Article View: comp.sys.ibm.pc.games.rpg
Article #720115Re: References to space and geography in the language of World of Warcraft players
From: Xocyll
Date: Fri, 02 Aug 2013 20:28
Date: Fri, 02 Aug 2013 20:28
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8368 bytes
Spalls Hurgenson <spallsh...@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >On Thu, 01 Aug 2013 11:03:31 -0400, Xocyll <Xoc...@kingston.net> >wrote: > >>Markus Sch�fer <markus....@rub.de> looked up from reading the >>entrails of the porn spammer to utter "The Augury is good, the signs >>say: >> >>>Am 01/08/2013 02:19, schrieb Xocyll: >>> >>>> I rather like the way they did it in Skyrim - walk there to "discover" >>>> the city, thereafter you can fast travel there if you wish (assuming you >>>> aren't encumbered.) I just wish the actual landscape of Skyrim was at >>>> least a dozen times larger, not the province stuffed in a large backyard >>>> they implemented. >>> >>>My feelings exactly. I think Skyrim got the basics right but the feeling >>>of vast, open landscapes breaks down especially once you have explored a >>>bit and notice that many places are not separated by actual distance but >>>by carefully placed obstacles. >>> >>>It's obvious that it wouldn't be much fun having to walk miles and miles >>>for every quest. But I believe there must be some kind of compromise >>>between an extreme like WoW (and LotR it seems) where you can just >>>choose instances like counterstrike maps, and a realistic landscape that >>>forces you to walk for hours. >>> >>>> Daggerfall I had it down to a science - I'd play the mage guild up until >>>> I had access to the guild teleporter, plant a mark in front of him (that >>>> I could teleport to,) get a mission, recall to him, have him teleport >>>> me to the mission, do mission, recall to him, have him teleport me tot >>>> he city/town/whatever where the mission giver was, hand in mission. >>>> I sometimes cleared out multiple dungeons all over the play area all in >>>> a single day. >>> >>>Ah, I remember Daggerfall and its huge landmass. It's a shame that the >>>wilderness was so monotonous and flat that the only relevant aspect of >>>navigation was choosing a heading and going straight for the dungeon >>>entrance *g* >> >>I did run overland a few times due to being a vampire and unable to use >>any kind of fast travel or wait during daylight. (I had health regen >>items that kept me alive, but the game wouldn't recognize them and let >>me fast travel.) >> >>Technically this is still a problem in Skyrim because the devs were lazy >>shits in how they calculate damage and fast travel. >>[Sunlight does X damage per second, items provide Z health regen per >>second where Z = X.1. Player would take no real damage no matter how >>long the trip. >>Except they implemented it as - trip took Y seconds, player takes (X * >>Y) damage in one lump amount, and dies instantly. Where they should >>have done player takes ((X-Z) * Y) damage, which would have been zero.] >> >> >>I got lost more than once going overland - even the tiniest bit off >>course means you can miss your destination by _miles_. >> >>>What I really liked was the size of the cities, especially compared to >>>Skyrim. Solitude is supposed to be the capital of Skyrim province but it >>>is pitifully small. I remember the cities in Daggerfall being ten times >>>that size in some cases. Granted, there was a lot of repetition in their >>>layout but at least they *felt* like cities. >> >> >>Hell some of the _villages_ in Daggerfall were bigger than Solitude. >> >>That's the other problem with Skyrim, you have these capital cities and >>a few farms here and there, but no real villages, no sense that this >>country could actually grow enough food to feed itself - there just >>don't seem to be enough farms or peasants around to do the job. >>Or pay for those THOUSANDS of tombs scattered around the tiny >>countryside. >> >> >>That's the thing, if you look at the Tamriel world map, the area covered >>by Skyrim is pretty much exactly the same as that covered in Daggerfall. >> >>Only while Daggerfall was something like 700,000 sq km, Skyrim is 20ish. >> >>Even Luxembourg isn't that