Skyrim's Modular Level Design - GDC 2013 Transcript
blog.joelburgess.com
blog.joelburgess.com
It wasn't art fatigue that annoyed me. I don't care about seeing the same tapestry or window over and over.
What annoyed me was that after playing for ~10 hours, I started to recognize the entirety of sections (chunks) of levels that were reused. When you're in a cave, and the cave takes a turn to the right and immediately descends down to a rock bridge over a stream - just like the ten caves before it - it kills replayability. For a game that is supposed to reward exploration, designing levels in that manner seems like an odd design choice. It's probably why I played for ~40 hours and then gave up before even finishing the game.
I understand the challenges of scope and the need to find an efficient system to design the world and its levels. But they should have gone with a level randomization similar to Diablo 2. That game also reused art assets, but levels never became repetitive because, except for very specific parts, they were truly random all the time.
Diablo was designed to be repetitive (at least it seemed to me, it's a hack-and-slash game), and the levels are quite frankly bland in comparison to Skyrim, not to mention it's played on third-person view-from-above tiles.
Is anyone aware of randomized level design in a first-person game? It seems like a much more challenging task to get right. If you want to avoid repetitiveness at the scale of Skyrim I'd guess you would need reusable assets on the scale of pieces of a tapestry, and creating unique dungeon layouts would be extremely difficult, as they need to be designed to hold the attention of the player. I believe it's difficult to create artistically interesting and attractive layouts randomly without reuse of large pieces of dungeons (the main pain point in Bethesda's modular style).
Minecraft can auto-generate some pretty interesting cave formations, maybe with a real budget, a team and the advantages of pregeneration you could do a lot better.
It's probably why I spent so much time exploring above ground. At least with dragon fights you could enjoy the greater variety in terrain and wildlife.
Diablo 2 had pretty bland levels, so all the details of them, including how copy pasted they are, just get blurred together.
However, if you try to make everything look good, like in the Torchlight games, then you start noticing the world around you and with it all the repetition.
I don't feel like there's a good middle ground here, sadly.
"There are 90 people in the photograph below. With the exception of a small number of outsourced assets, you’re looking at the entirety of the dev team across all disciplines. We've resisted the temptation to grow into a multi-studio team of hundreds, such as you often find behind games of similar scope to those we make."
I find it most astounding that Skyrim was made by a team of less than 100 people. It seems that these days it's not unheard of that hundreds or even more than 1,000 people work on a game. An example of the latter category is Grand Theft Auto IV.
Having said that, 8 level designers making 300+ dungeons is extremely impressive.
Here are the credits (Xbox 360) - http://www.mobygames.com/game/xbox360/elder-scrolls-v-skyrim...
That's ridiculous.
We all have to be really careful when commenting on the internet, especially Hacker News, that we are clear. For that I apologise, even if I am quite a bit annoyed, though I realise it is my fault. I have been toying with the idea of building an online community, but I think I will pass on that idea as I don't like excluding people. What did I offer this discussion? = nothing. What did most other people? = nothing. Why are we even discussing this?