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Fade to black doors

Frogmother
Frogmother
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Is it a technical reason that almost all doors have the fade to black effect? Except a few doors in dungeons.

There are multiple doors which make the screen turn black when entering e.g. a building but at the same time these doors can be bypassed and players can switch between the buildings and the outside without a black screen.

Two examples:
1. From the last event, players had to enter a destroyed tower to pick up a wine bottle. Entering the tower through the door causes the screen to turn black. Once inside players can walk up the stairs and jump outside without triggering the black screen.
2. In Falkreath Hold, after defeating the skeleton boss players get a black screen when entering the catacombs, same when leaving them. But on the place in front of the house with the final boss it is possible to jump down back to the town area, bypassing the catacombs. Without a black screen. When facing the town, you just need to stay right of the stairs (don't go down), there is a spot where you can jump down. Its also helpful if you want to search for chests.
  • Marto
    Marto
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    Very often the indoor portion of a building is actually located about 10-20ft underground, and its size and dimensions don't perfectly match the outside of the building. The fade-to-black effect is there to disguise the sudden teleport your character does.

    It's a very common trick in many videogames.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Frogmother
    Frogmother
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    OK, that makes sense.. in video games
  • drsalvation
    drsalvation
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    Kinda off-topic but I remember that elevators are used as load screens, it's not your character going up or down, it's the environment changing outside, and when I was playing Prey, the first bit of the game you get into an elevator, and I was so smug saying "he's not moving, everything else around him is changing", and then in the first twist, you can see that the elevator was indeed not moving but the walls were changing the whole environment (I won't spoil anything more than that, but that's the very start of the game)

    And yeah, GTA SA would occasionally be bugged where if you went into a house or a locale, sometimes you'd spawn high above the sky and fall to your death.
    I'm sure ESO is the same in a sense, where some rooms are preloaded underground or above, or somewhere far from the map, it's just teleporting your character to it.

    As a game dev, I just add long corridors with self-closing doors, and halfway through the hall, you'll preload the next room. It's not necessarily the smoothest of experiences considering rooms can be huge, so having a teleport method would be less immersive but more optimal.
    In ESO's case, I don't think it matters that much.
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