Why i think buildings and dungeons will be seperate cells

Post » Tue Dec 14, 2010 7:01 pm

http://www.computerandvideogames.com/viewer.php?mode=article&id=247727

In the link above there is a town at night, now the building in the middle of the shot has to 'bright' windows. If the building was open then surly we would be able to see through the window (fable games). It seems as though we will have seperate cells like previous games :celebration:
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Harry Hearing
 
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Post » Tue Dec 14, 2010 7:17 pm

Your celebrating? This is not really bad news but it is certainly not good.
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Marguerite Dabrin
 
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Post » Tue Dec 14, 2010 12:19 pm

Only a small dissapointment. :P
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{Richies Mommy}
 
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Post » Tue Dec 14, 2010 8:03 am

Have to agree with Mankar Camoran on this.
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lillian luna
 
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Post » Tue Dec 14, 2010 8:05 am

Have to agree with Mankar Camoran on this.

If it's like Morrowind, that's fine with me. I don't get celebrating it, though. At least, it beats Oblivion.
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Dina Boudreau
 
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Post » Tue Dec 14, 2010 10:15 pm

In this particular case, I'd rather believe that it's a purely architectural touch more then anything else. Although I would also hope that we'll finally see fully open interiors.
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patricia kris
 
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Post » Tue Dec 14, 2010 6:49 pm

LOLOLOLOL anyone really expected big dungeons being an extension of the outside.
I happy by the sole fact that cities arent diferent cells anymore!!!!
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dav
 
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Post » Tue Dec 14, 2010 7:41 am

The good news is this (having interiors be separate cells) is really good for modding (it makes merging mod projects a lot easier). But as for actual gameplay I am indifferent. I don't mind different cells but at the same time I would not mind one open world either. But I really hope cities are not separate cells like in Oblivion.
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Ashley Hill
 
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Post » Tue Dec 14, 2010 7:02 am

Well, as long as the windows are lit at night, which they clearly are.
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El Khatiri
 
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Post » Tue Dec 14, 2010 10:08 am

Pete Hines already mentioned they would be in seperate cells. Browse his tweets, it's been a while ago.
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jesse villaneda
 
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Post » Tue Dec 14, 2010 6:33 pm

Anybody know how Red Dead Redemption managed to pull no cell seperation off in an open world game? Everything seamless?

Was it because they have better programmers at optimizing stuff? Or are towns in that game not that big? How big are the towns in Red Dead Redemption btw (I haven't played it, as you can probably guess)?
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courtnay
 
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Post » Tue Dec 14, 2010 8:50 am

The more loading screens, the better.

Right?
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djimi
 
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Post » Tue Dec 14, 2010 3:53 pm

Yep, and on top of the fact that the Synod re-discovered the levitation spell (revealed in the Infernal City) I'd say it's safe to say we'll get it back. Since the only reason it was removed in Oblivion was cities were separate cells.
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kelly thomson
 
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Post » Tue Dec 14, 2010 4:15 pm

If it's like Morrowind, that's fine with me. I don't get celebrating it, though. At least, it beats Oblivion.

:facepalm: Morrowind had the same system as Oblivion. The only difference is that in Skyrim the cities are open. Like Morrowind...
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~Sylvia~
 
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Post » Tue Dec 14, 2010 11:31 am

b-but...my immersion...it's immersion breaking enough that i have to LOAD THE GAME in order to play it! now they're going to make me look at a loading screen to go from inside to outside? how DARE they?

preorder canceled. Bethesda is dead to me.

Anybody know how Red Dead Redemption managed to pull no cell seperation off in an open world game? Everything seamless?

Was it because they have better programmers at optimizing stuff? Or are towns in that game not that big? How big are the towns in Red Dead Redemption btw (I haven't played it, as you can probably guess)?


because a) settlements are tiny, b) the interiors aren't nearly as detailed as TES interiors and c) the game has a lot less it needs to process at any given time.

ed also i haven't played RDR in a while but i'm pretty sure not every single building in a settlement can be entered, only stores (which are nothing but an in-building menu), inns and some plot areas.
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Far'ed K.G.h.m
 
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Post » Tue Dec 14, 2010 11:33 am

in this http://img715.imageshack.us/img715/3308/skyrim1080p9.jpg there seems to be an open area up ahead (notice the light coming into the cave?)

Seems like a good sign to me.
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IsAiah AkA figgy
 
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Post » Tue Dec 14, 2010 5:57 pm

:facepalm: Morrowind had the same system as Oblivion. The only difference is that in Skyrim the cities are open. Like Morrowind...

Thank you for informing me of the obvious, that cities are open!!!

