How Elden Ring struggles with its map

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  • Опубликовано: 18 сен 2024
  • Elden Ring is the largest game in FromSoftware's library, and its size meant they had to take some new approaches for systems they'd used in their previous games. The open world is naturally a big part of the game's appeal, but it also must have been quite an ordeal to design for.
    Song used: Korok Forest (Night) - The Legend of Zelda: Breath of the Wild OST

Комментарии • 483

  • @ZullietheWitch
    @ZullietheWitch  3 дня назад +2059

    Another complication with the open world is that the developers have much less control over what the player is seeing at any given moment. It's obviously easier to smoothly hide the transition from the exaggerated mockups to real terrain when you can force the player through a tunnel or block it off with buildings, but Elden Ring has far fewer chokepoints that could realistically be used for that sort of trick.

    • @a10bam420
      @a10bam420 3 дня назад +76

      we've watched them become masters of illusion over these many years. i suppose we could call them magicians

    • @andromedaturtles
      @andromedaturtles 3 дня назад +25

      I would love to know if this factors into the Erdtree's transparency from certain vantage points or if that transparency is a deliberate design decision made by FromSoft. Could have interesting lore implications. Fantastic video - thanks as always.

    • @kaze66613
      @kaze66613 3 дня назад +29

      I personally like to think that it's thanks to videos like yours that we can truly appreciate how much effort was put into games like Elden Ring

    • @LAK_770
      @LAK_770 3 дня назад +5

      They still did a fantastic job with the sheer density of curated landscapes, using the funnel technique that Zelda had arguably brought to its final maturity just 5 years before

    • @kristianjensen5877
      @kristianjensen5877 3 дня назад +7

      @@a10bam420 Wizards?!?
      Dishonest.

  • @alfredthegreat01
    @alfredthegreat01 3 дня назад +1642

    I think Miyazaki recently said that Elden Ring is as big as they're currently willing to go and they aren't going to be making a game of similar scale again for quite some time. Honestly I can't blame him, the development of Elden Ring and SotE must have been one hell of an undertaking

    • @alfonshedstrom9859
      @alfonshedstrom9859 3 дня назад +318

      Honestly I hope the game industry as a whole takes this in too. I think games are getting too big to be sustainable, even for huge game studios. They all suffer from some kind of content repetition and technical difficulties (even Elden Ring does) that makes me wonder if it's worth it for all big studios to collectively decide to make huge "200 hours of content" open world games instead of denser, more focused games.

    • @nacorcarmonablanco4414
      @nacorcarmonablanco4414 3 дня назад +122

      @@alfonshedstrom9859 True that. SOTE is peak example of this. The scenary is outstanding and the outworld is astonishing, but then there are just a bunch of legacy dungeons that also feel small and simple, unless you really force yourself to explore them thoroughly. Shadow Keep could have been an epic dungeon with more intrincate levels and passages.

    • @differentbutsimilar7893
      @differentbutsimilar7893 3 дня назад

      @@alfonshedstrom9859 It isn't. I think the whole "open world" things gets treated like a marketing opportunity now. Open world isn't really a 'type' of game when you think about it, just a presentation style. Within the open world, you can places attributes and features that would ordinarily be in games on their own. It's a sandbox that you put pieces of other games into, for us to go in the sandbox and play with.
      So you have this melting pot, a crucible, the worldspace and mechanics that place and move things around. I think the possibilities for all of the different kinds of appeal that will fit into that space are a bit seductive for everyone. The worldspaces have grown in size and range of stuff in them precipitously, and at this point, every open world is a hype-azz "This game has ALL OF THE THINGS!!!! You won't just forget all other games, you'll forget your own mother's NAME!"
      Also consider that leading up to open worlds as we know them becoming technically possible, we lived in a world where video games were often publicly measured by the amount of hours of play the game offers. And then open worlds come along and Mr. Krabs jaw hits the floor at the triple-digit play hours they can now get players to clock. Now, things have gone so far in that direction, everything feels barer and less cohesive.
      I used to love open-world games man. Now I shudder when they come out, at the project each one will be and the amount of them there are. Just give me a coherent linear game with a range of ways to progress in a tight and nuanced gameplay system, or a good metroidvania layout plz

    • @BigPapaMitchell
      @BigPapaMitchell 3 дня назад +91

      I honestly think the playerbase might be burnt out a little on a game this scale again. I know Id love to play a smaller scale souls game again.

    • @michaelbowman6684
      @michaelbowman6684 3 дня назад +42

      @@alfonshedstrom9859 I honestly am sick of open world games beyond MMOs, there's no justification in my eyes to create a massive world for what is essentially a singleplayer game with optional multiplayer features tacked on, it's just unnecessary.

  • @MaelstromALPHA
    @MaelstromALPHA 3 дня назад +1454

    Fromsoft has always impressed me with the ability to make the world feel loaded in, all at once, despite a lot of clever trickery being employed.

    • @Lead_Foot
      @Lead_Foot 3 дня назад +15

      Comes at the cost of the framerate being cpu bound quite a lot of the time.

    • @piusdoe8984
      @piusdoe8984 3 дня назад +9

      I mean that's a lot of games. This isn't a fromsoft secret

    • @MaelstromALPHA
      @MaelstromALPHA 3 дня назад +20

      @@piusdoe8984 I mean.. to be fair, I never said it was exclusive to them, just that Fromsoft games have always served as an example of that technique done well.

