Zed Duke of Banville
Dungeon Master
- Joined
- Oct 3, 2015
- Messages
- 13,104
Toroid-shaped planets are the best planets!This would simulate a torus-shaped planet, but you get the idea.
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Toroid-shaped planets are the best planets!This would simulate a torus-shaped planet, but you get the idea.
There isn't a technical limitation, and I doubt there's a planet-size-illusion limitation. It's just the vision Todd had for the game.Maybe I'm wrong.
Theoretically, there should be nothing but relatively empty, sparse terrain for an "uninhabited" planet. Bethesda has had enough practice of pre-loading cells for their games, with Skyrim doing a fairly good job of it. As long as you treat the large cities and establishments as compartmentalized instances, which is exactly what they did with Skyrim's cities until mods "fixed" it, I don't see any monumental problems with them realtime generating the terrain until the algorithm of "you've walked all the way around this planet" is satisfied and you're back to where you started (assuming you somehow never varied your direction).
Maybe one of the reasons they didn't include any land vehicles -- nor, for that matter, the ability to fly your spacecraft freewill in atmosphere -- is because they didn't want to spoil the illusion of how large any given planet is supposed to be.
Todd doesn't have a vision.There isn't a technical limitation, and I doubt there's a planet-size-illusion limitation. It's just the vision Todd had for the game.
And they sold out, especially after Skyrim. You living under a rock or something?Stupid take.
Bethesda, including Todd Howard, were making games long before they came under Microsoft's umbrella.
Think before you post, please.
Daggerfall was like 20 years ago mate. A completely different era.I've been playing Bethesda games before you even existed. They may not be the pinnacle of PC gaming but a game like Daggerfall gets my respect for the boundaries it pushed.
I don't like nuBethesda any more than you do, but if Starfield harkens back to the way things used to be, it'll get my respect, too.
Keep seething in the mean time, Drakortha. Almost everything I've seen you post has been a shit take.
I 100% believe this is realistically what we're getting with planet exploration and honestly I'm fine with it.There isn't a technical limitation, and I doubt there's a planet-size-illusion limitation. It's just the vision Todd had for the game.Maybe I'm wrong.
Theoretically, there should be nothing but relatively empty, sparse terrain for an "uninhabited" planet. Bethesda has had enough practice of pre-loading cells for their games, with Skyrim doing a fairly good job of it. As long as you treat the large cities and establishments as compartmentalized instances, which is exactly what they did with Skyrim's cities until mods "fixed" it, I don't see any monumental problems with them realtime generating the terrain until the algorithm of "you've walked all the way around this planet" is satisfied and you're back to where you started (assuming you somehow never varied your direction).
Maybe one of the reasons they didn't include any land vehicles -- nor, for that matter, the ability to fly your spacecraft freewill in atmosphere -- is because they didn't want to spoil the illusion of how large any given planet is supposed to be.
As you all know, in Daggerfall, you fast traveled to each dungeon. Sure you could traverse the world on foot, but it would take forever and not be fun. Todd transplanted that concept to Starfield. There will be five kinds of gameplay loops:
Gameplay Loop 1
Gameplay Loop 2
- get dungeon marked on map
- fast travel
- do some stuff
- fast travel away
Gameplay Loop 3
- get zone marked on map
- fast travel
- explore zone and do stuff
- fast travel away
Gameplay Loop 4
- be in large zone (city, or other area set up to be an area of aggregated points of interest)
- do lots of stuff in it, including quests within the zone
- get sent out to gameplay loops 1-2
Gameplay Loop 5
- autistically build settlements and ships
- get ambushed by a random event
- deal with it
- get back to Gameplay Loops 1-4
None of these gameplay loops are enhanced by exploring the world like you would in Todd's other games. Of course, the option to explore is still there... it'll just kinda suck, like in Daggerfall.
Have you even read his signature? Ackowledge his agenda.Stupid take.
Bethesda, including Todd Howard, were making games long before they came under Microsoft's umbrella.
Think before you post, please.
Depends how robust the building and crafting systems are. Survival crafting games get more mileage out of exploration than arguably any other genre. There's something primal in our psyche that is compelled to exploit land for all its resources.None of these gameplay loops are enhanced by exploring the world like you would in Todd's other games. Of course, the option to explore is still there... it'll just kinda suck, like in Daggerfall.
I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.Todd Howard is too hands-off for anyone to mistake him for an auteur. Claiming he has a vision, of all things, is absurd. He mostly just lets his employees do shit they think is cool. People like Emil Pagliarulo and Ashley Cheng probably exercise way more creative influence over Bethesda products than Todd does.
This would be more believable if all of his games since Skyrim hadn't been chasing trends instead of setting them.I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.Todd Howard is too hands-off for anyone to mistake him for an auteur. Claiming he has a vision, of all things, is absurd. He mostly just lets his employees do shit they think is cool. People like Emil Pagliarulo and Ashley Cheng probably exercise way more creative influence over Bethesda products than Todd does.
"pussy" from "pus"?Who's got time for that gay romance shit? Just grab them by the pussy.
Todd Howard, the Steve Jobs of Gaming?I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.
No, he is not nearly as pretentious and insufferable.Todd, the Steve Jobs of Gaming?
It wasn't a compliment.Todd Howard, the Steve Jobs of Gaming?I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.
... Please have mercy on me. I'm begging you..
And they sold out, especially after Skyrim. You living under a rock or something?
They kicked their own community to the curb. Bethesda forums, which I had been an active member on since Morrowind, got shut down shortly after Skyrim became a major success with the wider gaming sphere. Then came in Bethesda.net in it's place. Bethesda wanted to be like Blizzard.And they sold out, especially after Skyrim. You living under a rock or something?
How exactly did they sell out (I mean other than by literally by selling the company)?
Todd Howard, the Steve Jobs of Gaming?
They kicked their own community to the curb.
Bethesda forums, which I had been an active member on since Morrowind