it would be nice if they added enough functionality to the construction set that modders could add more functionality to cities, as the NPC behavior in Oblivion seems broken beyond the capability of modders to fix due to hardcoding limitations among other things. There doesn't seem to be any way to fully remove NPC behavior from revolving around player observation.

I'll qualify that. No one noticed because of fast travel, and the packages were planned realistically instead of calculated for the player to notice. Also, NPC behavior involves some quantum mechanics-type paradoxes where observation changes behavior.

Traveling NPCs was actually one of the coolest parts of Oblivion.


Also NPC travel was completely broken. If you fast travel, you do not notice any of it, and If you travel real time, the NPCs get butchered by any number of hostile NPCs or monsters lurking on the side of major roads.

Edit: I did like the NPC travel feature concept, it was just implemented poorly.
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Sarah Evason
 
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Post » Fri May 27, 2011 6:55 pm

I do agree largely with the sizes, though I'd note that most likely, the main difference a player would notice between settlement sizes is the variety, and for towns and cities, it'd lie in the range of services you could expect to find; real, major cities would have multiple inns/taverns/gathering spots, as well as being places you could rely on finding branches of major organizations, like the fighters and mages guilds.

As for village sizes, 4 is definitely rather small; from my playing experiences, Morrowind was better at good sizes, though not at the very small end; Ebonheart and Hla Oad didn't feel too lively, while Suran and Pelagiad got to be just large enough that they actually felt like real civilization.


Yes, my conclusion was that TIC felt smaller (in spite of having more buildings and NPCs) through having it all crammed in a smaller area.

As for Daggerfall, Daggerfall city itself isn't all that repetitive; the main problem, I believe, lied in how spread out buildings were, due to the block-based nature used. A lot of the areas felt otherwise rather unique, such as the "main street" of the city, (which covered the castle and a direct line in front of it, or 1/6 of the city total) and the market district right nearby. There were definitely a bunch of other sections that didn't feel repetitive, though the city, if done with more modern technology, could definitely benefit from being compacted into a smaller size, and perhaps losing some of the generic housing areas that had nothing really of note there. For those unfamiliar with the layout of the city, here's some links for comparison:
  • http://www.uesp.net/w/images/DF-Daggerfall_City_Map.jpg
  • http://www.uesp.net/w/images/OB-Imperial_City_Above.jpg
  • http://www.uesp.net/w/images/MW_Map_Balmora.jpg
  • http://www.uesp.net/w/images/OB-Map-Leyawiin.jpg

Is it me or does Balmora look like it has the highest video quality out of the three?
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Nichola Haynes
 
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Post » Sat May 28, 2011 4:22 am

That's some nice research there.
I'd love to have a couple cities so large that it's easy to lose yourself in them.
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Lisa
 
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Post » Fri May 27, 2011 8:43 pm

One more thing... less shops... yea it was nice to have seperated shops for everything but it just didnt seem real... in morrowind you had just a few shops and most of them where mixed stuff, in oblivion it just seems like shop overload


I felt the opposite. I thought there needed to be more vendors in both games. Oblivion tried to create a market district within the IC, but it felt less like an actual market, and a little more like a strip mall. I live in Seattle and we have a relatively famous market called The Farmer's Market. If you've ever been there, or any place like it, then you know just what a market should look and feel like. There are seperate vendors for meats, vegetables, wines, flowers, and all sorts of other things. There are also restaurants and pubs. Not only that, but there are competitors within a market, so there is always more than one place to go for anything you might need. Morrowind had competing shops to some degree, but I can't recall that being the case with Oblivion (though it has been a couple of months since I've played). Personally, I would like it if there was a more realistic marketplace where I could experience 'shop overload'. Just as long as there aren't nearly as many people as there is in a real market :P
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Amy Melissa
 
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Post » Sat May 28, 2011 6:53 am

I felt Morrowind's cities were larger because they had smaller buildings, were more cramped (hell, shops were just a dude standing in a corner or behind a desk with stairs by him. His room contained a bed, an end table, and a shelf), and had more options in terms of traders. Balmora itself had 3 conflicting traders (conflicting meaning that they traded generally similar items). It also had the two conflicting alchemy traders (temple and the witch lady). 2 armorers (if not 3), and other such things.

Oblivion's cities felt small because its buildings were so damned huge. They were mansions, practically. A store might have 3 rooms downstairs and 2 upstairs just for 1 person. It was rather excessive in size for such a small amount of characters. And, as was mentioned previously, it had no geographical difference. It was all flat. In Balmora, one had to go downhill, then back uphill to get to the other side.
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