    • @jarlbalgruuf2415
      @jarlbalgruuf2415 3 дня назад +2

      ​@@MaelstromALPHAelevators and tunnels everywhere is not doing it well lol

    • @aglioeolio8494
      @aglioeolio8494 2 дня назад +2

      ​@@jarlbalgruuf2415 Whattt?? U don't like the loading screen elevator??? I think it's the best part of the game..

  • @GameDevYal
    @GameDevYal 3 дня назад +593

    I've noticed that every continent in Elden Ring has a foggy / poor visibility area in the center (Mistwoods, Stormhill, central Liurnia, Swamp of Aeonia, Holy Snowfield, Abyssal Woods, Fog Rift...) and I'm fully convinced this is a trick to reduce how far the player can see: if you're inside the fog, you can barely see the outside. If you're outside it, you can't see inside it and whatever's on the other side is so far it's always the low detail LOD.
    (The areas that don't have this have natural chokepoints: the underground rivers has narrow caves, the great bridge and the mountain spires in the Mountaintops, and the legacy dungeons can just use traditional sight-obscuring corridors whenever they need to)
    I wonder how much this was because of technical reasons and how much was design reasons - there's that infamous spooky statue halfway through Shaded Castle thanks to a LOD switch so maybe there were a lot more obvious pop-ins that they had to add foggy areas to obscure?

    • @kylenmaple4668
      @kylenmaple4668 3 дня назад +73

      They optimized the technical limitations to create an interesting design. Even if you could see across the map, at all times at all angles, I think most players would find that boring. Exploring through an area, and finding a new viewpoint which reveals a new/different part of the map is extremely rewarding and visually exciting, imo. I think that they intended to obscure the map regardless of technical limitations, however they probably used the limitations as a framework for what designs were possible/optimal

    • @jeeBisOkay
      @jeeBisOkay 3 дня назад +9

      What statue? Could you explain that one for me?

    • @jacobperry2491
      @jacobperry2491 3 дня назад +63

      @@jeeBisOkay In Shaded Castle, one of the types of statues that line the later corridors has a detailed model that faces forward but a low level of detail model that has its head turned the side. This discrepancy is used intentionally to make the statue appear to be looking at you from a distance but then have it snap forward again when you approach, the easiest way to notice it is in the hallway immediately after the Shaded Castle Inner Gate grace. Stand where the spirit is and approach the ladder.

    • @jeeBisOkay
      @jeeBisOkay 3 дня назад +8

      @@jacobperry2491 oh cool

    • @ascendedreality8546
      @ascendedreality8546 3 дня назад +4

      The fog also looks really good, so that's a solid 2 for 1

  • @jimbo_13
    @jimbo_13 3 дня назад +445

    Every time I see a Furnace Golem from across the map, my mind is blown all over again.
    Love the Lands of Shadow map for that.

    • @LazzyVamples
      @LazzyVamples 3 дня назад +16

      Guess the furnace golems have to be appreciated for SOMETHING.

    • @wadespencer3623
      @wadespencer3623 3 дня назад +3

      @@LazzyVamples I also like the one by the Shadow Fortress that you can lure right into the encampment and have it kill everybody. So that's two things to appreciate.

    • @user-qd5lb7qr8z
      @user-qd5lb7qr8z 3 дня назад +3

      ​@@wadespencer3623 It also can be used to destroy Marika's statue at the same camp. Three things. Wait, she punished the hornsent... two and half.

    • @osidiusemphatic3505
      @osidiusemphatic3505 3 дня назад +1

      Yeah, I think the Lands of Shadow map is a regression in a lot of ways (mostly due to the flow between areas and the topography being really confusing at times), but the omnipresence of the Furnace Golems is a really nice touch.

  • @vongolamistowl
    @vongolamistowl 3 дня назад +1069

    Elden Ring’s open world is nothing short of a technical marvel especially when you consider all the little details and nuances to level design that they managed to preserve on top of the sheer scale of it all.
    Not to mention how the scenery is always akin to a moving painting at all times.

    • @anonisnoone6125
      @anonisnoone6125 3 дня назад +48

      ER's base game map design isn't really all that. It's just like any other open world. Don't get me wrong, most of it's gorgeous, but it doesn't do anything special and I honestly don't get y it's praised like it changed open world games (Removing story objectives isn't really that special).
      The dlc map on the other hand, is vastly superior in design cos of it's verticality and forcing u to explore to get to different areas of the map and it does what people claim the base game map did. It changed open world design. The only sad thing about the dlc map is that there isn't really any area that feels like Limgrave or Altus.

    • @flanerqstro3531
      @flanerqstro3531 3 дня назад +79

      ​​@@anonisnoone6125limgrave is a one time experience impossible to replicate again in the game. The same way firelink shrine, or yahrnam felt the first time. There are better areas but the magic of first experience is immaculate

    • @SimplCup
      @SimplCup 3 дня назад +39

      @@anonisnoone6125 It feels memorable. It's like those open world games that have a very unique and memorable design, like for example skyrim. If you play skyrim once or twice you'll pretty much remember where everything is located, and the same can be told about Elden Ring's map, but i doubt you could remember Ghost Of Tsushima's map or The Witcher 3 map cus it just hard to understand them, there are no major landmarks, everything kind of looks the same, and because most of the locations hold the most basic loot imaginable you can't remember locations per items like in Elden Ring or Skyrim. And sure it's nothing special, but somehow not all games are able to make such open world's that you'll be able to memorize really fast.

