» Thu May 17, 2012 9:20 am
The big difference I find here is that the dungeons may be grouped into certain "types" based on superfluous appearances, such as Barrows, Dwemer Ruins, Caves, and Forts, but despite the textures being similar in each type, Bethesda will mix it up by combining two or more together. The also, contrary to Oblivion, use every item available to them in Skyrim and cities within Dungeons as well. I've been in more than one where the Dungeon opens up to the sky, and trees grow inside, and a waterfall rains down. I've been in a dungeon where an entire tower was inside of a cavern. One of my favorite dungeons was a Dwemer city, where you stepped out into a huge cavern that you could not see the cieling of, and water flowed underneath the walkways. If you looked up, you;d see massive Stalactites growing form the ceiling. I, after very close inspection, diserned them to be the same render for mountains outside, but shrunken, colored differently, and shrouded din mist. This versatility, and creativeness towards what they have access to is extremely impressive.
They build dungeons to look different, rather than paint them to look different, which is really cool, and makes sense too. For instance, Barrows, it makes sense for in Skyrim, any random dungeon under ground to be a Nordic family crypt. What else would they be? But they're designed to maximize space and utilize other objects. Then there's caves, which they are able to alter based on environment. Dwemer Dungeons, which are structured as Steampunk cities to get you lost in. Why would two Dwemer dungeons have a different tile set? There are reasons for these dungeons to be there, it isn't random ass Aeylid Ruins and Forts thrown around with no context.