Is an open world the best way to represent an entire provinc

Post » Wed Jun 13, 2012 1:23 am

The open worlded nature of Skyrim is very epic indeed and excellently realised. This topic is ridiculous. I've noticed that the OP has back tracked his ridiculous statements throughout the topic thread without admitting it and accepting that he is wrong.
If you don't like Skyrim don't play. To come to your conclusion about this game you must've played it for a very long time, but why if you don't like it?

Sell Skyrim, and get yourself a copy of Rage.
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michael danso
 
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Post » Wed Jun 13, 2012 8:57 am

Not to mention this slimy little detail:

Has anyone ever actually gone wandering in the woods?

There aren't a whole lot of ruins, caves, forts, and dungeons to explore. Making a full size world that is 10x the scale of Skyrim would need to have at least 10x the amount of dungeons and points of interest. If you don't, the world just becomes repetitive and stale. Exploring a forest is not fun. Exploring the forest looking for something to do is fun.

Without all those little "things to do" spattered in, exploring a huge open world is dull. Frustrating, even.
I disagree. I actually think Skyrim is almost too busy and crowded. You only need to walk around for a couple of minutes to find a dungeon or some kind of point of interest. It almost takes the satisfaction out of exploration, because you really don't need to spend much time at all actually looking for points of interest.

I think they could quite easily double (or even treble) the size of the gameworld without adding any new dungeons or points of interest.
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Sophie Payne
 
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Post » Wed Jun 13, 2012 9:05 am

You seem to be getting closer to the answer, keep tugging the thread.

Do you mean to say Skyrim could make it seem like your in a massive battle by using similar techniques films use to portray large scale battles?

I would agree with you as long as it doesn’t trade in with the open world style the elder scrolls is famous for.
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u gone see
 
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Post » Wed Jun 13, 2012 5:38 am



Well then it would be realistic. And yes, they could put the same amazing detail into the countryside no matter how big. They could also fill up the place with the occasional farmhouse, tavern or hamlet (more civilized lifeforms and less crazed bandits/demonic beasts/ walking dead. You get the idea. They could also put many travelers along the road who could provide you with detailed conversation and would pass through the province from time to time instead of going around in circles.
yes they could do that...
if you give them 5 more years to do it.

Yes, Daggerfall was bigger, but not only it was dinamically created, thus requiring much less manpower, they were basically copy pasting of the same thing.
There are basically no uniqueness in any city in Daggerfall, all of them look the same, they also have the exact same things either.
People already complaining about reused assets in Skyrim, this is nothing from what it was in Daggerfall.

And no adding several miles of empty space does not make it more epic, it makes it more empty.
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Mistress trades Melissa
 
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Post » Wed Jun 13, 2012 2:00 pm

Thousands upon thousands vs 5000 is a big difference in my book. Where did you pull out that number anyway? Is that the entire game's population. If so are you saying you want a city the size of Skyrim. If so then what is the difference? You'd be dealing with the same size area and they still wouldn't have any higher concentration of NPC's in a given area. That's just trading nature for man made structures as a back drop. You just can't cram 5000 NPC's into a small area and keep the detail high with today's technology. Something would have to give.

ok, lets not get into a debate about the meaning of what is basically a pretty openly interpretable statement (to my mind thousands upon thousands is essentially the same as saying 'several thousand', or any other relatively small multiplier, but thats another discussion for another day). Also, no I wasn't saying I wanted a city the size of skyrim (do remember this was all fun conjecture on my part). I believe skyrim is around 16 square miles (or somewhere abouts), and I imagined a city of around six square miles, which would greatly increase the amount of npcs per square mile (if we are saying there are 5000 npcs). But yes, you are probably right about it not being technologically fesible, I honestly wouldn't know as I am not very well informed when it comes to game design.
Basically I just like the idea of a fully realised city, in the style that tes does fully realised countries (except obviously leaning much more towards 'fully realised' in the true sense of the word).
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dean Cutler
 
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Post » Wed Jun 13, 2012 2:49 am

If the TES game's weren't open world it would be like every other fantasy platformer.
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XPidgex Jefferson
 
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Post » Wed Jun 13, 2012 2:35 pm

Sure it would be fun,and even great...but in that case we would have a revolt with thousands of fans making a rush at Bethesda Studios :bunny:

Only one great city with credible and great surroundings would be the ideal perhaps,with the "exploration" and sense of discovery still there.
You are right, I think, though I was thinking that if the city was detailed enough and large enough there would be plenty of exploration and discovery available.
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Rhiannon Jones
 
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Post » Wed Jun 13, 2012 1:44 pm

