Do you find the cities convincing or do they seem forced?

Post » Fri Dec 16, 2011 11:24 pm

The walled cities are adequate overall, but the open cities are cheap cookie-cutter places. They should be twice as big... even Winterhold is inexplicably small as it has been decades since the catastrophy. There should be some [more] permanent stone type structures in all cities as these are all old cities... Dawnstar looks like it was built a few years ago and is the same size as Riverwood.
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Donatus Uwasomba
 
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Post » Fri Dec 16, 2011 4:38 pm

Not convincing at all. There are probably more bandits, vampires, rogues mages ect. in existence than there are NPCs in town, counting guards. While most cities have very solid art design (Markath is beautiful), they are too small and simply aren't populated enough to feel real. I mean, the dinky little [censored]hole of Flotsam in Witcher 2 is bigger and has more NPCs than the supposed grand, massive capital of Solitude.

Oh, and about the hardware limitation excuse, Assassin's Creed can show dozens of NPCs at once on consoles no problem. They even react to most actions the player do, and far more realistically than Skyrim NPCs might I had (granted, the non plot important ones aren't persistent, but who cares since most Skyrim NPCs have no personality anyway?). So it's far more of an engine issue than a hardware limitation. I wager the problem will be lesser when (or if?) Bethesda finally abandons creaky old Gamebryo.


You're right it is the engine but it's also two big things that we've come to expect from TES games: persistent NPCs and full inventory system for every NPC in the game. In order to match the huge feeling of games like AC or GTA we'd have to give some of that up. The limitations currently are due to the massive amount of persistent objects the engine has to keep track of. If you think people are complaining now just let Beth cut back on some of those things.
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Louise
 
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Post » Fri Dec 16, 2011 7:12 pm

Skyrim cities are terribly small, winterhold is the biggest joke, even if half the city collapsed, Why are half the remaining houses burnt down too and why would the once former capital of skyrim have only 3 actual buildings left excluding the college?

Oblivions cities at least felt like small towns, Skyrim's cities all feel like villages and they really do feel and look that way.


First, most part of winterhold fell down to the ocean.
Second, Cyrodiil is bigger and got more and bigger cities.

Skyrim is a cold harsh land, what did you [censored] expect?
Bigger cities than in Oblivion, Oblivion who was in the heart of the empire.

Yes, skyrim was the cradle of men.. WAS. Many many years ago.

And its a scaled world, you understand that? Scaled.

Places like Riverwood, Rorikstead are small [censored] "not even to be called" towns. It's they way Skyrim is. Its not Cyrodiil.

It's much more fun to be able to interact with everyone at some degree and be able to enter every house than have many peple who wont talk to you or even look at you. Or have houses you can't enter with a wall as a door.
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lauren cleaves
 
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Post » Fri Dec 16, 2011 1:41 pm

I like how they did the cities. Especially Markarth.
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Harry Hearing
 
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Post » Fri Dec 16, 2011 11:42 pm

In Daggerfall It may have svcked to walk from one end of the massive city to the other but thats because its realistic.


it may have svcked.... but that's because it's realistic



svcked.... realistic


And a better argument I've never seen, for why "realism" isn't necessarily something to want in games. :tongue:


Ignorance is bliss, just keep smiling :thumbsup:


I think it's more a case of http://tvtropes.org/pmwiki/pmwiki.php/Main/WillingSuspensionOfDisbelief and http://tvtropes.org/pmwiki/pmwiki.php/Main/AcceptableBreaksFromReality. :)
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scorpion972
 
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Post » Fri Dec 16, 2011 3:54 pm

consoles cant do big skyrim cities.

then they shoved that suggestion into the shredder and created just enough to fit a console.


end of discussion ;)
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Shelby Huffman
 
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Post » Fri Dec 16, 2011 1:04 pm

You're right it is the engine but it's also two big things that we've come to expect from TES games: persistent NPCs and full inventory system for every NPC in the game. In order to match the huge feeling of games like AC or GTA we'd have to give some of that up. The limitations currently are due to the massive amount of persistent objects the engine has to keep track of. If you think people are complaining now just let Beth cut back on some of those things.


