They did, and then they build on top of that. And the game felt barren in places as a result as was the second most complained thing next to "bandits in glass Armour"
-----------------------
Daggerfall was mostly using sprite combinations, the actual tiles where already given sweeps as to what a certain location would be like. And honestly, imo, daggerfall was a huge failure in that area.
-----------------------
Daggerfall was mostly using sprite combinations, the actual tiles where already given sweeps as to what a certain location would be like. And honestly, imo, daggerfall was a huge failure in that area.
Yes, when I heard that Oblivion's terrain was generated, I was very excited! That meant that every new character I played, the world would be different. Sadly, that was not the case.
The biggest problem to me about Daggerfall's world is that is was so vast, but incredibly empty outside of the specific locations (cities, dungeons, etc.) on the map. Oblivion and Skyrim seem to have the same problem, but to the OTHER extreme. Every 500 feet, there's another dungeon or something. I wouldn't mind that so much if they weren't marked on the map or compass. Let exploring discover them naturally like Morrowind.
As far as I can tell, a content-filled random generation that is done properly all comes down to math. You have to have the assets for it, yes, but after that, it's math. If something doesn't play right, adjust the numbers. If something isn't fun, find out why that is, then adjust accordingly. If a formula is TRULY fun, it will always remain so. If it is not, it will either never be fun or the enjoyment will soon fade away. But that's the nature of anything. Always having to stay current and up to date.
Einstein could do it, I'm sure. We just need to build a time machine to retrieve him!