Markath is destroying my framerates. Cities are that way because of technical limitations. I'm sure they would like to create bigger cities rather than linear dungeon #129. But then again when the new generation comes, the asset quality will raise again and to reach that standard, Bethesda will again have to compromise on scale and open cities. I'm with slyme, they need to change their priorities.
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Big mike
 
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Post » Wed Jun 13, 2012 2:18 pm

That clip in op post is not the big battle in Oblivion. The big battle happen in the Imperial City when the Dremora and Daedra invades the city. The size and the npc depends level you do it. When you at level 44 with OOO running with the game, its a FPS killer. Its not the gpu that makes the AI (It only make them pretty) its the cpu. The cpu makes and controls the NPC. All I have to do is to stay near Martian and talk to him and we run through the mess. I cannot kill them all, its impossible. Give me a cpu with 10 cores any time and I might of go through them like a hot knife through butter.

You cannon have to many npc in one area. Look what happen in New Vegas in Novac, the one with the T-rex before Obsidian fix it up.
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Big Homie
 
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Post » Wed Jun 13, 2012 1:40 pm

@OP

Open World is what defines a TES game and separates them from the other pretenders.

So yes....an Open World Skyrim, Oblivion, Morrowind, Daggefall, Arena....is the only way to do it.
Otherwise it's just another Bioware clone.
No thanks.

This. There is already a company called Bioware that does (or at least tries to do) what the OP is suggesting. I pretty much only play open world games, so I am glad that there is at least one company that focuses on them. I'd like to see some other companies start competing with Bethesda in the open world fantasy adventure genre, but so far none has made a credible attempt.

The only reason I buy TES games is for the open world. Take that away and I would loose interest fast.
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Chris BEvan
 
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Post » Wed Jun 13, 2012 8:23 am

Dudebag just go play fable or 2 worlds and GTFO
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Riky Carrasco
 
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Post » Wed Jun 13, 2012 2:50 pm

Since what we are talking about here is scale. One thing that everyone must keep in mind when it comes to scale is this. As scale increases details lessen. As scale decreases the details increase. A perfect example of this is when you look at google maps. When you zoom out on a city map you can no longer see all the individual street names. The further you zoom out the more street names you lose.

Now the real pickle here is the capabilities of the computer/console system. Any particular system can only handle so much before becoming bogged down with details. Anyone who has ever played a MMORPG at peak server time, in a major game city will know what I mean by that. Unless a person has a top of the line computer to handle everyone's movements all at once, thier game experience becomes one of, move 2 feet and let the computer refresh after 30 seconds. So where do the developers choose the appropriate scale for the game they are developing?

They have to go by the known factors. That being primarily what the consoles can handle at once. If you have a computer that is better than the consoles, good for you, you will have a seemless gameplay experience. If your computer is less than the consoles then you might get a more sluggish gameplay experience.

To summerize, I would say the real attraction of The Elder Scrolls Series is its open world game play. The ability to roam freely at whim is Bethesda's main selling point. If I wanted a little more detail and follow a linear plotline, I would play another game. Myself on the other hand, I like to completely ignore the main quest for as long as possible. I love to go out and actually see the world for what it is first. Then, when "I" choose to do the main quest, when "I" am damn well ready to do so. Not have the Main quest shoved down my throat nor have it spoon fed to me either!
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joannARRGH
 
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Post » Wed Jun 13, 2012 12:28 pm

Just reading what Sykojak was saying it reminded me of when I used to play WoW back when it first started and the big battles that happened at Southshore or when attacks happened in the major cities. That was an fps nightmare. It was epic for sure but man it would really bog down a PC if it got really big. WoW's graphics were very simplistic and it was still possible to bog down a PC with too much going on.
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GPMG
 
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Post » Wed Jun 13, 2012 1:05 pm

yes they could do that...
if you give them 5 more years to do it.

Yes, Daggerfall was bigger, but not only it was dinamically created, thus requiring much less manpower, they were basically copy pasting of the same thing.
There are basically no uniqueness in any city in Daggerfall, all of them look the same, they also have the exact same things either.
People already complaining about reused assets in Skyrim, this is nothing from what it was in Daggerfall.

And no adding several miles of empty space does not make it more epic, it makes it more empty.

I hate Daggerfall's repetitiveness, but I would gladly give them another 5 years for an epic masterpiece like the one described.
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A Lo RIkIton'ton
 
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Post » Wed Jun 13, 2012 8:53 am

Linearity here would svck some epic testicles. Maybe however, we could have an open world, but the epic battles would sort of jump into a different game world (looks the same but more troops incorporated and separated with a loading screen) kind of like Mount and Blade, but you wouldn't be moving around on a mini map, you'd still have the freedom to explore, just some battles in the MQ would be scripted.