If the choice is between bigger, more detailled locals or more worthless crap to pick up, I will choose the former without a second tought. And even then, from Brotherhood onwards Assassin's Creed had some NPCs carry items useful for trade that you could pickpocket or take from their corpses. Same as TW2. I don't care that I can't pick up bowls or watermelons if they don't have a use. If that is the excuse, I say get rid of all those superfluous things. It's not like Bethesda didn't get a habit of cutting stuff from their games as of Skyrim.

And again, for the persistent NPC argument, would the series really miss them? The vast majority only exist to give you a comment while you pass by, maybe help for a minor quest. Maybe keep them on a lesser number, but add generic townsfolk to make the place seem, you know, populated. It's what TW2 did and it worked very well for me. And I would not mind less but more detailled and big cities, say 3 or 4, and dozen or so small villages about the size of Morthal. Still,, Skyrim is an improvement over Oblivion, who had almost no settlements save the big, walled cities, but they should take it a bit further.
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rae.x
 
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Post » Sat Dec 17, 2011 12:45 am

But then again, Skurim ain't very populated and shouldn't be either.
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Angus Poole
 
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Post » Fri Dec 16, 2011 11:55 pm

Consoles can do huge cities. Huge, non-interactive cities filled with lifeless robots that only walk in circles. You choose.
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Andrew Tarango
 
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Post » Fri Dec 16, 2011 10:50 am

I for one am greatly looking forward to expanding the villages in to cities by adding more and more satellite settlements and farmsteads etc. There's tons of room for it. Its kinda like a frontier town right now but give it a few months and people will begin to flesh it out considerably.

Its funny but the biggest gripe about tes games is they are restricted to console limitations, but in a way the symbiotic relationship between developer and modder is like buying home assembly puzzles with a demo. I feel like I am licensing Skyrim as a development tool!

Also, you know, in the setting context and historically the 'holds' are more like fortified hamlets with 'territorial boundries'. Which works .. there's only one or two actual cities in Skyrim. Solitude and Markarth. One of which was not built by men ofc.
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Imy Davies
 
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Post » Fri Dec 16, 2011 9:44 pm

There are probably more bandits, vampires, rogues mages ect. in existence than there are NPCs in town, counting guards.


There are more enemies than there are peaceful NPCs. That's true. However, you are not supposed to be killing the townies, just the ones you listed. Well, you can kill the townies, but then there would be less people in the towns and no one to do business with. Or get quests from. Anyway, it's a game and it provides targets for you.
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Siobhan Wallis-McRobert
 
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Post » Fri Dec 16, 2011 10:31 am

For the most part, I found the cities about right. As was said, Skyrim is a mostly rural area and small farms and holds should be more common than big cities. We are also in a time of declining civilization and order. Dawnstar and Winterhold felt the least complete to me, and the most in need of expansion. I am assuming that most of Winterhold fell into the ocean, thus we aren't able to see it. Dawnstar is a regional capital and should have been bigger. At least there should be ruins from a previous more prosperous time. Another thing I noted was a lack of significant activity around the ports. All of this can be fixed with mods. Some mod suggestions:

1) Add a ruined stone keep to Dawnstar. It would be haunted or partially destroyed due to some curse. Perhaps it would be possible to restore it.
2) Add a ruined stone keep and more ruined houses to Winterhold. It would be mostly in the ocean and underwater. The amount of death caused by the collapse would have attracted all sorts of nasty beasts and undead. Quests to retrieve family heirlooms also possible.
3) Add some trading ships and crew to all the major port cities.
Ports should be busy all the time, both with legal and illegal activity.
These ships would move from coastal city to coastal city, and you could hitch a ride on them.
No reason to not have smaller craft to travel between some of the smaller cities along rivers (all of them have docks, but no moving ships).
Possible trade investment possibilities as well (both legal and illegal).