    • @flanerqstro3531
      @flanerqstro3531 3 дня назад +25

      ​@@SimplCupLiterally. I'm pretty sure if you gave a random location of a fromsoft game to a souls player, they would know almost where it's located and its name

    • @AdamMerlin
      @AdamMerlin 3 дня назад +3

      @@anonisnoone6125Okay dude.....

  • @Wolf05227
    @Wolf05227 3 дня назад +222

    I absolutely adore it when they foreshadow future areas in video games. Like how you can see Anor Londo from the undead settlement in Dark souls III, or how you can see the Giant's Forge from Limgrave in Elden Ring. I find it to be really cool when they do that and it's impressive how well they did it in Elden Ring. Probably my favourite example of foreshadowing a future area in a FromSoftware game would be Drangleic Castle in Dark Souls II. I just love the way the place is presented. Something about it is just so cool to me, seeing the ominous tower from Majula, and then later at Cardinal Tower, and then from the shaded woods nearby with how you can see the rays of sunlight cutting the Castle's silhouette through the fog, and then when you actually get there it's really cool.

    • @adrienpastel7883
      @adrienpastel7883 3 дня назад +6

      Same here!!! And also when you can see older places at new ones (I loved watching at Irithyll bridge from Anor Londo)

    • @NesToimil
      @NesToimil 3 дня назад +8

      Stg, sometimes i play elden just to go from vista to vista and realizing how many future areas can actually be seen, specially in limgrave. When I first noticed the forge in the distance in NG+ I felt it so hard

    • @Sunny_Haven
      @Sunny_Haven 3 дня назад +14

      Yeah, seeing Drangleic Castle is so fucking cool, though I didn't realize you could see it from so many places! I only thought it was visible from Majula. That's very cool :3

    • @evanseifert8858
      @evanseifert8858 3 дня назад +4

      I love how Drangleic Castle's position totally shifts from one side to the other when you go through the tunnel approaching it. Dark Souls 2 best game.

    • @real_vardan
      @real_vardan 3 дня назад +3

      We don't talk about iron keep 💀

  • @kag2576
    @kag2576 3 дня назад +39

    Actually insanity they were able to put this together so well and not have the entire thing implode on itself. It's things like these that intentionally go unnoticed that gives me an unbelievable amount of respect for developers. Props to the people who worked to achieve this

  • @atlasprime6193
    @atlasprime6193 3 дня назад +170

    This is why we do not see Farum Azula in the open world. In reality, if it was part of the game world around Lands Between, we would clearly see it in every location because it’s just that big despite the distance.

    • @theminorthirds
      @theminorthirds 3 дня назад +62

      You can see it from the Isolated Divine Tower, but I suppose that’s special programming?

    • @reblaw89
      @reblaw89 3 дня назад +11

      Currently there's a mod that make Farum Azula appear from every point in Lands Between, kinda low quality but it's very cool

    • @twistedgwazi5727
      @twistedgwazi5727 3 дня назад +54

      @@theminorthirds That's because the super overworld isnt the only low detail version of the overworld the game uses, it's just the one that's used when you're in the open world. Each legacy dungeon has its own low-poly version of the overworld, presumably so they could better customize the overworld LODs for each individual legacy dungeon. So the Isolated Divine Tower just has a separate version of the overworld that includes Farum Azula. Since these LODs are entirely separate from one another and they aren't all updated every time the map is changed, some of them actually show previous iterations of the world design. My favorite example of this is in the DLC: the low-poly overworld used when you're in Enir-Ilim shows a path leading from the Prospect Town Ruins (the one on that cliff to the left of the entrance of the DLC) up to the top of the plateau you go under to get to Belurat, an area that isn't reachable in the final game.

  • @simplythecat4068
    @simplythecat4068 3 дня назад +40

    Bet the dev team felt a relief while working on AC 6 with the player being confined to fairly small mission locations with invisible walls and mostly narrow spaces for navigation

    • @amberhernandez
      @amberhernandez 2 дня назад +2

      It was probably like the "lunch break's finally here" relief before getting back to the grind lol

    • @regiuseques6333
      @regiuseques6333 2 дня назад +10

      On one hand yes, but AC6 is actually massive. The scale of it is insane in a one to one comparison with Elden Ring. I'm not even sure how they handled the loading and size of such massive areas.

  • @Rigel_6
    @Rigel_6 3 дня назад +49

    I remember first noticing the misaligned bloodstain years ago, and rather than "ew, they lie to us" I though "Oh cools, so that's how they make it feel so big, neat". I love figuring out things like that not by actively looking for them, but rather noticing something being off. Like how illusory walls tend to subtly stick out in a way that draws the attention without being glaringly obvious, though that might be the devs intentionally setting up scene lighting to draw players' sight to them

    • @JetBalrog
      @JetBalrog 2 дня назад +2

      The occasional purely barren section of a wall when nearby walls are more detailed, or one section like the rest being framed by the lighting or nearby environmental objects in a way that stands out. My favorite is the illusory bookshelf that has no books as the hint.

    • @Tasorius
      @Tasorius День назад

      I like the wavy hidden walls in Demon's Souls.

  • @someone4370
    @someone4370 3 дня назад +32

    The DLC open world design is incredible. Don't get me wrong, I absolutely loved the base game's open world, but From upped the game with the DLC. The verticality, scale, and interconnectedness of the open world was incredible to discover the first time.

