Facts (crazypeople.online)
submitted 10 months ago by to c/memes@sopuli.xyz
 
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[+] 4 points 10 months ago (7 children)
  • [–] 5 points 10 months ago (4 children)

    I guess I'm not totally sure, I know Oblivion used a bunch of procedural generation and I assumed Skyrim did the same.

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  • [–] 6 points 10 months ago (3 children)

    I think proc-gen with manual adjustments has been the norm for a long time now.

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  • [–] 6 points 10 months ago* (2 children)

    Yeah, they started with Oblivion though, and it's a very noticeable difference. For instance Morrowind doesn't have a quest arrow telling you where to go, you follow signs and manual directions based on landmarks, which is possible because of more thought being put into the landscape and making its details a part of the story.

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  • [–] 1 point 10 months ago (1 child)

    It's a mix. Most of the dungeons related to quests were made by hand, but every everything else was procedurally generated and touched up by hand later, and some of the minor quest dungeons got the latter treatment.

    Almost all of Oblivion's dungeons were procedurally generated with only a handful made by hand, and only some of the procedural dungeons were touched up at all.

    Every single dungeon in Morrowind was made by hand since they didn't have the proc gen tool for that engine built yet.

    Daggerfall generated most of the world via fixed seed procedural generation, which allowed them to make the world massive while fitting within 450MB; the world is generated at runtime, but it's always the same world. A handful of plot locations were hand-made.

    Arena used a method similar to the one used for Daggerfall.

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