I look at what is lacking in Skyrim as a opportunity to create some really nice mods.

Cheers!
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Dan Wright
 
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Post » Fri Dec 16, 2011 1:41 pm

There are more enemies than there are peaceful NPCs. That's true. However, you are not supposed to be killing the townies, just the ones you listed. Well, you can kill the townies, but then there would be less people in the towns and no one to do business with. Or get quests from. Anyway, it's a game and it provides targets for you.


Ahhh...
I'm left wondering how people who currently find Skyrim's cities just fine in terms of size would react should DLC surface with bigger settlements?
Too big?

The size of cities is a direct corolary of hardware and software limitations, not really a design decision.
So praising them for their lilliputian size would be like praising a baked loaf because it fits the pan.

Of course it does.
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JD bernal
 
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Post » Fri Dec 16, 2011 9:35 am

Skyrim seems to be lacking farms, but the cities are fine (within the limits of accommodating NPC pathfinding, AI and all the other programmatical considerations.)

Markarth is very organic to the terrain it occupies and has a lot of character.

Windhelm seems like a very defensible city. I like the approach and the winding streets. Solitude and Winterfell have some nice geographical defenses as well.

Whiterun feels like it grew around the Jarl's estate as a central trading hub, although the mercheant district feels a bit cramped.

The village type 'cities' feel--village-y. :)

[edit] I like the smaller towns more than Imperial City (and Vivec--ugh.)
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Cassie Boyle
 
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Post » Fri Dec 16, 2011 6:37 pm

Here is something I posted on the TES:VI wishlist:

As for making cities more realistic, they simply need to be larger and have more people. Again procedural generation can help. Here's how:

1) Create the appropriate amount of specific NPCs. These will be important characters, quest givers, shop owners, trainers, faction members, etc. This will be no different from the previous three TES games.

2) Generate unnamed "filler" NPCs similar to the ones you see in games like Grand Theft Auto. Most will want to be left alone, and you will not be able to speak with them. Honestly, how many people can you just walk up to, as a total stranger, and just start a conversation with? Try it next time you're at the mall.

3) Leave lots of houses permanently locked, empty (to save development time), and requiring a key. Call them "filler" houses if you will, because they are where all the "filler" NPCs live at night.

4) In the chance occasion that a "filler" NPC does in fact respond to you, they will be assigned a name, occupation and a place of residence in the city. Then and only then, will you be able to enter their house - which will be decorated by procedural generation. Also, you may now pick the lock for that location.

5) Give the player a "black book" with a limited number of slots for the randomly generated NPCs. Once full, the player can erase some entries from the "black book" so new ones may be added. This will keep the game save from becoming too large.


You can see the entire post here: http://www.gamesas.com/index.php?/topic/1311878-official-beyond-skyrim-tes-vi-4/
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Tiff Clark
 
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Post » Fri Dec 16, 2011 5:58 pm

i would love to see more people in the cities. like the assassin's creed series, open cities with people doing more stuff, going in and out. be able to run a store or open shops control the economy that way. that would be perfect. god i wish it was in the game.
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sarah
 
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Post » Fri Dec 16, 2011 6:10 pm

Maybe if they took out a few of the "cities" and added their characters to the remaining ones, maybe it wouldn't seem so empty. Houses could be better and interactions with citizens or guards can be a little bland unless they have a quest. Winterhold is an empty shell besides the college, though we all know what happened there.

Does Dawnstar even count as a real city?
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Trent Theriot
 
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Post » Fri Dec 16, 2011 2:28 pm

i would love to see more people in the cities. like the assassin's creed series, open cities with people doing more stuff, going in and out. be able to run a store or open shops control the economy that way. that would be perfect. god i wish it was in the game.