  • @JayQuilson
    @JayQuilson 3 дня назад +97

    Sometimes I wish I could sit here in the Korok Forest at night and watch obscure souls videos forever. I'm always happy when one of your videos pops up, Zullie. Thank you for taking the time to share your findings with us.

    • @AngelicDirt
      @AngelicDirt 3 дня назад +7

      I humbly await the day Zullie starts tearing apart TotK/BotW, and that one peaceful track from Demon's or the Majula theme is playing. :B

  • @blizzardgaming7070
    @blizzardgaming7070 3 дня назад +101

    The difference between the overworld map and real map is really obvious in Gravesite Plain, the wheat loading in is a bit jarring.

  • @CiaphasKirby
    @CiaphasKirby 3 дня назад +27

    One place you can find it break down is Castle Sol looking out at the Haligtree. It's surprisingly difficult to place a pin on the Haligtree that LOOKS like it's on the Haligtree from Castle Sol.

    • @Fuogor
      @Fuogor 3 дня назад +6

      Similarly from the Haligtree looking at the volcano, or distant scenery in general.

  • @jonbaxter2254
    @jonbaxter2254 3 дня назад +17

    fell in love with the level design in Eldenr Ring. You can see distant castles, buildings and churches, and actually visit them if you want. And everything looks so massive!

  • @octiantrys5090
    @octiantrys5090 3 дня назад +16

    This is the sort of thing you just don't think about when it comes to game design. So many people think of a game they like, and go 'Wouldn't it be cool if that was open world?? Why don't they do that?' Well, it turns out taking an existing game formula- and as this video shows, design, architecture, and layout sensibility- and just adding an 'open world' element into it poses challenges on a technical level people might not expect. Sure, the challenges on a design level are obvious- 'How big?' 'How do we fill all the space?' 'Where and how often should free travel be restricted?' but technical issues like 'how does this effect our existing methods of distance rendering?' might not be as noticeable to players that only see the before and after, not the process.

    • @TheWrathAbove
      @TheWrathAbove 3 дня назад +3

      A good example of what happens when you don't deal with any of that and just slap an open world onto a game is Pokemon Scarlet and Violet.

  • @NWolfsson
    @NWolfsson 3 дня назад +84

    1:41 Playing on a decent potato, yet still a 7+ years old decent potato, I can concur that not only does the game have to work with the fact you can be staring at a scenery-level structure and watch it come to details as you approach (contrary to previous FromSoft games who could use elevators and corridors to hide loading a chunk), but I occasionally find myself in the predicament of riding Torrent ON an un-loaded part of the map, and having the rocks I'm climbing loading beneath his hooves. Accuracy between the different stages is VERY important when your game can behave like this!

    • @arya.n.8252
      @arya.n.8252 3 дня назад +18

      Poor potato doing its best, may great Fortune be upon thee

    • @NWolfsson
      @NWolfsson 3 дня назад +11

      @@arya.n.8252 hehe it does. It's still a good potato, I can play the majority of modern games and enjoy them 😊

    • @ventus5816
      @ventus5816 3 дня назад +2

      @@NWolfsson Can i ask what parts does the potato have ?

    • @NWolfsson
      @NWolfsson 2 дня назад +1

      @@ventus5816 May have had a few parts updated, but not that much:
      -CPU: Intel Pentium G4560
      -Motherboard: Kaby Lake B250M-D2V-CF
      -GPU: Nvidia GeForce GTX 970
      -RAM: Avexir 16GB

    • @ventus5816
      @ventus5816 2 дня назад

      @@NWolfsson Holy shit, that's so low below minimum spec, if you can play Elden, its really doing a lot to keep it running, a True Potato

  • @catlxver4228
    @catlxver4228 3 дня назад +393

    I love you Zullie the Witch (we all say in unison)

  • @Shugadonk
    @Shugadonk 3 дня назад +415

    When I first played the dlc, I remember going to the right side of the gravesite plain and looking over the edge and seeing that furnace golem all of the way in Charo's hidden grave. It blew my mind seeing it from so far away.

    • @maximedaunis8292
      @maximedaunis8292 2 дня назад

      It hurt my eyes

    • @thewinner4me816
      @thewinner4me816 6 часов назад

      I remember looking down on hidden grave and cerulean cost and thinking like "holy shit no way is that just for decoration or can we actually go down there" and not getting there for about 2 irl days

  • @jeremiah5511
    @jeremiah5511 3 дня назад +6

    The "super overworld" is such a cool sounding thing i cant believe you didnt make it up

  • @frosthewer
    @frosthewer 3 дня назад +41

    I hope everyone is having an Umbasa weekend

    • @AngelicDirt
      @AngelicDirt 3 дня назад +1

      And an Mmm-bop to you, as well. :P

  • @cowhale2488
    @cowhale2488 3 дня назад +3

    Probably this approach is one of the reasons why these games look so incredibly magical, the vistas always look like paintings.

    • @alfonshedstrom9859
      @alfonshedstrom9859 3 дня назад +3

      What got me the most was when I were exploring Jagged Peak I turned around to see Shadow Keep clouded in the distance. What was an entire multilayered and detailed playable area is now recontextualized as this pretty background object when I'm high up somewhere entirely different

    • @cowhale2488
      @cowhale2488 3 дня назад +2

      @@alfonshedstrom9859 Another great example is how in the base game, wherever you go, you are going to see this mighty golden tree in the distance, always. It follows you on your entire journey, the moment you set foot in Limgrave, you see this tree that's going to be your final destination. Simply magnificent.