You are right Linearity would be a terrible thing for an Elder Scrolls game however lets say for argument's sake that the team at Bethesda decided to go with a gameworld somewhat similar to how it was handled in Mount and Blade, would you consider that linear?

The open worlded nature of Skyrim is very epic indeed and excellently realised. This topic is ridiculous. I've noticed that the OP has back tracked his ridiculous statements throughout the topic thread without admitting it and accepting that he is wrong.

Your post is rediculous, where exactly have I "backtracked my rediculous statements" in this thread? Perhaps you simply cant comprehend what I am talking about as your veiw on how game worlds can be handled is limited to what you have seen and what already exists and you fail to see what is possible? How can we expect video games to evolve if we dont explore new ideas? Oh whoops I forgot where I was, this is the Elder Scrolls forum and anything new or different is EVIL.

Dudebag just go play fable or 2 worlds and GTFO

I thought 2 Worlds was open world?

Since what we are talking about here is scale. One thing that everyone must keep in mind when it comes to scale is this. As scale increases details lessen. As scale decreases the details increase. A perfect example of this is when you look at google maps. When you zoom out on a city map you can no longer see all the individual street names. The further you zoom out the more street names you lose.

No argument here but if you could do me a small favor go into Skyrim or Oblivion and look at the objects in the distance, in fact go into Oblivion and turn down the tree view distance to the minimum and tell me what you see. Fact is objects in the distance do not need to be at the same visual quality as objects in close proximity to you, if you look over the wall at Whiterun you will see the landscape is not as detailed as it is when actually traveling through it, alternatively look at Whiterun from the outside and you will see that it is not as high quality as when you are actually in Whiterun.

Lets say we were trying to create the battle for Helms Deep and wanted to station 10,000 orcs outside of the walls, you wouldnt need to give amazing detail to the orcs outside of the walls you would just need to give the player the impression that they are there, the only Orcs you would really need to detail are the ones you are actually fighting on the wall or the ones climbing up the ladders to get to you.
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~Sylvia~
 
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Post » Wed Jun 13, 2012 12:50 pm

It seems that several folks here have misinterpreted what the OP is talking about. He isn't saying that TES should not be open world, he's asking if an open-world format is really the best option for depicting a (very) large land area.

From what I've seen in the last two TES games and last two Fallout games, I'd have to say the answer is 'no'. Why? Because everything has to be massively compressed in order to fit the relatively small amount of playable land. For example: if you run the whole way, it takes approximately 25.5 game-hours to go from Markarth to Riften (or vice-versa); a distance which, if done to proper scale, should have taken at least 4-5 times that long, assuming nonstop travel.

There's also the issue of having far too many locations within a given region; you can't go 100 feet without tripping over yet another ruin or cave of some sort, which is a bit ridiculous. It's true that expansion of the map would likely result in having some sizable areas that are effectively 'empty', but that's how forests and tundras are. As for claims that this would result in dullness: there's nothing that says it is mandatory to have an encounter of some sort every fifty feet, and a larger landmass would allow for better dispersal of encounter zones. If anything, that would heighten exploration, since you'd actually have to go looking in order to find a location that's supposed to be hidden.
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[Bounty][Ben]
 
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Post » Wed Jun 13, 2012 12:27 am

The best way? It's the only way.

If you can find me a company that can actually develope a full province with tens of thousands of persistant, unique people, massive cities, and epic expanses of open hand crafted wilderness, I'd very much like to know.
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Tom Flanagan
 
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Post » Wed Jun 13, 2012 2:33 pm

I am really not convinced that an open world is the best way represent what is supposed to be such a large area like an entire province or state in games like Skyrim, it is really better for smaller areas such as a castle and its surrounding areas or at max a city but when you try to represent an entire province in an open world game like Skyrim due to the limited amount of resources and only being able to make a game so big a lot of the locations in the game, whether they be cities, forests, mountains or even major battles need to be scaled down so much that they lack that epic scale that such a game needs to have.

I mean people always tell me how "Epic" Skyrim is however I just dont see it, I cant see it because everything has been scaled down so much that any conflict or location within the game just feels like a joke compared to what it should have been. When Oblivion came out they told me that it was epic too, the told also me all about how epic the battle before closing the great Oblivion gate was as well, but seriously take a look at this and tell me honestly does this really look "epic" to you?

http://www.youtube.com/watch?v=GC4cl1Bvssk

Honestly it is [censored] pathetic, seriously this is supposed to be the major battle of the game yet there is barely enough men for a game of football let alone what is supposed to be a massive army made up of men from all the major holds of Cyrodiil, this battle is supposed to be the turning point in a battle for the fate or Nirn not some schoolyard brawl or small skirmish between a group of forest bandits.

