Well, TES3 does take place nearly 1,000 years after ESO...
Everything is definitely smaller.
Slow travel?
Boots of Blinding Speed + Cuirass of Saviors Hide + Levitate.
GLP323b14_ESO wrote: »e.g Seeing Vivec City from Seyda Neen. What!
Smaller cantons, and fewer. Especially the plateaus the cantons sit on seem to have a smaller surface area -- looks like renovation and growth over the course of 700-800 years. Alternatively, larger polygons and meshes in older games would also require more space for collision detection than current tech...
Found this.
So it seems there's only a difference of three more structures. And actually the far left and far right ones are already under construction in the ESO version of the city, which just leaves the far north one left to be planned.
Here's the TESO version
The cantons themselves are obviously supposed to be the same, just that not all of them have been built in ESO. They add a few cantons but they don't magically enlarge them.
In Daggerfall, as in all The Elder Scrolls games, players are not required to follow questlines or fill specific character types. Bethesda Softworks claims that the scale of the game is the size of Great Britain:[2] around 229,848 square kilometers (88,745 square miles), though the actual size of the map is 161,600 km² (62,394 mi²). The game world features over 15,000 towns, cities, villages, and dungeons for the player's character to explore. According to Todd Howard, game director and executive producer for Bethesda, the game's sequel, The Elder Scrolls III: Morrowind, is 0.01% the size of Daggerfall, but some aspects of Daggerfall's terrain were randomly generated, like the wilderness and some building interiors. The explorable part of Morrowind, Vvardenfell, is 24 km² (9.3 mi²).[3][4] There are 750,000+ non-player characters (NPCs) for the player to interact with.
ESO: 2E 582 (Vivec in ESO is still under construction -- see in game conversations and visual aspects like scaffolding and construction site)
TES3: 3E 427
Many years between.
Civilisations expand, existing structures are rebuilt, renovated, extended.Rome wasn't built in a day
Well, neither was Vivec.
All provinces that have their counterparts in singleplayer games (Morrowind, Skyrim) are of course much smaller, so are the towns in the provinces.
All towns and villages which are there in the future wouldn't have room to exist on the maps in ESO, but as they don't have to, who cares?
[Edited to remove baiting]
asuitandtyb14_ESO wrote: »The cantons themselves are obviously supposed to be the same, just that not all of them have been built in ESO. They add a few cantons but they don't magically enlarge them.
>>>They aren't the same, they are structurally, and ornately slightly different.
That's true, but you need to remember that whenever someone points out an obvious discrepancy from the previous games, and/or lore, they will also parrot back the same excuse "but it's X years before X game, and therefore reason".
but it's X years before X game, and therefore reason
The cantons themselves are obviously supposed to be the same, just that not all of them have been built in ESO. They add a few cantons but they don't magically enlarge them.
One is also an expansion for an MMO and the other is a stand alone game. There were very different design goals and development times.asuitandtyb14_ESO wrote: »ESO Vvardenfell fails to meet the standard of Morrowind by a fair margin, and in nearly every category, with the exception of graphics.
My recollection of Morrowind as TES III was that I spent all my game time walking to the next place. You couldn't run, because that cost stamina, and you couldn't ride anything but a silt strider. Scaling things down for ESO corrects that mistake.
FrancisCrawford wrote: »My recollection of Morrowind as TES III was that I spent all my game time walking to the next place. You couldn't run, because that cost stamina, and you couldn't ride anything but a silt strider. Scaling things down for ESO corrects that mistake.
Boots of Blinding Speed, plus a workaround for the "Blinding" part.
Also, I eventually made super potions that allowed me to fly over the landscape at high speed. Unfortunately, this crashed my Xbox fairly often.
I used an balistic ring, 6x increase jump 100 for 3 seconds + slowfall 1 for a minute. I once overshot VivecFrancisCrawford wrote: »My recollection of Morrowind as TES III was that I spent all my game time walking to the next place. You couldn't run, because that cost stamina, and you couldn't ride anything but a silt strider. Scaling things down for ESO corrects that mistake.
