I wonder how they got the locations for those other cities outside of Cyrodil...
EDIT: n/m, I guess it was in some official artwork or something.
Anyway, Found another nice map.
I wonder if those lands shown are going to be in an expansion pack, and the other lands that the arrows in that map are pointing to in the 2nd expansion pack.
Something I'd just love to see in RPGs:
- Insanely huge worlds (globe!) where it would make the size of Tamriel comparible to that of a small region in Europe (say, northern Europe, or the Balkans, or Western Europe).
- Actual economies/political situations. If you pump a lot of gold into a city (say, buy up tons of expensive weapons/armor), you can watch the effects on the economy in that city/town.
- Better NPC AI scripts. The base of it would be the need to survive. It would go at several levels:
* Single NPC - They need food, shelter and clothing. Pretty much the basics. So, they need to find a job to buy things. If they can not, they may turn to a life of crime and start stealing things if they get desperate. They can also move from city to city.
* Shop owner - They need to make sure their shop is running, and their workers are paid, materials are being brought in, etc.. They can do things like hire miners (and gaurds) to work at mines, or hire talors/seamstresses, etc.. Based on the type of shop, they would create jobs. i.e.
-- A shop specializing in leather armor would get materials from cows (cow hide for leather), sheep (wool), and cotton (yarn). So, they either need to hire, or buy from cattle/sheep herders and cotton farmers.
-- A shop specializing in heavy armor (metal) would have stuff made from metal smiths, and the material gotten from mining operations.
-- A shop specializing in alchemy would get their supplies from plants, so they'd need to have access to greenhouses and planters.
* Regional (city) governor/nobleman - They need to make sure their region is running smoothly, and isn't under threat. if it is, they can use their local troops. If the threat is too large, they have someone dispatch a message to the capital.
* National leader - They make sure the country is safe and running efficiently. They can even declare war and/or sign alliances.
- No Jedi Mind Tricks. Items shouldn't just magically appear at shops, but they need to have someone actually produce and transport them to the shop. Farmers must grow their crops (you would see it growing more and more as the months go on), miners collect minerals, fishermen catch fish, etc.. They would then transport them to cities. This could open up new quests like "Protect this shipment from a group of bandits that have taken residence along the main road".
- Mob Rule. A group of people can band together if they're disgruntled enough (poor people desperate for basic needs, farmers who aren't being paid enough, citizens who don't like the corrupt gaurds, etc.). They can form anything from a general angry mob, to maruaders, to rebel forces trying to overthrow the local (or national) government.
- Dynamic Quests. This one should be fun, and allow for never-ending gameplay. Quests would appear based on actions in the game. For example, let's say you pump in 2,000,000 gold into 1 town. All of these high nobility houses pop up within the next few months, and push the poor people out. The poor people move to some abandoned mine, and scout out the terrain. They discover that there's some nice resources coming up a main road, and set up raiding parties. If you talk to merchants in various towns, they'll tell you about the raiding parties.
- More than just an adventurer. You could settle down and create a town, or be a member of the aristocracy (you'd have to choose what level of society you're born into - poor/lower/middle/upper).
- Lots and lots of people!!! Granted, this would use up tons of memory for the amount of NPCs and calculations that need to be made. (Hopefully Quantum Computing lives up to its' hype and isn't super-expensive.)
EDIT: n/m, I guess it was in some official artwork or something.
Anyway, Found another nice map.
I wonder if those lands shown are going to be in an expansion pack, and the other lands that the arrows in that map are pointing to in the 2nd expansion pack.
Something I'd just love to see in RPGs:
- Insanely huge worlds (globe!) where it would make the size of Tamriel comparible to that of a small region in Europe (say, northern Europe, or the Balkans, or Western Europe).
- Actual economies/political situations. If you pump a lot of gold into a city (say, buy up tons of expensive weapons/armor), you can watch the effects on the economy in that city/town.
- Better NPC AI scripts. The base of it would be the need to survive. It would go at several levels:
* Single NPC - They need food, shelter and clothing. Pretty much the basics. So, they need to find a job to buy things. If they can not, they may turn to a life of crime and start stealing things if they get desperate. They can also move from city to city.
* Shop owner - They need to make sure their shop is running, and their workers are paid, materials are being brought in, etc.. They can do things like hire miners (and gaurds) to work at mines, or hire talors/seamstresses, etc.. Based on the type of shop, they would create jobs. i.e.
-- A shop specializing in leather armor would get materials from cows (cow hide for leather), sheep (wool), and cotton (yarn). So, they either need to hire, or buy from cattle/sheep herders and cotton farmers.
-- A shop specializing in heavy armor (metal) would have stuff made from metal smiths, and the material gotten from mining operations.
-- A shop specializing in alchemy would get their supplies from plants, so they'd need to have access to greenhouses and planters.
* Regional (city) governor/nobleman - They need to make sure their region is running smoothly, and isn't under threat. if it is, they can use their local troops. If the threat is too large, they have someone dispatch a message to the capital.
* National leader - They make sure the country is safe and running efficiently. They can even declare war and/or sign alliances.
- No Jedi Mind Tricks. Items shouldn't just magically appear at shops, but they need to have someone actually produce and transport them to the shop. Farmers must grow their crops (you would see it growing more and more as the months go on), miners collect minerals, fishermen catch fish, etc.. They would then transport them to cities. This could open up new quests like "Protect this shipment from a group of bandits that have taken residence along the main road".
- Mob Rule. A group of people can band together if they're disgruntled enough (poor people desperate for basic needs, farmers who aren't being paid enough, citizens who don't like the corrupt gaurds, etc.). They can form anything from a general angry mob, to maruaders, to rebel forces trying to overthrow the local (or national) government.
- Dynamic Quests. This one should be fun, and allow for never-ending gameplay. Quests would appear based on actions in the game. For example, let's say you pump in 2,000,000 gold into 1 town. All of these high nobility houses pop up within the next few months, and push the poor people out. The poor people move to some abandoned mine, and scout out the terrain. They discover that there's some nice resources coming up a main road, and set up raiding parties. If you talk to merchants in various towns, they'll tell you about the raiding parties.
- More than just an adventurer. You could settle down and create a town, or be a member of the aristocracy (you'd have to choose what level of society you're born into - poor/lower/middle/upper).
- Lots and lots of people!!! Granted, this would use up tons of memory for the amount of NPCs and calculations that need to be made. (Hopefully Quantum Computing lives up to its' hype and isn't super-expensive.)