It can also occasionally be clever, when the water canals, pits, secret doors, and other hazards combine in interesting ways. The dungeons can be a bit sparse, with more dead ends than treasure. Randomly generated dungeon, partially explored. Still, for 1994 this is quite a lot of content, and you’ll likely only see a tiny fraction of it. There’s not enough context to keep the different places separate in your head. You can, in theory, walk from town to town, asking the locals where the nearest dungeon is, but this quickly highlights the weakness of the game: though the world is vast, the generator isn’t quite sophisticated enough to differentiate it and you’ll end up using fast travel quite a bit to skip to the next interesting place. Whiterun looks a bit different, five hundred years before Skyrim. While parts of the game (such as the main quest dungeons and the basic city layouts) are fixed content, much of the rest of the game (such as shop names, sidequests, other dungeon layouts, NPCs you meet in the street, and so on) are procedurally generated. The vast land area is, of course, only possible via the magic of procedural generation. Why, it’s the very first Elder Scrolls game, The Elder Scrolls: Arena! Which game lets you visit the provinces of Morrowind and Skyrim? And Hammerfell, Elsweyr, and all of the other provinces on the Elder Scrolls continent of Tamriel.
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