nerevarine1138 wrote: »The Skyrim topography is actually fairly consistent with that game, but both Skyrim and Cyrodiil need to be flattened out a little because this is an MMO. Zone layout is an entirely different art form.
As for the trees: more trees means more lag. That's why you won't see as much foliage in ESO's Cyrodiil as in Oblivion.
nerevarine1138 wrote: »The Skyrim topography is actually fairly consistent with that game, but both Skyrim and Cyrodiil need to be flattened out a little because this is an MMO. Zone layout is an entirely different art form.
As for the trees: more trees means more lag. That's why you won't see as much foliage in ESO's Cyrodiil as in Oblivion.
I appreciate the time you took to respond. Now another question, obviously Zenimax took on a very large order making an ES mmo with soo many fans of the previous games. Was it a wise decision to cut back on certain aspects of the landscape (Zones, and Topography ^) to "make it work"? The exploration from the past ES games was mind bending. ESO exploration is very much comprehend-able.
nerevarine1138 wrote: »nerevarine1138 wrote: »The Skyrim topography is actually fairly consistent with that game, but both Skyrim and Cyrodiil need to be flattened out a little because this is an MMO. Zone layout is an entirely different art form.
As for the trees: more trees means more lag. That's why you won't see as much foliage in ESO's Cyrodiil as in Oblivion.
I appreciate the time you took to respond. Now another question, obviously Zenimax took on a very large order making an ES mmo with soo many fans of the previous games. Was it a wise decision to cut back on certain aspects of the landscape (Zones, and Topography ^) to "make it work"? The exploration from the past ES games was mind bending. ESO exploration is very much comprehend-able.
Well, yes and no on the "wise decision" question. It depends on how you're considering it.
Was it a wise decision from the perspective of creating maps that were easy to navigate and traverse in a relatively small time? Absolutely. And since this has to be the primary concern of anyone designing maps for an MMO, then this was a wise decision.
Was it a wise decision to make exploration a little less taxing than games in the single-player series? Meh. There's still plenty of fun stuff to discover if you go off the beaten path. There's just less incentive for the average player to leave the beaten path, because it's hard to design an MMO that does that and doesn't leave people frustrated when they spend hours searching for one particularly hard-to-find spot.
nerevarine1138 wrote: »nerevarine1138 wrote: »The Skyrim topography is actually fairly consistent with that game, but both Skyrim and Cyrodiil need to be flattened out a little because this is an MMO. Zone layout is an entirely different art form.
As for the trees: more trees means more lag. That's why you won't see as much foliage in ESO's Cyrodiil as in Oblivion.
I appreciate the time you took to respond. Now another question, obviously Zenimax took on a very large order making an ES mmo with soo many fans of the previous games. Was it a wise decision to cut back on certain aspects of the landscape (Zones, and Topography ^) to "make it work"? The exploration from the past ES games was mind bending. ESO exploration is very much comprehend-able.
Well, yes and no on the "wise decision" question. It depends on how you're considering it.
Was it a wise decision from the perspective of creating maps that were easy to navigate and traverse in a relatively small time? Absolutely. And since this has to be the primary concern of anyone designing maps for an MMO, then this was a wise decision.
Was it a wise decision to make exploration a little less taxing than games in the single-player series? Meh. There's still plenty of fun stuff to discover if you go off the beaten path. There's just less incentive for the average player to leave the beaten path, because it's hard to design an MMO that does that and doesn't leave people frustrated when they spend hours searching for one particularly hard-to-find spot.
So in the long run, and your personal opinion, do you think that the way the landscape currently is will stay the same or do you think they'll eventually make adjustments? Do you think they'll break down the barriers of each zone and make the world more persistent or decide to stick with what they started with?
My initial thoughts when i heard about ESO and players lashing out, had to do with the landscape changes from the originals and the zone setup.
You may want to watch this:
https://www.youtube.com/watch?v=nvXS91_s1D4&feature=c4-overview&list=UUQb-Zp6GQPCnH6W3Emp00vQ
I personally think the differences in the land is a bit less important than things like not being able to swim underwater or chairs you can't sit in.
nerevarine1138 wrote: »The Skyrim topography is actually fairly consistent with that game, but both Skyrim and Cyrodiil need to be flattened out a little because this is an MMO. Zone layout is an entirely different art form.
As for the trees: more trees means more lag. That's why you won't see as much foliage in ESO's Cyrodiil as in Oblivion.
I appreciate the time you took to respond. Now another question, obviously Zenimax took on a very large order making an ES mmo with soo many fans of the previous games. Was it a wise decision to cut back on certain aspects of the landscape (Zones, and Topography ^) to "make it work"? The exploration from the past ES games was mind bending. ESO exploration is very much comprehend-able.
edit: On a side note, and please dont gut me for mentioning this but WoW had some extremely LARGE mountains from what i remember. It can be done
Was it a wise decision to cut back on certain aspects of the landscape (Zones, and Topography ^) to "make it work"? The exploration from the past ES games was mind bending. ESO exploration is very much comprehend-able.
nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »The Skyrim topography is actually fairly consistent with that game, but both Skyrim and Cyrodiil need to be flattened out a little because this is an MMO. Zone layout is an entirely different art form.
As for the trees: more trees means more lag. That's why you won't see as much foliage in ESO's Cyrodiil as in Oblivion.
I appreciate the time you took to respond. Now another question, obviously Zenimax took on a very large order making an ES mmo with soo many fans of the previous games. Was it a wise decision to cut back on certain aspects of the landscape (Zones, and Topography ^) to "make it work"? The exploration from the past ES games was mind bending. ESO exploration is very much comprehend-able.
Well, yes and no on the "wise decision" question. It depends on how you're considering it.
Was it a wise decision from the perspective of creating maps that were easy to navigate and traverse in a relatively small time? Absolutely. And since this has to be the primary concern of anyone designing maps for an MMO, then this was a wise decision.
Was it a wise decision to make exploration a little less taxing than games in the single-player series? Meh. There's still plenty of fun stuff to discover if you go off the beaten path. There's just less incentive for the average player to leave the beaten path, because it's hard to design an MMO that does that and doesn't leave people frustrated when they spend hours searching for one particularly hard-to-find spot.
So in the long run, and your personal opinion, do you think that the way the landscape currently is will stay the same or do you think they'll eventually make adjustments? Do you think they'll break down the barriers of each zone and make the world more persistent or decide to stick with what they started with?
My initial thoughts when i heard about ESO and players lashing out, had to do with the landscape changes from the originals and the zone setup.
They aren't going to be merging zones. Zone instancing is extremely important if we don't want players to be lagging out all the time (well, more than they already do).
Remember, this is an Elder Scrolls game, but it's also an MMO. They can't possibly duplicate the single-player experience.