I get the advantages of creating a world that is open but considering how damaging it is to the scale of what is supposed to be a very large area and everything connected to it I just feel that the approach does the series more harm than good. There has to be better way to retain the open ended feel that the games are known for yet preserve the epic scale that the games really need.

TES=Open world.

If you don't want it, there are several other games that is very linear.

The big battles thing can be blamed on consoles. You're just not able to pull it off properly on 7-8 year old hardware.
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Davorah Katz
 
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Post » Wed Jun 13, 2012 11:51 am

I prefer a somewhat "downsized" open world to instanced zones for a game like this. But, having said that, I do think they should make it "as big as possible". I love wandering around :)

Couldn't someone make a mod with added territory, possibly even random generated, so you could explore new lands forever?
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c.o.s.m.o
 
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Post » Wed Jun 13, 2012 7:12 am

Yes it is.
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carly mcdonough
 
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Post » Wed Jun 13, 2012 5:31 am

Couldn't someone make a mod with added territory, possibly even random generated, so you could explore new lands forever?
Folks are working on this even as we speak. One of the largest and most exciting is a massive project to create the entirety of Tamriel as playable landcape that modders can build on. It's called http://www.gamesas.com/topic/1343021-wip-all-tamriel-heightmap/.
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Samantha Mitchell
 
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Post » Wed Jun 13, 2012 2:16 pm

Folks are working on this even as we speak. One of the largest and most exciting is a massive project to create the entirety of Tamriel as playable landcape that modders can build on. It's called http://www.gamesas.com/topic/1343021-wip-all-tamriel-heightmap/.

Awesome! I'll be sure to follow that project :D
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Mylizards Dot com
 
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Post » Wed Jun 13, 2012 11:33 am

how else would they do it? set paths and invisible walls everywhere like fable?

none of that sir, keep the world like it is, nice and open
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Miragel Ginza
 
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Post » Wed Jun 13, 2012 8:22 am

It seems that several folks here have misinterpreted what the OP is talking about. He isn't saying that TES should not be open world, he's asking if an open-world format is really the best option for depicting a (very) large land area.

What other option is there, besides the Bioware model that no one here wants?

From what I've seen in the last two TES games and last two Fallout games, I'd have to say the answer is 'no'. Why? Because everything has to be massively compressed in order to fit the relatively small amount of playable land. For example: if you run the whole way, it takes approximately 25.5 game-hours to go from Markarth to Riften (or vice-versa); a distance which, if done to proper scale, should have taken at least 4-5 times that long, assuming nonstop travel.

There's also the issue of having far too many locations within a given region; you can't go 100 feet without tripping over yet another ruin or cave of some sort, which is a bit ridiculous. It's true that expansion of the map would likely result in having some sizable areas that are effectively 'empty', but that's how forests and tundras are. As for claims that this would result in dullness: there's nothing that says it is mandatory to have an encounter of some sort every fifty feet, and a larger landmass would allow for better dispersal of encounter zones. If anything, that would heighten exploration, since you'd actually have to go looking in order to find a location that's supposed to be hidden.

I'd actually prefer to have a "bigger" world so we had to go farther to get places and places were further apart, with fewer random encounters. I am not much of a computer guy, but it seems like they could do that pretty easily. I had always thought the size of the world and how compressed it was resulted from a design decision that people should have lots of stuff thrown in their face all the time to keep the game interesting to folks who might not have the patience to explore a larger landmass.
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Juan Cerda
 
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Post » Wed Jun 13, 2012 3:22 pm

What other option is there, besides the Bioware model that no one here wants?
They could use the node-based system from the first two Fallout games, wherein each settlement had a node on the world map and the intervening terrain was only generated if an encounter was determined to have occurred. Of course, they had the advantage of mapping a RL area, which meant that most folks who played it knew how big it actually was, so I'm not sure how well it would work in the TES system. Daggerfall actually used a variant of that, albeit you could actually walk there instead of using world-map travel, however it was a bit too big and hasn't been tried since.

I'd actually prefer to have a "bigger" world so we had to go farther to get places and places were further apart, with fewer random encounters. I am not much of a computer guy, but it seems like they could do that pretty easily. I had always thought the size of the world and how compressed it was resulted from a design decision that people should have lots of stuff thrown in their face all the time to keep the game interesting to folks who might not have the patience to explore a larger landmass.
I'd like a bigger world too, but then, like you, I don't need stuff thrown in my face every 100 feet or so to stay interested. I don't expect to see one, though, in no small part due to the fact that you'd need at least 10x the current landmass to do it any justice, which would be a massive endeavor. Which is the main reason I feel the format doesn't suit the purpose; it's being asked to do too much in too little space.
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Siobhan Wallis-McRobert
 
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