  • @ValtheJean
    @ValtheJean 3 дня назад +7

    Such a subtle detail of the engine at work, and yet it demonstrates just how much of a technical masterpiece this game is. This is a mechanic that would be very easy for player's to overlook, because we're not often thinking about these sorts of technical limitations, but damn is it impressive how Fromsoft pulled this off.

  • @flanerqstro3531
    @flanerqstro3531 3 дня назад +6

    The fact that you can see cerulean coast from the top of scadu altus will never not be impressive to me

  • @Goose683
    @Goose683 3 дня назад +24

    the best part of Zullie's videos is the soothing Zelda and King's Field music

    • @Monsterstrike7
      @Monsterstrike7 3 дня назад +1

      it's soothing until Zullie decides to use dark reality for the background music.

  • @raydark100
    @raydark100 3 дня назад +5

    It's incredible how underrated the Elden Ring map is for being open world, any position of the player is a painting, the map is connected almost perfectly and almost everything you see in the distance can be accessed, even if not, it is logically designed, the Sote map is another level adding that sick verticality

  • @ZeKnife
    @ZeKnife 3 дня назад +11

    I'd like to see a closer look at the DLC map. I definitely feel like there were more moments there where a marker placed on the map wouldn't match the corresponding location in the distance. I suspect SoTE is playing a lot more dark souls-style distance tricks, and hiding them behind tunnels and passages in the open world.

  • @5DollarFtLng
    @5DollarFtLng 3 дня назад +13

    Can we see a video overlaying the Shadow of the Erdtree map over the Lands Between Map? It would be amazing the two next to each other, particularly in a way that highlights the elevation similarities and differences between the maps.

  • @blanketray6050
    @blanketray6050 3 дня назад +2

    the nature of the world's progression probably also helps with this: you start from the bottom, and make your way up to the mountaintops. when you're below a cliff, you can't see what's on top, reducing the level of detail required for ground objects since they aren't visible from the lower levels. and when you're up high, it makes sense to have clouds or fog obscuring the view of what's below, to emphasize the height you've scaled.

  • @solaireofcatarina44
    @solaireofcatarina44 3 дня назад +5

    it's also interesting how misplaced halitree is compared to the map

  • @lukasspielmann108
    @lukasspielmann108 3 дня назад +4

    If you're further interested in how well the low poly versions of levels you can see from a distance match their actual high-poly counterparts in the souls games, the RUclipsr Illusory Wall has made several videos covering this very topic, using bloodstains, prism stones and much more. They're very interesting, I highly recommend checking them out!

  • @snagglesocks
    @snagglesocks 3 дня назад +1

    I've loved your work since I first discovered you, before you took your hiatus, just wanted to say, thank you for presenting such well thought and intriguing content! I don't watch many videos to completion, but I don't think I've failed to finish a single one of yours for years!

  • @TheMarkoSeke
    @TheMarkoSeke 3 дня назад +1

    Title: "struggles"
    Video: "it does a fantastic job"

  • @boogyboogyboogy
    @boogyboogyboogy 3 дня назад +2

    An example of this was made apparent to me when I was trying to study the landmass to the north of the Lands Between- I was trying to explain to people where the best spot to see it was (somewhere in the Haligtree), but I and many others were confused since it appeared to be both north and northwest at different times and from different angles- clearly not something you were ever supposed to notice or scrutinize, but it made me suspect something like this was the case

  • @theredknight9314
    @theredknight9314 3 дня назад +17

    Map is map

  • @OMIMox
    @OMIMox 3 дня назад +8

    IIRC in a DS2 developer interview the team explained that the reason for a lot of wonky area placements is because the PS3 and XB360 had issues with loading in everything at once. This is also the reason for the graphical downgrade the full release game got versus what the trailers and Network Test showed; they just didn't have enough power.

    • @sunbleachedangel
      @sunbleachedangel День назад +2

      Consoles holding everyone else back, nothing new

    • @OMIMox
      @OMIMox День назад +2

      @@sunbleachedangel eh, not consoles in this instance. It was Bandai Namco who apparently made the decision; the game was SUPPOSED to just be released for PS4/XB1, but good ol' BamCo wanted to maximize profits so they pushed for it coming out on PS3/XB360 as early as they could which was before the PC version was ready.
      Fun fact: DS2 sold about 75% of what DS3 did at launch, and that was without PC; if you include the PC sales of DS2 in launch sales, it *outsold DS3* and that was on Windows Live instead of Steam. If BamCo had simply waited 9ish months and allowed the game to release simultaneously across all systems (PS3/4/XB360/1/PC), then it would have been a much more finished product and would have outsold DS3. More likely tho would be that DS3 would have been an even bigger success lol

    • @sunbleachedangel
      @sunbleachedangel День назад +1

      @@OMIMox good old bumco

    • @OMIMox
      @OMIMox День назад

      @@sunbleachedangel ya got that right lmao

    • @sunbleachedangel
      @sunbleachedangel День назад

      @@OMIMox I remember when they were releasing AC6 they decided to remove all the regional prices on Steam and the game became like 60% more expensive (or more, I don't remember) where I live, very cool

  • @DuelistRL
    @DuelistRL 2 дня назад

    Thanks for making this one. Something I've been wondering for a while!

