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/tes/ - The Elder Scrolls Discussion

Lengthy, in depth discussions and arguments on The Elder Scrolls video games, texts and lore. Related art, character and tabletop threads are also encouraged.

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Seen any elves? HAHAHAHAHAHAHAHAHA

 No.3225

>Daggerfall: Over 750.000 NPCs with first and last names, also applying to the guards
>Skyrim: Like 2.500 NPCs, names often reused.
>Daggerfall: 161,600 square kilometers, Hammerfell and High rock, Released only 2 years after arena.
>Arena: All of tamriel, surpassing daggerfall.
>Skyrim: only 38,33 square kilometers.
>Oblivion: Cyrodiil has the biggest land in all of tamriel, but yet the game is only 41,44 square kilometers.

Jimmie status:
[ ]Unrustled
[X]Rustled

Seriously bethesda, why your TES games can't be as big than before? If you made ginormous TES games in D.O.S during the 90's you should be able to make them as bigger than before.

 No.3226

>>3225
As asset quality improves, the time required to make them increases.

Basic maths m8, it's easy to make a massive game when everything looks like shit and is just endlessly repeated assets.

Also, bigger doesn't mean better. I'll take a solid game in a smaller setting over a massive game with the same amount of content. Smaller sizes cuts the bullshit, don't want 10 hours of walking around between places because muh immersion.

 No.3233

>>3226

Skyrim was rushed though.

Imagine if they waited another year and released it 12/12/12 or something like that. They would have been able to make a map double the area, huge amount of detail, far more open wilderness like the Forgotten Vale, maybe even an actually good random tree generator to create realistic forests for the designers to go back over and add details too afterwards.

That's the sort of mod that would be great, a mod that finds a way of doubling Skyrim's size. I know there's Falkreath Creek, I just wish there was more like it.

 No.3235

>>3233
Don't live in a perfect world, sadly. Beth gotta make money somehow. Consider how much money they pour into the game on a per month basis through salaries alone. Shit'd get out of hand extremely quickly.

I do agree that the industry as a whole (and Beth in particular) needs to get its shit together and take a little more time with their products, but massive projects like that are just too costly unless you're making a product with huge potential returns (MMOs, and we all know how that turned out).

Best you can hope for is a really dedicated mod team coming up in the age of crowdsourcing. I'm actually intrigued by SkyWind, although I'm not sure if they've managed to implement quests properly yet. Also they need to add a shit-tonne of props to break up the scenery. Repeated textures all over the place, they need to throw down dead grass, rubble and ash to really make it look like it's a wasteland and not just an empty environment.

Also still have the problem that size isn't necessarily good or bad. If the option was a game as big as Skyrim with twice the content or a game twice the size of Skyrim with the same amount, I'd take the first option without question.

 No.3247

>>3235

From what I've seen, Skywind is coming along nicely. Unfortunately, building Morrowind using Skyrim's editor means a lot of stuff they'll have to come up with tricks to implement: Skyrim, as it is out of the box, doesn't have chance to hit, chance to cast, low stamina = reduced skills, levitation effects or spellmaking coded into the game.

 No.3251

>>3247
Skywind will be quite bad because of these exact reasons.

 No.3267

>>3247
There's at least two good levitation mods (one of which even manages to have clipping) and one decent spell making mod that gets as close to oblivion's system as one could possible manage in skyrim. Sadly, there's no indication they're actually using stuff from those mods. So yeah, they'll use some half ass shit they made themselves.

 No.3271

>>3267
You could always add said mods and add the spells in via console, though I don't know about spell crafing

 No.3294

File: 1416795706958.jpg (324.56 KB, 1131x707, 1131:707, high_resolution_tamriel_ma….jpg)

>>3225

Either way, this guy has it right. I want to explore Tamriel in its fullest, and I want an abundance of things to do and stuff to loot. I want active events across the land and I want an epic quest that utilizes the worldspace much like Arena did, finding the pieces of a staff hidden in dungeons across the world. I need good voice acting damnit and interesting conversations and memorable NPC's. I need my Abilities Back, imagine being able to Levitate or Acrobat from Red Mountain and Land in the Alkir Desert? Cool endgame stuff like Being the head of a guild or maybe even High King of a region,(mods can make this happen, so why not have it in by default?) assigning orders to lower rank members and, as Arch-Mage, Spellcraft your own teachable spells to have apprentices learn, imagine the possiblity of intra faction battles across borders, the multitude of political situations you could possibly be apart of if they were smart and made this a mature game, take a page from a 4X space game like GalCiv, Imperium Galactica, or Masters Of Orion and make a political menu. And make a they implemented a system much like morrowind's with the admire/intimidate/taunt/ speechcraft(not saying it was perfect at all mind you) you could be loved across REGIONS while being hated in others, maybe implement their own nemesis system similar to shadow of mordor?? the possible processes you could take with the game could be endless, there would be no need for mods. and yet, there will be TONS of mods. it could be the game to end all games. After TES: Tamriel gets made, they never have make another game again, they'll all be filthy rich.


I could also understand why this idea would only be able to happen on the PC and would take 20-30 years to develop, tons of creativity and ingenuity and alot of willingness, money and manpower. but especially money. so for those reasons, I see why this is very unfeasible and will likely never happen.

but damnit I play Daggerfall & Morrowind and then I play skyrim and I cry a little inside.

 No.3306


>>3294

nice post.

jusr imagine fellas, just imagine if they spent a wee less time and much less resource on graphics, and put more effort into story, characters, and world-building. political intricacies especially would add so much value, as anon above noted – game of thrones situations, real intrigue and complexity of characters.

that will never happen though; they're making far too much gold catering to the plebeians.

 No.3331

>>3247
Requiem mod makes Skyrim play a lot like Morrowind too

 No.3391

>>3225

Because Dagerfall and Arena were all completely procedural outside of the towns.

 No.7696

>>3226

>don't want 10 hours of walking around between places because muh immersion.

nobody concerned with "immersion" would bother walking across a realistic sized country. that's why you have horses/dragons/magic. if the scale of the environment forced you to use advanced modes of transportation, that would add another dimension to the feel of the game world. skyrim doesn't feel like an actual province, and its "cities" certainly don't feel like cities.




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