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Skyrim and Oblivion are a good example here. Oblivion heavily used procedural generation to create the overworld. It resulted in a pretty samey experience. Skyr
by moomin 8y ago
Skyrim and Oblivion are a good example here. Oblivion heavily used procedural generation to create the overworld. It resulted in a pretty samey experience. Skyrim, on the other hand, hand-crafted the entire overworld and paid attention to making sure that things looked spectacular from where the player was standing.
- gameswithgo 8y agoAre you sure this is correct? I Feel like both were hand built overworlds, but Oblivion just had less decoration because of hardware limitations at the time.
- moomin 8y agoI think I’ve misremembered this rather badly. It was used for things like tree placement, but not gross physical features like mountains. I’m sure I read something at the time that said what I’m describing though.
- doytch 8y agoThis isn't exactly correct. Oblivion's overworld and most dungeons were hand-built. The only procedurally-generated parts were unnamed caves/dungeons.
- whamlastxmas 8y agoIt's been forever since I read about this but the map itself was generated randomly. It was then manicured by hand. The buildings and cities and dungeons were all hand made, yes. But the dungeons were all using such similar art assets and there was a real lack of variety, so they all rather felt the same. Not that I'm complaining, it was an amazing game and probably one of my favorite gaming experiences of my life. It was way ahead of its time.
- thom 8y agoIt's weird to think of Oblivion as in any way procedurally generated, coming as the sequel to Arena and Daggerfall that really felt like RPG versions of Elite.