  • @KATinBLACK
    @KATinBLACK 3 дня назад +2

    With all the allusions to England, Ireland, Greece, and Rome, a North Atlantic island location was a perfect choice cuz natural fog and mist can help hide loading spots, just like back in the day when Silent Hill used fog to do the same. It's also matches up with the inconsistent weather patterns😄

  • @Suimega
    @Suimega 3 дня назад +3

    There's one specific spot where the menu map doesn't match the rendered overworld, and it's when you just arrive at the Haligtree. The border of the consecrated snowfield is rendered further than it actually is, as a manner to emphasize the length of the travel to the Haligtree. You can easily check it by playing with the map markers.

  • @astr0ncore
    @astr0ncore 3 дня назад +1

    Everytime I watch a video of yours it just makes me remember the joy of playing the games you take the music from for your videos. I love it!

  • @gr33dl0cknein3
    @gr33dl0cknein3 2 дня назад

    It is impressive how gargantuan the Erdtree is, crowning the whole Lands Between, sparing a few places.

  • @Amberpawn
    @Amberpawn 2 дня назад

    I am still in awe of how *good* the game looks with how many tricks and shortcuts they use. Like actually doing things that hide things without spending resources like others do for greater photo realism. It's an aesthetic that really works.

  • @OnlyWaifuYT
    @OnlyWaifuYT 3 дня назад +3

    When I used to play with low graphics on a crappy laptop it always seemed funny to me that the Erdtree looked like one of those random stickers your mom would stick on your fridge as a kid

  • @Sinolith
    @Sinolith 3 дня назад

    The fact that you always find such in-depth detail of these games, blows my mind every time. Love these videos and seeing the inner workings

  • @GonnaBeatchaBad
    @GonnaBeatchaBad 3 дня назад +2

    This game is a modern art + engineering masterpiece.

  • @GhostWriter-Gohan
    @GhostWriter-Gohan 3 дня назад

    Great video! I *think* there may be a few abstractive narrative elements subtly woven into the map design as well but these were really enjoyable details, thanks for the work you put in to sharing them!

  • @njihjkzero
    @njihjkzero 12 часов назад

    It's one of those things that you just can't really appreciate until it's explained. Zullie doing great work as always

  • @offigjuimce
    @offigjuimce 3 дня назад +2

    Elden Ring is a masterclass in open world game design. One of Fromsoft’s magnum opus

  • @Bitscreed
    @Bitscreed 3 дня назад +1

    Commenting purely to say I love the little Zullie map icon.

  • @michaelcook7778
    @michaelcook7778 3 дня назад

    Love how this channel reveals insight not only about in-game lore, but also actual game design processes and challenges.

  • @REGIMEPILLED
    @REGIMEPILLED 3 дня назад +2

    this game increasingly seems like a technical marvel in the base game which was out-done by the dlc

  • @somedumbwitch
    @somedumbwitch 3 дня назад

    me and my friend's first moment of awe with the dlc came with seeing one of the furance golems way off in the distance, but way, way below us. the first of many "Miyazaki was lying when he said the dlc was the size of Limgrave" moments

  • @xera192
    @xera192 3 дня назад

    This kind of videos always make me smile thinking just how incredible ER is.

  • @PoyoDesuka
    @PoyoDesuka День назад

    It's kind of a miracle the game executes this sense of world scale so accurately to the degree it does. All this, AND the game is a 10/10? Unreal.

  • @pixelrat18k95
    @pixelrat18k95 2 дня назад

    Everyday I continue to be more amazed by the love FromSoft puts into their games, especially when compared to most other big game studios. In 2022, they made a fan out of me, and every time I see one of these videos, that appreciation of FromSoft grows.
    I'd love to just sit down and ask someone who worked on these games all about their time and hard work they put into it

  • @to_tire
    @to_tire 3 дня назад

    I love that just as the Notre Dame was a collaboration between ingenious structural engineers and highly skilled stonemasons, Elden Ring's world is a collaboration between the ingenious backend engineers and the highly skilled environment artists.

  • @S.A.F.T.I
    @S.A.F.T.I 3 дня назад +2

    The in-game map is also slightly off from the overworld. If you place down a marker at a landmark, you can actually see the light beam is slightly further off from where you put it.
    Even if you're standing next to it, you just more easily see that they don't quite line up.
    Granted, it's a discrepancy of about five-or-so metres, so it's not gamebreaking. Just, a very small detail I noticed.

    • @Boss_Fight_Index_muki
      @Boss_Fight_Index_muki 3 дня назад +2

      i've often wondered if that's just bc the hand drawn map, being a drawing, was traced over the polygonal map, but not perfectly done, hence the discrepancy.

    • @S.A.F.T.I
      @S.A.F.T.I 3 дня назад

      @@Boss_Fight_Index_muki Could be, or that the Drawn map and overworked map were worked on at different points.
      As in, the drawn map acted as a reference, then from there it was altered to suit the Overworld. So over time the geometry may have just slightly shifted from its reference point.
      Unnecessary for a pleb like me, but a fascinating glimpse into the kinda work that would need to go into making a world like this and then having an accurate map.

  • @albertoorsomariaiorio2823
    @albertoorsomariaiorio2823 3 дня назад +9

    The level of big brain they had to achieve for this game to work is the hardest part to understand of the Elden Ring lore imho.

