Exterior vs. Interiors mismatch

Post » Thu Jun 07, 2012 4:54 pm

I'm not very picky about these things, but some of the building-interiors just don't match the exterior AT ALL....! Not even close.
One of the worst examples: the doors of the Blacksmith and Fletcher in Solitude are right next to an arch, but when you enter them the door is in the middle of a very large room!!!! There's no room for that arch!
Stoopid.
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Holli Dillon
 
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Post » Thu Jun 07, 2012 11:50 pm

I'll have to check that out. I'm surprised you noticed that, but it's interesting. Good attention to detail there. I'm working part-time for a contractor friend these days, and my eye is drawn to looking at how things are built (door frames, cabinet installation, flooring, etc) in my home, but I admit that it never occured to me to pay attention to those sorts of details in a game.
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yermom
 
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Post » Thu Jun 07, 2012 6:52 pm

outside world scale =/= to interor scale, becuase outside world scale has to be small while interior scale can be set to more realistic sizes.

It was like that in Oblivion and Morrowind.
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Ashley Campos
 
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Post » Fri Jun 08, 2012 7:44 am

We need to file a complaint about the Architect in Solitude. Get that guy exiled from Solitude for life...
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Silencio
 
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Post » Fri Jun 08, 2012 6:47 am

Why? If he's able to build structures that are bigger inside than out, he's some sort of wizard specializing in the School of Architecture. Give him a job, not a sentence of exile...
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STEVI INQUE
 
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Post » Fri Jun 08, 2012 6:59 am

tbh I've not really noticed.
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Kelvin
 
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Post » Thu Jun 07, 2012 11:44 pm

Why? If he's able to build structures that are bigger inside than out, he's some sort of wizard specializing in the School of Architecture. Give him a job, not a sentence of exile...

Good point. Off to the College of Winterhold he goes.
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April
 
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Post » Thu Jun 07, 2012 7:57 pm

This really bothers me in both Oblivion and Skyrim. I'm fine if the scale doesn't match up entirely, but I expect them to be roughly the same feature wize at least. Same number of windows, floors, positioning of doors, etc.

Leyawiin in OB and Solitude in Skyrim are major offendors. It feels a bit cheap and lazy, to be honest. Like there's simply not enough effort put into it.
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Jerry Cox
 
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Post » Thu Jun 07, 2012 7:20 pm

did you see narnia? same thing basically....
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Ashley Hill
 
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Post » Fri Jun 08, 2012 3:12 am

It was the same in Oblivion. It made making Immersive Interiors pretty difficult.
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Lisa Robb
 
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Post » Fri Jun 08, 2012 4:39 am

I don't mind bigger or smaller interiors than exteriors, but I do want them to match logically. That blacksmith in Solitude even has a window on the far left wall of the room where that arch is supposed to be. Makes....No.....Sense!!!!
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Steven Nicholson
 
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Post » Fri Jun 08, 2012 5:21 am

Shouldn't this be in the Ridiculous Complaints about Skyrim thread?
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electro_fantics
 
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Post » Thu Jun 07, 2012 5:00 pm

Okay, I can't see this disturbing anybody's sense of immersion in the game. You're seriously paying too much attention to minutia if you're sitting there trying to figure out whether or not the interior structure exactly matches the outside.
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Laura-Jayne Lee
 
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Post » Fri Jun 08, 2012 2:06 am

There are only two explanations, both bad:

1) The exteriors and interiors were never designed to match.
2) The exteriors or interiors got redesigned at some point, and he/she never informed the other team.

I don't know which one is worse....
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Breautiful
 
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Post » Fri Jun 08, 2012 7:35 am

1. is much worse.
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willow
 
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Post » Fri Jun 08, 2012 6:09 am

Like the Tardis it's bigger on the inside :D
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ILy- Forver
 
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Post » Fri Jun 08, 2012 6:47 am

Try not to overthink this.
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Emma Pennington
 
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Post » Fri Jun 08, 2012 5:44 am

There are only two explanations, both bad:

1) The exteriors and interiors were never designed to match.
2) The exteriors or interiors got redesigned at some point, and he/she never informed the other team.

I don't know which one is worse....

I highly expect it's the first one. They didn't come up with an actual building structure, because the interior is a separate cell. They just said, "Well, the building's gonna be two stories tall and medium-sized, with the door in the south wall" and so the interior level designer built a level that was two stories tall and with the exit on the south wall of the first floor, and whoever designed whatever city the building's in to include a two-story, medium sized building that has a door in the south wall. They almost certainly didn't get together to compare notes.

They're making scenery and levels for a game, not designing an actual house.
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Laura Elizabeth
 
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Post » Fri Jun 08, 2012 7:21 am

Try not to overthink this.

Exactly.
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claire ley
 
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Post » Thu Jun 07, 2012 8:51 pm

Okay, I can't see this disturbing anybody's sense of immersion in the game. You're seriously paying too much attention to minutia if you're sitting there trying to figure out whether or not the interior structure exactly matches the outside.
It doesn't ruin the game, but this one was very obvious. (a large room, where the outside wall is supposed to be... is kind of hard to miss)
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Vicky Keeler
 
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Post » Thu Jun 07, 2012 3:44 pm

I noticed this about the fort towers, way bigger inside than out.

I guess in a universe where you are transported to another place when you go through a door these things are possible.
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Dorian Cozens
 
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Post » Fri Jun 08, 2012 1:12 am

Coming from a background in architecture, this is one of my biggest gripes with the game. Solitude is very bad about it. Other examples include the cathedral, the Blue Palace, the Bard's College and the Hall of the Dead.

I'm also rather annoyed by the Jarls' longhouses in the minor holds. The entire top level is not represented inside. Not only that, but they put stone all the way up at the top like that.
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Andrew Perry
 
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Post » Fri Jun 08, 2012 2:47 am

They're making scenery and levels for a game, not designing an actual house.
Actually, I'd say that's exactly what they're doing or should be doing if they want to give the subject matter the attention it deserves. That's simply part of doing a good job and being thorough about it.
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keri seymour
 
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Post » Thu Jun 07, 2012 5:32 pm

It's a case of putting your efforts where they matter. Most people just aren't going to care so long as there isn't some sort of ridiculous mismatch, like a small hut in the wilderness having twenty rooms inside, or a large mansion having only two rooms inside.

Beyond that, it would be wasted effort to be so painstakingly accurate with dimensions.
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Charlotte Lloyd-Jones
 
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Post » Thu Jun 07, 2012 8:00 pm

It's a case of putting your efforts where they matter. Most people just aren't going to care so long as there isn't some sort of ridiculous mismatch, like a small hut in the wilderness having twenty rooms inside, or a large mansion having only two rooms inside.

Beyond that, it would be wasted effort to be so painstakingly accurate with dimensions.

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.
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Justin
 
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