here read
Architecture is a regional thing, not a dynastic/political one. The local building materials and craft skills determine how things are built, along with the constraints of the geography and climate.
A regional style naturally gets associated with the dominant House of the area, but the control works the other way round.
Architecture is a regional thing, not a dynastic/political one. The local building materials and craft skills determine how things are built, along with the constraints of the geography and climate.
A regional style naturally gets associated with the dominant House of the area, but the control works the other way round.
As far as the construction of the towns of Suran and Balmora, aside from the garish use of Hlaalu architecture when the contract clearly called for the utilization of a more dignified Redoran design
There are the Redoran, Telvanni, Dres, Hlaalu, Indoril architectural styles, the Vivec City style and Velothi style buildings.
PrinceShroob wrote: »So, a couple things with regard to Gorne. Firstly, you have to recognize that there's inevitably going to be asset reuse. Even the much-lauded Morrowind was not immune to this--for example, the Skaal on Solstheim used "Dunmer-style" furniture in their homes. Secondly, typically, the designers prefer to use the more recent models when they can, since they're higher quality.
Gorne uses the "Vvardenfell town" tileset used in Balmora, Suran, and Gnisis. Technically, in Morrowind, Balmora and Suran did use a "Hlaalu" tileset, but Balmora is Redoran territory in Online, so I think "Vvardenfell town" is a fairly accurate description. In the shape and color of the stonework, this tileset matches Velothi ancestral tombs, and is, lore-wise, probably an extension of that style (game design-wise, since city Temples in Morrowind used the Velothi tower/ancestral tomb tileset, the Hlaalu, Redoran, and Vivec tilesets all had to match aesthetically).
Indoril is heavily associated with the Temple; Vvardenfell provides the House's motto, which tellingly says "Indoril shall order, the Temple shall judge." We also have a book about the House that tells us "House Indoril believes that Dunmer culture must be preserved at all costs. Change is the enemy of tradition, and it will weaken our strong foundation if we allow it to take root. House Indoril doesn't see outsiders and non-Dunmer as inherently evil and dangerous, and no outsider is forbidden from visiting Indoril territory. But housekin must always remain vigilant and observant."
Indoril cannot be meaningfully extracted from the Temple; the House's success is tied to the Temple, and Online gives us a valuable insight into how the Temple exerts control over the Dunmer people to stay in power.
We know from Morrowind that paupers "are all educated in the Temple, free of charge..", but Online shows us that these lessons take the form of lectures (this is consistent with Ilmeni Dren's concern in Morrowind that people cannot read)--that is, the Temple does not teach its laypeople to read, since they might get funny new ideas.
We know from Morrowind that the Temple preaches that Argonians are animals ("Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. They are fit only for service, and only when guided by a stern hand can they avoid abomination." -- topic Argonians with Temple Priests, Priest Service, and Healers), but in Murkmire, Nisswo Uaxal says "The Saxhleel do not require ease in our beliefs. We do not write words upon a page and request our followers to speak its unmoving words. Belief should be questioned. Doubted. Judged and finally accepted. Only then is it truth." This strongly implies that the Temple deliberately presents Argonians as savages so that its laypeople don't go listening to their backwards religion and thinking it's peachy to question Temple doctrine.
We know from Morrowind that Saint Olms "conceived and articulated the Inquisitorial principles of testing, ordeal, and forced repentance," but we have several notes added by Online detailing the brutality of the Ordinators and their hostility to foreign cultures and ideas.
Morrowind gave us Almalexia's fables, with the telling aphorism that "we must be alert not only to the obvious danger, but also to the subtle degrees by which change may result in danger...", but Online gave us a bit more insight into the lessons Lady Almalexia wants the good children of Morrowind to learn: "there is no mortal strength without limits..." and "forsaking one's nature brings nothing but ruin...".
We were told by Mehra Helas in Tribunal that "We have gods who were once mortals. They understand what it is like to live, eat, sleep, suffer, worry... and to fear death."; Online neatly furthers that last point by showing that the Temple--and by extension, House Indoril--fears death and change.