How could I have missed that? The epicness of the trailer must've blinded me. :o

PS. THis post looks sarcastic, but fear not, because it is not. :)
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Joanne Crump
 
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Post » Tue Dec 14, 2010 7:15 am

I just hope that when entering a building at night the windows wont look like its morning outside that always bothered me.
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renee Duhamel
 
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Post » Tue Dec 14, 2010 2:22 pm

If dungeons and buildings,shops,houses etc are seperate cells,i don't mind.
It's not as taxing on the game,it's to be expected really.
I do believe however than towns and maybe cites will be open.
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Kat Ives
 
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Post » Tue Dec 14, 2010 3:51 pm

Anybody know how Red Dead Redemption managed to pull no cell seperation off in an open world game? Everything seamless?

Was it because they have better programmers at optimizing stuff? Or are towns in that game not that big? How big are the towns in Red Dead Redemption btw (I haven't played it, as you can probably guess)?

Probably as it was far less objects with physic. Also town npc was temporary with minimal AI. Now add that oblivion was not very optimized it had to handle everything not only that you saw.
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Alister Scott
 
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Post » Tue Dec 14, 2010 1:16 pm

Anybody know how Red Dead Redemption managed to pull no cell seperation off in an open world game? Everything seamless?

Was it because they have better programmers at optimizing stuff? Or are towns in that game not that big? How big are the towns in Red Dead Redemption btw (I haven't played it, as you can probably guess)?

RDR worked well but towns/cities were not really as big as in TES. There weren't that many large buildings either most were only on one floor and quite a few only had one room. It looks like smaller buildings in Skyrim will be 'open' like the mill in the trailer, http://s801.photobucket.com/albums/yy297/b_harrison/skyrim/?action=view¤t=skyrim_gameplay_settlement1.jpg.
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Bonnie Clyde
 
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Post » Tue Dec 14, 2010 4:31 pm

because a) settlements are tiny, B) the interiors aren't nearly as detailed as TES interiors and c) the game has a lot less it needs to process at any given time.

ed also i haven't played RDR in a while but i'm pretty sure not every single building in a settlement can be entered, only stores (which are nothing but an in-building menu), inns and some plot areas.


http://www.youtube.com/watch?v=jQrSrT36yo8 looks pretty decently big. Like... 20 houses? Bigger cities never render everything at the same time anyway, perhaps?
Interiors in that vid looked pretty detailed too. But not incredibly detailed.

But then again, can't they just make it so objects inside the house or whatever it is.... are only rendered when you are near the building.
Or can't they make it so objects that you see are only rendered? Some advanced script attached to view distance perhaps?
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Chris BEvan
 
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Post » Tue Dec 14, 2010 10:28 am

But then again, can't they just make it so objects inside the house or whatever it is.... are only rendered when you are near the building.
Or can't they make it so objects that you see are only rendered? Some advanced script attached to view distance perhaps?


it's not just about OBJECTS, though. there's also AI. AI in RDR is very instanced - if you're not around them, they simply do not exist. there's no individual NPC scheduling, it's all a blanket thing - an NPC with this model will spawn here at this time doing this thing and if you walk out of its range it stops existing.

as much as this forum's night-class compsci intelligentsia likes to bag on them for whatever, Bethesda knows what they are doing. they likely have a very good reason for separating interiors and exteriors, and that reason is very likely tied to wanting to keep the game at a playable framerate on its given platforms without having to sacrifice other bits. a loading screen between an interior and exterior is a tiny thing that nobody truly cares about unless it's a really really terrible thing like it is in New Vegas (but Bethesda is better at consoles than Obsidian).
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helliehexx
 
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Post » Tue Dec 14, 2010 9:48 pm

Meh, I don't mind having interior/exterior cells. Although it looks like cities are open, so that's something to be excited about. Overall, interior/exterior cells don't take much away from your game and they help the game run smoother, so I'd say it's a good thing.
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Beth Belcher
 
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Post » Tue Dec 14, 2010 6:39 pm

http://www.youtube.com/watch?v=jQrSrT36yo8 looks pretty decently big. Like... 20 houses? Bigger cities never render everything at the same time anyway, perhaps?
Interiors in that vid looked pretty detailed too. But not incredibly detailed.

But then again, can't they just make it so objects inside the house or whatever it is.... are only rendered when you are near the building.
Or can't they make it so objects that you see are only rendered? Some advanced script attached to view distance perhaps?

The thing with RDR is most of those buildings are only one room and one floor. Even the saloon (the biggest building in that town), where you saw the initial fight in that video, is basically one room with an upstairs kind of mezzanine floor. It does have a few of other rooms but also has that some are blocked off, in TES you want to be able to go in every room!. The buildings are all pretty simple compared to say one of the fighters guilds in Oblivion. In the rest of that town you can't go in all the buildings and the ones you can again only let you in one room. It worked well for RDR but I'd rather have separate cells in Skyrim than the RDR system.
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Luis Longoria
 
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