Of course, even just having something to switch buildings from not-destroyed to destroyed requires creating each building twice... which means you're still building the entire city twice, but with the extra complexity of code to switch the buildings and maintain their state.
Yes, you're realising two versions of each building, but we're not talking about an equivalent workload for each. Once you have a fully modelled, undestroyed version, it's not that hard to modify the asset you've already created. Yes, it's extra work, but it's not going to break the budget.
And you're not remodelling an entire city, because for the most part, the cities are made up of copy/pastes of a very small set of buildings.
Oh, and to do it RIGHT people should be rebuilding. That bugged me more than anything about KVatch... all those people stayed around to rebuild, but months later not a single piece of rubble had been moved... bleh.
Yeah, that's very true, and all the more reason to actually track time in a meaningful way.
Several, actually. They'd intended to do more as well, hadn't they? Some of the RAI stuff got cut, but since they'd planned to do more with it they'd have had to plan for extra work to get it all right with changing environments.
RAI, by design, was intended to be a very high level scripting function, so the develop could say "Go buy food at 5pm" and the NPC figures out an appropriate way to do so. It's
supposed to be able to deal with change. For instance, if The Twig and Berries gets razed to the ground, then NPCs that would normally eat there now go somewhere else. If they can't buy food anywhere, they steal it.
Except in the 3rd case, where the player is there but not doing a good job of it. You know, the case that required partial city destruction in the first place?
The cities are in isolated cells, if the player is defending against daedra, they're either in the exterior cell, or an oblivion plane cell. It's a little abstract if you never allow daedra to enter the city cells, but it's like a "watched pot".
Right, which means each building has to be created twice and you're still building the entire city twice. Or implementing fully destructable environments, then advancing all the AI scripts by a generation or two of technology to have the characters deal with changing environments.
No, you're creating each building once, modifying it once, and then placing multiple instances of the same building meshes to form a city. When the AI makes decisions, destroyed buildings are simply disregarded, just like how when an NPC decides it want to initiate a conversation with another NPC, it doesn't bother to enumerate dead NPCs.
Hell, they couldn't quite get RAI right in the environment they had... and you think they can get it right in a far more complex one?
Far more complex? As far as the AI is concerned, the only difference is an extra boolean along the lines of "isDestroyed". Sure, that causes ripples, as any dynamic change would, but the systems related to RAI were
intended to be robust enough to handle it. If it was a necessity, they might have actually got it right.
BUT, like I said, you'd double or triple the work for each town in order to do it right in a Sandbox game like Oblivion. The plot would simply have worked better in a linear RPG.
You're not looking at that degree of extra work. There are simple and efficient solutions. Creating 10 unique buildings from scratch would obviously take 10 times the work of a single building, but placing 10 instances of the same building geometry is trivial.
But you're exactly right in saying that they plot they chose doesn't really work in conjunction with a sandbox world. In fact it's self-defeating to try and force any kind of epic plot into a sandbox game, when the very function of a sandbox is to emphasise dynamism.