I said this on that topic too:

Anyway, so here is my idea. I think you should have a wide variety of options to engage in entrepreneurship. And to help you do this there would be a Traders' Guild... This guild would be to Speechcraft what the Thieves guild it to Sneak. The guild would recruit shrewd negotiators that can keep a cool head at the bargaining table.

Here are a few things you could be able to do...

- Loan money to earn interest. For example, a weapon-smith might mention that his forge is old and in disrepair. If only he had $2,000 gold to fix it, he could craft better weapons and make more money. You would then have the option to loan the money to him, and even set the interest rate! Be careful though! You don't want to loan money to the local moon sugar junkie! Trust me, he'll ask you.

- Purchase a business. Anything is up for grabs, provided that the owner is willing to sell - inns, pubs, shops, farms, mills, stables, ships, and more! Of course there are always risks! Your shop could be robbed blind, your mill could go up in flames, your trade ship could sink... so don't forget to buy insurance!

- Buy and sell stock. Bigger business, like a shipping company, bank, school, or manufacturer could sell stock. You could buy and sell shares to earn money! You could even complete quests to increase the profitability of a business you invest in. For example, lets say you buy 500 shares of "Nordic Shipping & Trade" for $20 gold each... But later you find out that the company is loosing lots of money due to pirate raids. You could then go find the pirate base and eliminate them! Once the news gets out, your shares skyrocket to $50 gold each and you sell them for the profit!

*On the technical side of things, the economy doesn't have to be simulated 100%... It just has to be able to respond in a visible way to the player's actions. For example, lets say you complete the Traders' Guild quest line, soon you might start to see people wearing nicer clothes, and there would be fewer beggars on the streets. It just has to be enough so the player feels like their actions were important.


http://www.gamesas.com/index.php?/topic/1311878-official-beyond-skyrim-tes-vi-4/
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Kate Murrell
 
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Post » Fri Dec 16, 2011 1:34 pm

Consoles can do huge cities. Huge, non-interactive cities filled with lifeless robots that only walk in circles. You choose.


And I have already provided a counter-argument. If you truly find the NPCs in (say) Assassin's Creed lifeless, you didn't play those games much. And it's not like the NPCs in Skyrim have more than a few scripted activities at most. Many just stad in the same place all day (the Companions are the example that cross my mind). And even then, if I have to choose I would take those cities in a heartbeat, Constantinople especially is so lively and diverse.

However, you are not supposed to be killing the townies, just the ones you listed. Well, you can kill the townies, but then there would be less people in the towns and no one to do business with. Or get quests from. Anyway, it's a game and it provides targets for you.


Yeah, except most of them are Essentials, so raiding a city is a waste of time. And I would like to depopulate a city and fail quests because I started mindlessly killing everybody. It's called consequences for the player's stupid actions, something Bethesda is way too afraid of. New Vegas did this, as with so many things, right. But that's off-topic.
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james tait
 
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Post » Fri Dec 16, 2011 3:36 pm

If the choice is between bigger, more detailled locals or more worthless crap to pick up, I will choose the former without a second tought. And even then, from Brotherhood onwards Assassin's Creed had some NPCs carry items useful for trade that you could pickpocket or take from their corpses. Same as TW2. I don't care that I can't pick up bowls or watermelons if they don't have a use. If that is the excuse, I say get rid of all those superfluous things. It's not like Bethesda didn't get a habit of cutting stuff from their games as of Skyrim.

And again, for the persistent NPC argument, would the series really miss them? The vast majority only exist to give you a comment while you pass by, maybe help for a minor quest. Maybe keep them on a lesser number, but add generic townsfolk to make the place seem, you know, populated. It's what TW2 did and it worked very well for me. And I would not mind less but more detailled and big cities, say 3 or 4, and dozen or so small villages about the size of Morthal. Still,, Skyrim is an improvement over Oblivion, who had almost no settlements save the big, walled cities, but they should take it a bit further.


