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But how can we be so sure they’re totally unexplored until our character shows up when the ruins are typically right there? Do people really live their entire lives within walking distance of big brass hatches and stuff and never peek in?
I mean there is shitton of artifacts and treasures left from the original owners of ruins, often lying just plainly in sight. You think someone go into the ruins and not only don’t take the jewels and incredibly expensive looking shiny weapons and armor but also leave their own food and money? And repair the very aggressive centurions or reraise draugr they would need to destroy to get into the place first time?
The true answer is that the actual set pieces are bullshit because they very easy to access for the most part yet are supposed to be completely unexplored and have a lot of anachronisms laying around.
As i said, dragon breaks. Second Era had millions of adventurers being the same person adventuring all at the same time. What is some food and cash in dungeons compared to this.
Yeah, quite useful actually, somehow it sounds way better than when for example Games Workshop have to explain 143523425 hole in the lore with “it’s chaos i don’t have to explain things” or just do a retcon. Despite being basically just the equivalent of “it’s chaos i don’t have to explain things”.
I think with video games you have to have a suspension of disbelief. Skyrim, for example, is tiny. It’s only a couple of square miles (if that). Most people live in cities with more area. Daggerfall is the largest and it’s the size of Great Britain.
While it would be cool to play in something actually to scale, you wouldn’t be able to play the game. It would be terabytes of information. Your processor and graphics card would explode trying to render the full distance of the horizon. Unless you’re okay with having load screens every block, you’re not going to fit a bunch of NPCs doing day to day stuff.
So something that’s a far off ruin seems a lot closer than it is. I think if these places were to scale, it’d be more like traveling to a ruined castle in Scotland from England. Or perhaps an even larger distance, like if civilization was in Mexico and all the dwarves lived in Alaska where they died out.
I can’t help remembering finding edible produce in such ancient ruins too.
My only headcanon around that is the ruins get rummaged around in constantly and Mount Everest style trash piles add up there.
They clearly are not though, it’s most likely just Akatosh and/or Sheogorath putting things in to confuse adventurers and archeologists.
But how can we be so sure they’re totally unexplored until our character shows up when the ruins are typically right there? Do people really live their entire lives within walking distance of big brass hatches and stuff and never peek in?
I mean there is shitton of artifacts and treasures left from the original owners of ruins, often lying just plainly in sight. You think someone go into the ruins and not only don’t take the jewels and incredibly expensive looking shiny weapons and armor but also leave their own food and money? And repair the very aggressive centurions or reraise draugr they would need to destroy to get into the place first time?
The true answer is that the actual set pieces are bullshit because they very easy to access for the most part yet are supposed to be completely unexplored and have a lot of anachronisms laying around.
As i said, dragon breaks. Second Era had millions of adventurers being the same person adventuring all at the same time. What is some food and cash in dungeons compared to this.
Yes I know all about dragon breaks. My point is that dragon breaks are the writing equivalent of “I give up” even if they’re conceptually funny.
Yeah, quite useful actually, somehow it sounds way better than when for example Games Workshop have to explain 143523425 hole in the lore with “it’s chaos i don’t have to explain things” or just do a retcon. Despite being basically just the equivalent of “it’s chaos i don’t have to explain things”.
I think with video games you have to have a suspension of disbelief. Skyrim, for example, is tiny. It’s only a couple of square miles (if that). Most people live in cities with more area. Daggerfall is the largest and it’s the size of Great Britain.
While it would be cool to play in something actually to scale, you wouldn’t be able to play the game. It would be terabytes of information. Your processor and graphics card would explode trying to render the full distance of the horizon. Unless you’re okay with having load screens every block, you’re not going to fit a bunch of NPCs doing day to day stuff.
So something that’s a far off ruin seems a lot closer than it is. I think if these places were to scale, it’d be more like traveling to a ruined castle in Scotland from England. Or perhaps an even larger distance, like if civilization was in Mexico and all the dwarves lived in Alaska where they died out.