Supreme_Atromancer wrote: »I never considered Velothi tomb/tower architecture an extension of "Hlaalu" architecture (or v/v). You've demonstrated an excellent explanation of how it might all make sense. Do you think that this is the working model that ZOS uses? Do you think that will inform and guide how they make the world tell a coherent story in the future?
Supreme_Atromancer wrote: »I've also heard that its a mistake to conflate Indoril with the Temple, even if they are heavily associated. The nature of that distinction still remains unclear, as does an absolute geography for them.
Supreme_Atromancer wrote: »Ok, so this is an aside to the questions I posed but just for the sake of reflection, I think that "fear of change" might be mischaracterising a degree of conservatism necessary to Dunmer self-actualisation (if that's the right term?). I think one of the threads in TES3 is the horribly exploitative nature of colonialism. While House Hlaalu might represent the equally necessary faculty to adapt, it needs to be balanced with conservation. The point, to me, was that either, in excess could destroy Morrowind. There's echoes of that in Skyrim's story, too. Anyway, that's the sense that I'm left with from playing Morrowind.
Supreme_Atromancer wrote: »ESO has taken a strongly sympathetic view of the Argonians, painting them as spacy noble primitives; while Morrowind and Skyim's exposure to their peoples stories amounts to "well, its complicated", the dynamic with the Argonains remains black-and-white. I think it would fit into Elder Scrolls storytelling style to be exposed to the sorts of behaviours that could be described as "unspeakable foulness". I think that the Argonian Account gave the suggestion of this sort of sinister edge to the Argonians that I'd love to see leveraged in the future. Slavery would never be justified, but the attitude towards the Argonians just presents a very intriguing story-telling hook.
PrinceShroob wrote: »I don't think that the developers are necessarily always thinking about fitting design decisions into the lore.
The probable answer is that for the base game, the devs decided to crib Mournhold's architecture because it was both justifiably a "mainland" style and because it was less familiar. After all, you spend the vast majority of your time in Morrowind on Vvardenfell looking at the pale stone of Velothi architecture, so the gray-green of Mournhold is a breath of fresh air (almost literally, considering Vvardenfell’s frequent ash storms).
And insofar as racial styles and architecture, for the base game the devs were more concerned with making them distinct from each other rather than creating distinctions within those distinctions (for example, Crown vs. Forebear styles, or Daggerfall vs. Wayrest), which is perfectly understandable given limited development time and the large scope of Online—
after all, why would you belabor distinctions that were covered well enough in Morrowind when you could let people explore places in Tamriel that haven’t been seen since Arena?
Supreme_Atromancer wrote: »PrinceShroob wrote: »I don't think that the developers are necessarily always thinking about fitting design decisions into the lore.
I wonder to what degree that's true. If so, why would they not? Is it an absurd expectation? Is it a direction in which they could improve?
Cohesion with the older games, with older ESO, interesting locations and other concerns are all very important, and I think they do an excellent job with these. Gorne is an excellent location. Fun to explore, very evocative. Similar could be said for probably all the locations in this chapter.
But its interesting to me because the game's detractors are arguing using those same points you've used as evidence for it being "theme-parky". A recipe for a good veneer that's divorced from the innate meaning.The probable answer is that for the base game, the devs decided to crib Mournhold's architecture because it was both justifiably a "mainland" style and because it was less familiar. After all, you spend the vast majority of your time in Morrowind on Vvardenfell looking at the pale stone of Velothi architecture, so the gray-green of Mournhold is a breath of fresh air (almost literally, considering Vvardenfell’s frequent ash storms).
Btw, that's a very sound decision!And insofar as racial styles and architecture, for the base game the devs were more concerned with making them distinct from each other rather than creating distinctions within those distinctions (for example, Crown vs. Forebear styles, or Daggerfall vs. Wayrest), which is perfectly understandable given limited development time and the large scope of Online—
This part makes sense.after all, why would you belabor distinctions that were covered well enough in Morrowind when you could let people explore places in Tamriel that haven’t been seen since Arena?