Hey, you're preaching to the choir. I can't stand the tiny, dead feel of TES cities. And I think having endless junk you can pick is an utter waste of assets. Put them to better use by making the NPCs you do interact with actually interesting. Make the cities feel like actual cities where there is activity on every corner. More than half of the city NPCs in Skyrim say nothing more than random people do in the GTA4, RDR or the AC series as is.


Consoles can do huge cities. Huge, non-interactive cities filled with lifeless robots that only walk in circles. You choose.


The NPCs are lifeless robots now. They just stand behind stalls before they walk in circles to go back to their houses at night saying the same 3-4 lines over and over. And it has nothing to do with consoles. It has everything to do with an engine that is weighed down by tracking endless amounts of persistent junk that need not even be there.
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My blood
 
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Post » Fri Dec 16, 2011 10:04 pm

More depth: actions and dialogue from the NPCs and that would be enough to ignore the size of the cities.
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Elina
 
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Post » Fri Dec 16, 2011 5:49 pm

Daggerfall cities have been about the only cities in a CRPG that felt like cities. They were HUGE and enormously populated. Of course, this was back in the 90s when we excused unrealistic graphics and the cities being populated with generic bots and spawned content whereas now we want "hand crafted" and get cities so small, if you put all of them together it would fit in ONE city in Daggerfall.

Hopefully eventually they can get radiant AI or whatever they are calling it in the future to work such that they can get randomly generated NPCs that feel natural and create cities like Daggerfall again that work. I guess that's in the future.

Daggerfall was so darn auspicious you have to give Bethesda props for having the balls to try and make it work.

That said, Whiterun felt fine to me because I thought it was cool to have all the outlaying farms, towers, and breweries part of the city proper. The rest of the cities svcked.
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Shannon Lockwood
 
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Post » Fri Dec 16, 2011 2:52 pm

Hey, you're preaching to the choir. I can't stand the tiny, dead feel of TES cities. And I think having endless junk you can pick is an utter waste of assets. Put them to better use by making the NPCs you do interact with actually interesting. Make the cities feel like actual cities where there is activity on every corner. More than half of the city NPCs in Skyrim say nothing more than random people do in the GTA4, RDR or the AC series as is.




The NPCs are lifeless robots now. They just stand behind stalls before they walk in circles to go back to their houses at night saying the same 3-4 lines over and over. And it has nothing to do with consoles. It has everything to do with an engine that is weighed down by tracking endless amounts of persistent junk that need not even be there.



Thumbs up buddy :thumbsup: i couldnt agree more.
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Baby K(:
 
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Post » Fri Dec 16, 2011 8:25 pm

Cant really say much against the size on its own.
What makes it weird in my opinion is that they pose as great and important towns with their own Royalty and history.
For the same reason the whole "pomp and glory" of the larger Quests feels kind of weird because it dosent fit in any way what you see and experience yourself.
Its totaly out of proportion.


In series like Fallout, Stalker, or X (The later being the only real sandbox game I know btw. unfortunately I dont really like Space games) the size kind of fits the setting, other non-open world games simply use graphics in the background or zones to display size. X combines all of that and its a pretty convincing enviroment btw.
In TES there is just to much stuff squeezed in a by comparision to that very small world, both physical and lore wise.
If it wasnt for the lore and the names and talk options I would wonder why that guys in the Dungeons and Forts (obiviously the dominant culuture in the area) let that hanfull of occupants in their camps live since they are obiviously enemys and the campers arent exactly numerous ;)

Its not exactly a big issue though, just something that could be done better in future TES titles in my opinion.
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Shannon Marie Jones
 
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Post » Fri Dec 16, 2011 11:20 pm

The cities ate the most life like in an Elder Scrolls game. I just wish they was bigger than they are, in terms of size they are small and underwhelming.
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Darrell Fawcett
 
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