    • @v0ldy54
      @v0ldy54 3 дня назад +1

      Meh, plenty of other studios did a way better job at this than Elden Ring, which after more than 2 years is still laggy af every time you switch areas despite looking like a game from 6 years ago.
      Don't get me wrong, artistically it's a gorgeous game, but technically it's a turd.

  • @_Jay_Maker_
    @_Jay_Maker_ 2 дня назад

    The fact that this works _at all_ is just mindblowing to me. Modern game development is insane.

  • @Onyx1987
    @Onyx1987 2 дня назад

    Your videos help me further appreciate the work From puts into their games, thank you!

  • @dsuable_
    @dsuable_ 2 дня назад

    I just noticed what you mention when I was playing around with ERTool some time. Miyazaki really did put a lot of thought into making this masterpiece.

  • @lm7677
    @lm7677 3 дня назад +6

    The erdtree in the overworld and deeproot maps not matching has been pissing me off for months tbh

    • @anonisnoone6125
      @anonisnoone6125 3 дня назад

      Does it really not match? I feel like that's something Miyazaki wouldn't just ignore.

    • @lm7677
      @lm7677 3 дня назад

      @@anonisnoone6125 I layered them over each other once. The overworld map is slightly below where it needs to be. You can tell via the minor erdtree nearby (that Godwyn is attached to)

    • @h4xnslash900
      @h4xnslash900 3 дня назад +1

      @@lm7677 Isnt that just because the tree curves?

  • @daosxion776
    @daosxion776 3 дня назад

    At least there's no windmill elevators that arrives in a lava world.

  • @RigmaroleHM
    @RigmaroleHM 2 дня назад

    I wonder how much of that is even more complicated because of bird's eye telescopes zooming in on those far away details

  • @DoctorTBR
    @DoctorTBR 3 дня назад

    and thus, the power of sorcery is shown again

  • @olly123451
    @olly123451 2 дня назад

    I've been looking forward to a breakdown like this, super interesting to see how they managed to handle these when the same tricks used in older games wouldn't work anymore.

  • @flanerqstro3531
    @flanerqstro3531 3 дня назад +1

    They did it with ds1 which to this days is exceptional in terms of level design and was unique, so its not a suprise at all to see that they were able to do it a second time with elden ring

  • @ashtonharris5996
    @ashtonharris5996 3 дня назад

    Zulliw I love your videos and getting to learn more about how these collosal games work, thank you for all you do!

  • @twistedhazards
    @twistedhazards 3 дня назад

    I have to admit that I truly and wholly love these tricks that make the world feel so genuinely connected and real. I am sure this was a development Hell but it sure did pay off because it is BEAUTIFUL. The base game has wonderful consistency and detail even from afar as shown with Castle Morne, but the DLC is even more delightful to bask in and just look at everywhere you can see from any area.

  • @mimisezlol
    @mimisezlol 3 дня назад +2

    This is fascinating but also makes sense. In order for an open world to feel continuous, you HAVE to make sure it's accurate.

  • @SRFriso94
    @SRFriso94 3 дня назад +2

    This does make me wonder about certain things that are inefficient. Bushy's video on the mod where every enemy was always aggro'd had him being shot at by the Golem Archer in Mountaintops as early as fighting Draconic Tree Sentinel, and as late as crossing the chains past the Guardians' Garrison. So that Golem has his AI loaded in the entire time.

  • @timsonnenberg6977
    @timsonnenberg6977 3 дня назад +1

    They did such an impressive job with how smoothly this game runs. I'm still on Ps4 and the base game basically never stutters and the DLC does only in certain dense areas. Meanwhile something like Minecraft struggles on minimum settings...

  • @kubasliwa204
    @kubasliwa204 3 дня назад +1

    There's also the fact that even though you can traverse the entire open world without a single loading screen (except maybe the Haligtree), there’s actually few areas where transitioning between regions with different sceneries is done completely seamlessly - most of the time there is a lift, a tight passage, a cave, a gate, or something similar that conveniently obstructs the view, allowing the game to load the new assets in the background while you're going through them. The few examples I can think of where that's not the case are Limgrave-Caelid, Limgrave-Liurnia (when you go around Stormveil) and Altus-Gelmir.

  • @viniciuscorreia5508
    @viniciuscorreia5508 3 дня назад

    The first time I got to the top of a tower, I remember how fun it was to compare the map with the view from atop and see how the landmarks matched so nicely.
    Seeing how much effort it must have taken, makes me appreciate even more the level of detail in the map.

  • @That1J1
    @That1J1 2 дня назад

    Wow, I remember DCing constantly when cooping with my friends traveling to certain areas and I think the grid had everything to do with it watching this now. Thank you!

  • @ArcRay20
    @ArcRay20 3 дня назад

    the loading area chunks thing, while common in games like this, made me realize something
    that i saw talked about in a small twitter thread. and that this game lacks a problem a lot of
    other open world games dont deal with: masking LOD pop-in.
    like i cant say i recall much of anything like getting close enough to a spot and then BOOM
    a group of enemies or a whole structure visibly load in.
    another one i realized is an absent problem i see never talked about is CAMERA based LOD
    pop-in. which is that thing where the default camera distance from your character can be just
    out of range of having an object loaded in, but if you stood still and rotated your camera, you
    would see it pop-in on the edge of your screen as the camera is no closer to the object.

