Slimebeast said:
Morrowind was exactly like that! Exactly the same as Oblivion. Do what you want, go whereever you want (it was actually even more open than Oblivion which in a few instances locked dungeons that you couldn't enter before ypu activated a certain quest line). That's the very soul of Elder Scrolls, including Arena and Daggerfall. It's the mystery and excitement of exploration in a totally free and open world Bethesda seeked to achieve even with the huge randomly generated worlds of Arena and Daggergall as well, but the complains there were that if something is purely random it actually takes away mystery - they realized (rightfully) that it's not very exciting to play a game that is only based on a huge algorithm that determines all the geography. That's why they decided to handplace as much stuff as possible. |
WHAT! what idiot told them that? randomness improves the sense of discovery ten fold especially when you play the game more than once. Take minecraft for example the randomness of the world in the fact that your world is unique to you and that you know for certan that you are the first and only person that will ever see and experiance the the terrian and world makes the adventures so much more personal (yes I know you can use seeds now). There is nothing like playing a randomised game multiple times and having a very different experiance. I wish that more developers would use procedural content in games.
I will agree that early TES games handled it pretty poorly in the scheme of things and led to drab repetative worlds, but procedural generation and randomness has increadable potential if handled correctly.
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