Boots of Blinding Speed, plus a workaround for the "Blinding" part.
Also, I eventually made super potions that allowed me to fly over the landscape at high speed. Unfortunately, this crashed my Xbox fairly often.
... the perception of scale difference is likely due to hardware and software limitations of early millennium vs now, or just that they learnt their lesson about having too much emptiness for the sake of illusory grandeur, and realised that density provides a better psychological illusion of scope.
Who knows...
... the perception of scale difference is likely due to hardware and software limitations of early millennium vs now, or just that they learnt their lesson about having too much emptiness for the sake of illusory grandeur, and realised that density provides a better psychological illusion of scope.
Who knows...
I may not know, as in have it confirmed by word of God, but I'd bet you a crate of beer that it's one of those real-world technical or design reasons, and not supposed to represent an in-game enlargement (by whatever means).
Trying to come up with in-game explanations for clearly out-game decisions and changes does usually do more harm than good. The extreme is that ludicrous idea of Tiber Septim changing Cyrodiil from jungles to temperate forest - no one should actually take that seriously. They changed how Cyrodiil looks like between games, and that's it.
But also other stuff - sure, it could be that the Dunmer 800 years later would find decorated walls excessively lively, and decided to paint them over with a uniform drab brown-ish paste. Or you could chalk that up to Morrowind being a 15-year old game that had issues with texture size and some weird design decisions. In this case, coming up with an in-game explanation might kind of work - but then, you don't have to, and install a texture mod (like you should, with Morrowind).
Trying to come up with in-game explanations for clearly out-game decisions and changes does usually do more harm than good. The extreme is that ludicrous idea of Tiber Septim changing Cyrodiil from jungles to temperate forest - no one should actually take that seriously. They changed how Cyrodiil looks like between games, and that's it.
Well, TES3 does take place nearly 1,000 years after ESO...[/quote
What does this mean? The scale is still off and wrong. After all buildings don't move. As the original poster said, you can see Vivec from Sedna Neya. I guess you are saying tectonic shifts made the cities grow further apart?
Chilly-McFreeze wrote: »ProfessorKittyhawk wrote: »Someone else mentioned it but bears mentioning it again: the city is under construction. Being built. Heck, a few quests have you going to the construction sites for things. So of course things won't be exactly like TES3: Morrowind. It's set hundreds of years before that game.
Right, but the cantons are already close to each other. So expanding them in size would mean relocating or deconstructing the cantons as well. How else would you get enough space otherwise?
ProfessorKittyhawk wrote: »
Like a lot of other things in the game, both architecturally or environmentally, they've been scaled down and/or revised. Lots has been said about Cyrodiil originally being a lush jungle in this era in previous titles but its since been retconned to be what it presently is. In any case, the city is under construction and there are what appears to be plots for other cantons.
asuitandtyb14_ESO wrote: »The cantons themselves are obviously supposed to be the same, just that not all of them have been built in ESO. They add a few cantons but they don't magically enlarge them.
That's true, but you need to remember that whenever someone points out an obvious discrepancy from the previous games, and/or lore, they will also parrot back the same excuse "but it's X years before X game, and therefore reason".
starkerealm wrote: »GLP323b14_ESO wrote: »My initial impression of Vvardenfell was that it's quite a bit smaller than the original (e.g Seeing Vivec City from Seyda Neen. What!).
Oddly enough, not that much.
There were two things about TES3: The slow movement speed, and the short draw distance. Those two made the zone feel far larger than it actually was.
Using a modern injector to add things like LoD data, quickly reveals some shocking things about the original map, including how downright small it was. And, yes, on a clear day, standing in Seyda Neen, you could see down to Vivec. Not when you played the game in 2003, but today using mods to render at longer distances? Yes.