Vance wrote:Considering most (if not all) interiors and exteriors are part of the same worldspace, there will be far less in-your-face load-screens compared to Skyrim; hopefully.
Thank you for making the game like this Lars; I've been waiting for a game like the Elder Scrolls to have open cities and open interiors.
Zolana wrote:Agreed. Really didn't understand the point of Skyrim having the world as one space, with a tiny shack as a completely different one...
matthewfarmery wrote:to be honest, I thought the dungeons for both oblivion and skyrim weren't that good, oblivion did cut and past a lot, and I think skyrim could have better dungeons, I think the key problem with both those games, are that they were done for consoles first, and that both games had to be written to use the limited hardware that consoles had, on top of that, the port for skyrim to the PS3 was just dreadful. but anyway, as this game is focused on PC, and if there is a 64bit version of the game (who knows?) then frontiers should work a lot better and have way larger areas in the memory, so none of the limitations that skyrim and oblivion suffered.
SignpostMarv wrote:If dungeons are part of the same world space as the rest of the world, one assumes that means no procedurally generated dungeons?
Railboy wrote:If the building interiors were as complex as they are in Skyrim I'd probably have something similar. They had some *really* detailed and intricate interiors.
In FRONTIERS when you enter a massive dungeon game data has to load and the terrain gets turned off when it's out of sight. Same principle but hopefully a little more seamless. It's only possible because the dungeons aren't as complicated as Skyrim's. (In terms of props and scripting and the like.)
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