I think the main thrust of your argument is that "there are more important things", and the older games already did nuance, so there's no point. You've written a lot of very thoughtful (and thought-provoking) stuff, so if I have that wrong, forgive me!
My stance is that the older games are the point. The nuance is the point. I think there's an impulse to reduce the demand for "nuance" into this nebulous whatever demand, without seeing the value behind what is looked for. Being able to read the world, to viscerally feel and experience the differences, to learn about them is a core experience. If there is an aspect of those games that people are explicitly saying are key, they bare consideration. I understand there are probably other production forces competing with what gets done, but if a sense that its "belabouring" is the reason, there might be a big disjunct in expectations. People clearly think that those things matter.
From my limited perspective from my gaming chair, I also wonder why fitting design decisions into the lore can't be a major priority, given the nature of the game's appeal and the expectations that the franchise has.
To be clear, I love ESO. I think the world builders do a fantastic job. For the sake of the discussion, I've argued as if what you're saying reflects what the developers are thinking, and I guess its not necessarily completely accurate. Maybe it is? I can't know. FTR, I think there's evidence that they *do* care about fitting the lore- there are lots of situations where there's obvious care and grasp of the nuance.
The details and deep (to me) world-building of the series is what hooked me, and so its a priority to me. I also spend time in communities that are critical of ESO and often try to evaluate where they are coming from, too. I think feedback is important to put out there, but its in no way intended to just crap on what's been done.
Supreme_Atromancer wrote: »PrinceShroob wrote: »I don't think that the developers are necessarily always thinking about fitting design decisions into the lore.
I wonder to what degree that's true. If so, why would they not? Is it an absurd expectation? Is it a direction in which they could improve?
Cohesion with the older games, with older ESO, interesting locations and other concerns are all very important, and I think they do an excellent job with these. Gorne is an excellent location. Fun to explore, very evocative. Similar could be said for probably all the locations in this chapter.
But its interesting to me because the game's detractors are arguing using those same points you've used as evidence for it being "theme-parky". A recipe for a good veneer that's divorced from the innate meaning.The probable answer is that for the base game, the devs decided to crib Mournhold's architecture because it was both justifiably a "mainland" style and because it was less familiar. After all, you spend the vast majority of your time in Morrowind on Vvardenfell looking at the pale stone of Velothi architecture, so the gray-green of Mournhold is a breath of fresh air (almost literally, considering Vvardenfell’s frequent ash storms).
Btw, that's a very sound decision!And insofar as racial styles and architecture, for the base game the devs were more concerned with making them distinct from each other rather than creating distinctions within those distinctions (for example, Crown vs. Forebear styles, or Daggerfall vs. Wayrest), which is perfectly understandable given limited development time and the large scope of Online—
This part makes sense.after all, why would you belabor distinctions that were covered well enough in Morrowind when you could let people explore places in Tamriel that haven’t been seen since Arena?
I think the main thrust of your argument is that "there are more important things", and the older games already did nuance, so there's no point. You've written a lot of very thoughtful (and thought-provoking) stuff, so if I have that wrong, forgive me!
My stance is that the older games are the point. The nuance is the point. I think there's an impulse to reduce the demand for "nuance" into this nebulous whatever demand, without seeing the value behind what is looked for. Being able to read the world, to viscerally feel and experience the differences, to learn about them is a core experience. If there is an aspect of those games that people are explicitly saying are key, they bare consideration. I understand there are probably other production forces competing with what gets done, but if a sense that its "belabouring" is the reason, there might be a big disjunct in expectations. People clearly think that those things matter.
From my limited perspective from my gaming chair, I also wonder why fitting design decisions into the lore can't be a major priority, given the nature of the game's appeal and the expectations that the franchise has.