small. >> >>Skyrim should have been a minimum of 5x larger, preferably 10x. >>That would have made it large enough to actually seem like a country >>(albeit still abnormally small for a country), but still small enough to >>walk places and not be bored silly. >> >>As it is Skyrim feels a whole lot like a 5yr old kid playing Wilderness >>Explorer in his backyard - even when he's on the top of the tallest >>mountain in the remotest wilderness, he's only seconds away from lunch >>when Mummy calls. > >Yeah, but that's a problem almost every CRPG has had. The ones that >don't - "Daggerfall", "Darklands" and "Lords of Midnight" are the only >ones that come to mind - are the exceptions. Its a limitation of >technology and resources. It costs a lot - in memory, CPU, developer >time - to create huge worlds, especially these days when we expect so >much detail applied to every little thing. And while there may be >added realism to gigantic worlds, it rarely adds much to the gameplay. >Even the aforementioned exceptions took shortcuts by using generic >templates to create all the extraneous villages and dungeons, and not >always to the game's benefit. You break the world into parts - Skyrim would be dead easy to have done this with all the mountains - simply make each area that's not visible from the others a separate zone and thus NOT loaded into memory. That or split into cells, much as Morrowind did. >Now, obviously in a perfect world we'd have a game with a landscape >the size of Daggerfall and the overwhelming detail of Skyrim and >hopefully one day we'll achieve that. But given the choice between the >two, I prefer Skyrim's methodology; the world map might be >claustrophobic but at least I am assured of finding something >interesting every five minutes or so. Daggerfall felt far too >mechanical in comparison; it wasn't fun. I'm the opposite; Daggerfall felt like a world, Skyrim feels like a set. It's just too small to be a country, hell it's too small to be a county. The entire map would fit into a corner of Disney World. If it was 5x the size, it would still be easily walkable, and it wouldn't have been that much more work doing the graphics (since a great deal is just snow covered wilderness) but would have been large enough to at least _possibly_ feel country sized. That entire country would fit a couple times over in the distance between my house and the High School I went to - that's not a scale I can take seriously as a _country_. No I don't live out in the boonies either. Xocyll
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X-Received: by 10.180.75.13 with SMTP id y13mr3807550wiv.1.1375721997284; Mon, 05 Aug 2013 09:59:57 -0700 (PDT) Path: mbox-mo1.pugleaf.net!cc8ni13823wib.1!nntp.google.com!feeder1.cambriumusenet.nl!82.197.223.108.MISMATCH!feeder2.cambriumusenet.nl!feed.tweaknews.nl!216.196.110.144.MISMATCH!border3.nntp.ams.giganews.com!border1.nntp.ams.giganews.com!border4.nntp.ams.giganews.com!border2.nntp.ams.giganews.com!nntp.giganews.com!newsfeed.fsmpi.rwth-aachen.de!weretis.net!feeder4.news.weretis.net!newsfeed.datemas.de!eternal-september.org!feeder.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Xocyll <Xoc...@kingston.net> Newsgroups: comp.sys.ibm.pc.games.rpg Subject: Re: References to space and geography in the language of World of Warcraft players Date: Fri, 02 Aug 2013 16:28:50 -0400 Organization: A noiseless patient Spider Lines: 136 Message-ID: <st4ov896od53k39tb5ls51hhep208b7eb1@4ax.com> References: <b5sdvaFj8p5U1@mid.dfncis.de> <ktb5bv$q04$1@dont-email.me> <iqaiv853g22u7vpn6ho4e6lru20nkmr8rv@4ax.com> <de91bc85-179a-45ac-8600-683476a7a1a7@googlegroups.com> <788jv8pi500pv4pffmqa91iti1dsp4bi0i@4ax.com> <b5ujlgF2ugqU1@mid.dfncis.de> <cmskv8du96d8fafiv7lv1qkhb4apj7etp6@4ax.com> <tpenv89bh7lso87gt3lfh10ev4du634kur@4ax.com> Mime-Version: 1.0 Injection-Info: mx05.eternal-september.org; posting-host="49cd84afd05b174c8474e351e1614bc9"; logging-data="17320"; mail-complaints-to="ab...@eternal-september.org"; posting-account="U2FsdGVkX1/4Z/e13St2Hx6BAohnEPH9" X-Newsreader: Forte Agent 2.0/32.640 Cancel-Lock: sha1:X4UXP65ICqJ+cQM16B2+Au2D7uU= Bytes: 8071 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit