Search Results
7/18/2025, 6:16:35 PM
7/12/2025, 10:52:11 PM
>>715288971
(You)
(You)
7/11/2025, 8:47:08 PM
>>715164505
can’t you just download the (I assume eventual) mod for this skin instead?
can’t you just download the (I assume eventual) mod for this skin instead?
7/10/2025, 6:39:13 AM
7/7/2025, 5:17:40 PM
>>714778507
The described concept exceeds feasible production and design constraints across multiple axes:
Procedural Generation + High Reactivity: High-quality, reactive questlines conflict with procedural generation. Maintaining narrative coherence and meaningful interdependence among 960,430 quests requires authorial control and extensive testing, incompatible with the scalable randomness of procedural systems.
World Size: Seventeen areas, each larger than Morrowind (16 km2), Oblivion (41 km2), and Skyrim (37 km2) combined (>94 km2), yields a minimum world size of over 1,598 km2. This surpasses the scale of most open-world games and poses substantial logistical issues for traversal, asset distribution, memory optimization, and content density.
Endings Count: 8,643,870 distinct 6-minute endings equates to over 988,000 hours of unique ending content. Even assuming algorithmic generation, producing fully differentiated audiovisual epilogues at this scale while avoiding redundancy or low-quality output is infeasible with current methods.
Quests: 960,430 quests exceed industry precedent by several orders of magnitude. For reference, The Elder Scrolls V: Skyrim includes approximately 273 quests (main + side), with the Radiant system enabling permutations. Ensuring quality and inter-quest consequence at this volume is not technically practical without major abstraction and automation that would likely reduce narrative depth.
Design Document Scope: A project of this scope requires modularization, subsystem isolation, and project management across multiple disciplines (writing, AI behavior, quest logic, environment design, audio, animation, etc.). Initiating development with only a partially completed design document implies an underdeveloped production plan.
The concept is structurally unbounded and exceeds the capacity of current AAA game studios in terms of budget, labor, compute, and time.
The described concept exceeds feasible production and design constraints across multiple axes:
Procedural Generation + High Reactivity: High-quality, reactive questlines conflict with procedural generation. Maintaining narrative coherence and meaningful interdependence among 960,430 quests requires authorial control and extensive testing, incompatible with the scalable randomness of procedural systems.
World Size: Seventeen areas, each larger than Morrowind (16 km2), Oblivion (41 km2), and Skyrim (37 km2) combined (>94 km2), yields a minimum world size of over 1,598 km2. This surpasses the scale of most open-world games and poses substantial logistical issues for traversal, asset distribution, memory optimization, and content density.
Endings Count: 8,643,870 distinct 6-minute endings equates to over 988,000 hours of unique ending content. Even assuming algorithmic generation, producing fully differentiated audiovisual epilogues at this scale while avoiding redundancy or low-quality output is infeasible with current methods.
Quests: 960,430 quests exceed industry precedent by several orders of magnitude. For reference, The Elder Scrolls V: Skyrim includes approximately 273 quests (main + side), with the Radiant system enabling permutations. Ensuring quality and inter-quest consequence at this volume is not technically practical without major abstraction and automation that would likely reduce narrative depth.
Design Document Scope: A project of this scope requires modularization, subsystem isolation, and project management across multiple disciplines (writing, AI behavior, quest logic, environment design, audio, animation, etc.). Initiating development with only a partially completed design document implies an underdeveloped production plan.
The concept is structurally unbounded and exceeds the capacity of current AAA game studios in terms of budget, labor, compute, and time.
7/6/2025, 1:43:45 AM
6/16/2025, 6:21:33 PM
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