this post was submitted on 24 Sep 2024
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For the most part its worldbuilding is like the one thing The Elder Scrolls actually did really well (that and Morrowind's aesthetic/art direction), at least in terms of the lore. Where it fails is translating that intricate, weird, well-thought-out worldbuilding into gameplay and storytelling.
Also you go into the dwemer ruins or nord burials untouched by men and mer for thousands of years and find tons of septim coins, with face of dude born thousands of years after those ruins become sealed. I mean Tiber did dragon break but using it to put money with his face everywhere would be kinda petty even for him.
They clearly are not though, it's most likely just Akatosh and/or Sheogorath putting things in to confuse adventurers and archeologists.
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?
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.
It literally doesn't even seem like it would be a challenge to implement a basic system to handle this, there's a lot of different people/organizations who would be interested in antique valuables and who might even send you out on quests to retrieve them given that it's already supposed to be one of your main occupations and sources of income, and its natural player behavior to automatically go to shops to exchange trash loot for fungible currency.
Just have 1-2 diegetic pach*nko prize exchanges per significant settlement where you can put in all those piles of antique gold coins and crappy armor and get real money for it.
Just do what New Vegas did and have multiple currencies that everyone just let you trade in