Exterior vs. Interiors mismatch

Post » Fri Jun 08, 2012 12:47 am

also every inn interior is pretty much the same for every inn, they don't match the building at all
This is what bothers me the most....small-town inns are EXACTLY the same on the inside! Maybe it's a national chain...
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Jason King
 
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Post » Thu Jun 07, 2012 5:26 pm

This has been happening since Morrowind, and there is a very very obvious reason.

The interiors are bigger on the inside, so that the camera isnt constantly blocked by walls or the player, or NPCs in the way. If interiors were real size you would quite often have no choice but to use buildings in first person view, and NPCs would constantly block the hallways.


Basically, it would be much more immerision breaking if it wasn't bigger on the inside....cause the flaws of being in a gameworld would be more obvious.

Who uses third person inside a building anyway? It's so clunky, especially when it comes to interacting with things.
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Mark Hepworth
 
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Post » Fri Jun 08, 2012 5:33 am

...But I don't think they are done this way at all (since Morrowind). My memory of Oblivion is that EVERY interior that I edited was one full model, not little kit pieces, and I checked a fair few, from Skingrad, Leyawiin and Chorrol mostly, including very large ones. They probably did design the exteriors and interiors concurrently, but it's still just sloppy. They should have 1) Checked on each others work as they went along to make sure they matched, or 2) Made a basic building shape design sketch for the other team person to copy as well as details on what parts would be made of what.

I'm not disagreeing with your point about coordination, but many ARE built with kit pieces because I’ve edited some of the player home interiors via the console. (Namely Breezehome and Proudspire Manor) For example, the basemant level in Proudspire Manor is all kit pieces. (The Blue Palace and many other Solitude interiors use the same kit as well.) But 4 different pieces make up the enchanting area, 4 more the alchemy area and so on. In fact, the wall that blocks off the junk area where the static crates, barrels, bedroll and rugs are can be removed to expand that room without even adding another piece in. I removed it, added a lot of storage and a bed to that room so I can just pop in the lower side entrance, dump my gear and head on back out in a snap. So, I do believe that many are built this way, but I also have the suspicion that some are one large piece as you said as well. (I hated not being able to design my own rooms in Oblivion so I know well of what you speak and I mentioned it in my first post.) I haven’t poked around the Inns to find out about them though.
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Marquis T
 
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Post » Thu Jun 07, 2012 10:27 pm

It's not even about dimensions. In this game, you expect the inside to be larger than the outside. The problem is that it's often like two differen buildings entirely. The cathedral in Solitude has a grand facade with a large centered door and windows. Go inside and the door is offset to the left and there are no windows at all. There's simply no relation between the interior and exterior.

I never even noticed this and wouldn't really care if I did. People who are put off by things like this in a game are in a very small minority. When I play these games I don't look for everything to match up perfectly and be like it would be in real life. If it's relatively close it's fine. I go inside, talk to a few people, look for items of interest, pick up my quests, and I'm out. I don't take the time to do an in depth study of the building's architectural inaccuracies during the transition. In fact most of the buildings are boring enough on the exterior that I don't spend much time looking at them at all. That they fit the feel and overall design of the town they are in matters more to me. Inside to outside, not so much.
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Sherry Speakman
 
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Post » Fri Jun 08, 2012 7:33 am

I say that if you're counting windows on walls, you're not having enough fun. Get your gear up, pack some potions and go explore the world. ;)
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jessica robson
 
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Post » Fri Jun 08, 2012 4:02 am

I say that if you're counting windows on walls, you're not having enough fun. Get your gear up, pack some potions and go explore the world. :wink:

Or maybe it's just because we actually pay attention to the game world, instead of just killing the next monster or finishing the next quest.
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Anna S
 
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Post » Fri Jun 08, 2012 12:26 am

Just wanted to say thank you very much. I never noticed until you mentioned it and now it annoys me :swear: :sad:
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Cesar Gomez
 
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Post » Thu Jun 07, 2012 9:38 pm

Or maybe it's just because we actually pay attention to the game world, instead of just killing the next monster or finishing the next quest.

It bothers me more that we can never actually see out of any of the buildings. It would be nice to have an open window for once. A modder in Fallout 3 proved it could be done. He opened up many buildings in Downtown DC and some had windows you could look out from once inside. It was very nice.

I look at the game world a lot but never really expect the interiors to match up exactly to the exteriors so I'm not counting bricks. It's a waste of time in a pretend world. There are so many things in the game you can pick apart if you choose to go that route. Like rocks that are floating and trees that don't quite meet the ground. It's just a game. I don't expect it to live up to modern building codes. I think that's what the other guy was trying to say. Just have fun and stop worrying about the little things.
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Tessa Mullins
 
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Post » Fri Jun 08, 2012 1:22 am

It bothers me more that we can never actually see out of any of the buildings. It would be nice to have an open window for once. A modder in Fallout 3 proved it could be done. He opened up many buildings in Downtown DC and some had windows you could look out from once inside. It was very nice.

I look at the game world a lot but never really expect the interiors to match up exactly to the exteriors so I'm not counting bricks. It's a waste of time in a pretend world. There are so many things in the game you can pick apart if you choose to go that route. Like rocks that are floating and trees that don't quite meet the ground. It's just a game. I don't expect it to live up to modern building codes. I think that's what the other guy was trying to say. Just have fun and stop worrying about the little things.

You know what? Looking out the windows will never happen until the begin thinking of the interior spaces as connected the exterior. Which they currently don't, or they would match up better.

I don't have to count bricks to know that they don't match up. I don't really even need to count windows. At least not beyond one. All it takes is looking at the outside, then walking inside. It's that easy to tell that things to not corrolate.

Bethesda clearly spent a great deal of time crafting the environment. Sure, there are errors here and there where the placement of rocks or trees are not quite right. That is understandable. There are a lot of rocks and trees. But when it came to the buildings, it's as if they just didn't care. It's so blatant and obvious that it had to have been a design decision. I don't expect them to be up to modern code, obviously. What I expect is consistency in design. And I find it grossly lacking in many of their buildings.
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RUby DIaz
 
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Post » Fri Jun 08, 2012 3:28 am



Good point. Off to the College of Winterhold he goes.

He already did. A wizard designed the college because the Archmage's chambers exist simultaneously on the second floor and the third.
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matt
 
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