  • @Mene0
    @Mene0 3 дня назад

    Fascinating. I always wondered how the hell they do it without load times. Incredible. Coming up with this must've been very challenging and clever too. The engineers and devs need to have significant amount of know-how

  • @zaidlacksalastname4905
    @zaidlacksalastname4905 2 дня назад

    This was really interesting, love these videos

  • @helixmoss9957
    @helixmoss9957 3 дня назад

    I'm always so impressed at the scale of Elden Ring's development

  • @kusumapau8883
    @kusumapau8883 3 дня назад

    miyazaki: we need to make the map landmarks visible from any point of the game, just like DS1
    team: but the map is too big
    miyazaki: you guys will figure something out

  • @Tyabann
    @Tyabann 2 дня назад +1

    I noticed that, for whatever reason, the distant scenery from the Limgrave Divine Tower doesn't work correctly. the Minor Erdtrees aren't loaded and half of Caelid is literally missing, but this isn't an issue from the more distant Divine Tower in Liurnia
    always annoyed that it was never addressed lmao

    • @sanyanders
      @sanyanders 16 часов назад

      You can also see a big weird rectangle with texture from Caelid Divine tower when you look at Leyndell

  • @rizon98
    @rizon98 3 дня назад +1

    As much as i enjoy the new dlc content, its pretty cool to get some context on things like this, knowing how much work goes into getting the Super Overworld to look just right must be tough.

  • @kenraves7931
    @kenraves7931 3 дня назад

    I remember Josh Sawyer & some staff from Obsidian that worked on New Vegas back in the day regretted making landmarks as visible from other areas as they were, 'cause technical limitations made that like. Really jank up a lot of their other ideas and efforts. So impressive how this stuff works, and how amazing it all comes together! I can't imagine the workload and stress of game design.

  • @ThewitchofCaelid
    @ThewitchofCaelid 3 дня назад +7

    This game is the culmination of 15 years of knowledge from the studio, a true master piece... And Zullie is the best for explaining it ❤

  • @a.s.raiyan2003-4
    @a.s.raiyan2003-4 3 дня назад +5

    The Zelda music makes Elden Ring look wayyyy more inviting to play considering it's difficulty

  • @CubeDeveloper_Games
    @CubeDeveloper_Games 8 часов назад

    very insightful, I am currently working on a topdown pixelart game and I'm trying to absorb as much as I can from fromsoft's library of tricks, even if in my case it is a lot simpler since I don't really rely on landmarks for now (but I might in the future by foreshadowing distant locations with a background, nevertheless it will be a lot easier than what they had to do for elden ring)
    lovely video, and very cozy music too c:

  • @thomasparkin259
    @thomasparkin259 2 дня назад

    How fascinating, I bet this was a factor into why the Lands Between is so hilly and full of dramatic cliffs, makes it much easier to hide away distant places if you have a bloody great cliff or wall in the way.

  • @TalamahDev
    @TalamahDev 2 дня назад

    You can see early prototypes of the Jagged Peak pretty easily by zooming in on it when standing inside Belurat Tower, including dragons that used to circle the peak in a strange way and placeholder arrows showing the developer plotting out the path up the mountain.
    The only other place I've been able to spot the early LOD that has flying drakes is when you're leaving Shadow Keep on the bridge travelling west to the plateau.
    I captured some footage but it's pretty easy to spot from right outside the door to Divine Beast Dancing Lion and looking towards the peak.

  • @TheActualMrLink
    @TheActualMrLink 3 дня назад

    It presented many challenges, and I’d say they tackled them pretty damn well!

  • @tegirvaru
    @tegirvaru 3 дня назад

    this is exactly the kind of thing i am interested in, very cool video. so many details in the world and its so beautiful and fascinating, and it looks incredible from every single spot on the map.

  • @Rexhunterj
    @Rexhunterj 4 часа назад

    This is simple Level of Detail, but instead of from level-0 it's from level-4 (or whatever is the lowest level of detail in Elden Ring) this is how 90% of open world games handle their massive view distances, they have a very low resolution/detail version of the map (or the chunks themselves) this allows them to remain accurate to a point.
    Then the game shaders dither fade the high detail as you move away, allowing the transition to look more natural and tricking your eyes into accepting the level of detail.

  • @Spookybluelights
    @Spookybluelights 2 дня назад

    "Super Overworld" sounds like a Newgrounds game from 2006 that's meant to be a parody mashup of SNES platformers.

  • @phantom_boii
    @phantom_boii 2 дня назад

    The 3 year wait was more than worth it as well as the 2 years for SotE

  • @AM-wk9od
    @AM-wk9od 3 дня назад

    So cool, I love from soft more with every tidbit

  • @AricShadowDragon
    @AricShadowDragon 3 дня назад

    Yeah the amount of work must have been insane

  • @Geral454
    @Geral454 3 дня назад

    FromSoftware: actually putting a lot of effort by a crew of massive talented people.
    EA: "eeeh... just put some fog so we don't need to worry about distances"

  • @GlaiveMistress
    @GlaiveMistress 3 дня назад

    No wonder we had to wait so long for any news, they had to figure so much out for this one

  • @jcace13
    @jcace13 3 дня назад +1

    FromSoft's worlds have always been incrediblly impressive.

  • @MythicMagus
    @MythicMagus 3 дня назад

    So that's how they did it. I always wondered how Elden Ring handled loading and deloading the different areas of such a large map given that the parts of it always seem to be visible.