To be clear, I love ESO. I think the world builders do a fantastic job. For the sake of the discussion, I've argued as if what you're saying reflects what the developers are thinking, and I guess its not necessarily completely accurate. Maybe it is? I can't know. FTR, I think there's evidence that they *do* care about fitting the lore- there are lots of situations where there's obvious care and grasp of the nuance.
The details and deep (to me) world-building of the series is what hooked me, and so its a priority to me. I also spend time in communities that are critical of ESO and often try to evaluate where they are coming from, too. I think feedback is important to put out there, but its in no way intended to just crap on what's been done.
Take a look at the image and tell me what you think about how Tamriel's maps are set up.
Supreme_Atromancer wrote: »Supreme_Atromancer wrote: »PrinceShroob wrote: »I don't think that the developers are necessarily always thinking about fitting design decisions into the lore.
I wonder to what degree that's true. If so, why would they not? Is it an absurd expectation? Is it a direction in which they could improve?
Cohesion with the older games, with older ESO, interesting locations and other concerns are all very important, and I think they do an excellent job with these. Gorne is an excellent location. Fun to explore, very evocative. Similar could be said for probably all the locations in this chapter.
But its interesting to me because the game's detractors are arguing using those same points you've used as evidence for it being "theme-parky". A recipe for a good veneer that's divorced from the innate meaning.The probable answer is that for the base game, the devs decided to crib Mournhold's architecture because it was both justifiably a "mainland" style and because it was less familiar. After all, you spend the vast majority of your time in Morrowind on Vvardenfell looking at the pale stone of Velothi architecture, so the gray-green of Mournhold is a breath of fresh air (almost literally, considering Vvardenfell’s frequent ash storms).
Btw, that's a very sound decision!And insofar as racial styles and architecture, for the base game the devs were more concerned with making them distinct from each other rather than creating distinctions within those distinctions (for example, Crown vs. Forebear styles, or Daggerfall vs. Wayrest), which is perfectly understandable given limited development time and the large scope of Online—
This part makes sense.after all, why would you belabor distinctions that were covered well enough in Morrowind when you could let people explore places in Tamriel that haven’t been seen since Arena?
I think the main thrust of your argument is that "there are more important things", and the older games already did nuance, so there's no point. You've written a lot of very thoughtful (and thought-provoking) stuff, so if I have that wrong, forgive me!
My stance is that the older games are the point. The nuance is the point. I think there's an impulse to reduce the demand for "nuance" into this nebulous whatever demand, without seeing the value behind what is looked for. Being able to read the world, to viscerally feel and experience the differences, to learn about them is a core experience. If there is an aspect of those games that people are explicitly saying are key, they bare consideration. I understand there are probably other production forces competing with what gets done, but if a sense that its "belabouring" is the reason, there might be a big disjunct in expectations. People clearly think that those things matter.
From my limited perspective from my gaming chair, I also wonder why fitting design decisions into the lore can't be a major priority, given the nature of the game's appeal and the expectations that the franchise has.
To be clear, I love ESO. I think the world builders do a fantastic job. For the sake of the discussion, I've argued as if what you're saying reflects what the developers are thinking, and I guess its not necessarily completely accurate. Maybe it is? I can't know. FTR, I think there's evidence that they *do* care about fitting the lore- there are lots of situations where there's obvious care and grasp of the nuance.
The details and deep (to me) world-building of the series is what hooked me, and so its a priority to me. I also spend time in communities that are critical of ESO and often try to evaluate where they are coming from, too. I think feedback is important to put out there, but its in no way intended to just crap on what's been done.
Take a look at the image and tell me what you think about how Tamriel's maps are set up.
haha not sure what you want me to see about this.
Oh, yeah. Anything to make the world more immersive would be great. Coordinated seasons and mountain passes would be awesome. I've argued the same sort of things in the past, too!Supreme_Atromancer wrote: »Supreme_Atromancer wrote: »PrinceShroob wrote: »I don't think that the developers are necessarily always thinking about fitting design decisions into the lore.
I wonder to what degree that's true. If so, why would they not? Is it an absurd expectation? Is it a direction in which they could improve?
Cohesion with the older games, with older ESO, interesting locations and other concerns are all very important, and I think they do an excellent job with these. Gorne is an excellent location. Fun to explore, very evocative. Similar could be said for probably all the locations in this chapter.
But its interesting to me because the game's detractors are arguing using those same points you've used as evidence for it being "theme-parky". A recipe for a good veneer that's divorced from the innate meaning.The probable answer is that for the base game, the devs decided to crib Mournhold's architecture because it was both justifiably a "mainland" style and because it was less familiar. After all, you spend the vast majority of your time in Morrowind on Vvardenfell looking at the pale stone of Velothi architecture, so the gray-green of Mournhold is a breath of fresh air (almost literally, considering Vvardenfell’s frequent ash storms).
Btw, that's a very sound decision!And insofar as racial styles and architecture, for the base game the devs were more concerned with making them distinct from each other rather than creating distinctions within those distinctions (for example, Crown vs. Forebear styles, or Daggerfall vs. Wayrest), which is perfectly understandable given limited development time and the large scope of Online—
This part makes sense.after all, why would you belabor distinctions that were covered well enough in Morrowind when you could let people explore places in Tamriel that haven’t been seen since Arena?
I think the main thrust of your argument is that "there are more important things", and the older games already did nuance, so there's no point. You've written a lot of very thoughtful (and thought-provoking) stuff, so if I have that wrong, forgive me!
My stance is that the older games are the point. The nuance is the point. I think there's an impulse to reduce the demand for "nuance" into this nebulous whatever demand, without seeing the value behind what is looked for. Being able to read the world, to viscerally feel and experience the differences, to learn about them is a core experience. If there is an aspect of those games that people are explicitly saying are key, they bare consideration. I understand there are probably other production forces competing with what gets done, but if a sense that its "belabouring" is the reason, there might be a big disjunct in expectations. People clearly think that those things matter.
From my limited perspective from my gaming chair, I also wonder why fitting design decisions into the lore can't be a major priority, given the nature of the game's appeal and the expectations that the franchise has.
To be clear, I love ESO. I think the world builders do a fantastic job. For the sake of the discussion, I've argued as if what you're saying reflects what the developers are thinking, and I guess its not necessarily completely accurate. Maybe it is? I can't know. FTR, I think there's evidence that they *do* care about fitting the lore- there are lots of situations where there's obvious care and grasp of the nuance.
The details and deep (to me) world-building of the series is what hooked me, and so its a priority to me. I also spend time in communities that are critical of ESO and often try to evaluate where they are coming from, too. I think feedback is important to put out there, but its in no way intended to just crap on what's been done.
Take a look at the image and tell me what you think about how Tamriel's maps are set up.
haha not sure what you want me to see about this.
One of the most important things for a game is its map.
In The Elder Scrolls Online the map is in chaos.
If you look at the map of the continent of Tamriel, you will see that many of its maps are not interconnected.
An example:
The Reach map with the Bangkorai map is not connected by any road.
Tamriel map has geographic faults
For example:
Northern Cyrodiil is snowy, The Rift map has no snow and no snowy mountains on the southern part of the map.
There should be a pass between the mountains to the Cyrodiil map connecting the two maps.
Many of the maps do not have a logical continuity between zones.
An example of this is the Claglorn map.
Claglorn is attached to the Cyrodiil map to the north.
Claglorn's map has no snowy mountains, northern Cyrodiil is snowy mountains.
Another flaw in the Tamriel map is the excessive size of the maps on the continent.
With each chapter they cut a large area for the continent of Tamriel.
The great house Indoril has been erased in this last chapter.
There is less and less Morrowind territory left to "explore".
The stories are built on the maps, the maps are not built for the purpose of creating stories.