What were the civil engineers thinking when they designed the Imperial City?

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LWS666

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Nov 5, 2009
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simple, number 1. if there was only the outer wall then if invaders got past that they'd have the entire city to run amock in. if there's sections and a big castle that allows you to see where invaders are coming from then you can say "goblins attacking from the north" and get arcers ontop of all the walls. that way, even if they get past the outer wall there's still 3 more walls to get through, all with archers ontop.
 

Plurralbles

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Jan 12, 2010
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It's a beautiful city and the walls are a sign of wealth.

Oh and, there's no other reason to build a city wall OTHER than defense, so you fall flat on your face saying it doesn't make sense to have walls everywhere.


It also helps with lag. Changing area and loading up a new one makes it so my laptop can handle it. But I still lag inside mage guilds.
 

Frenger

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May 31, 2009
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The IC design has it's purpose, but look at the rest of the game. There is no thought in how the entire country was designed. Notice that there is a harbour in the Imperial City, but no waterways that leads to the sea(or any other city)?

Stuff like this makes the game a bit lackluster, even if they put a huge amount of detail on other stuff.
 

Sebenko

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Dec 23, 2008
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rathorn14 said:
it's the "Imperial" city. It has to look imperious: grandiose, intimidating, and symmetrical.
Well that goes out the window when you realise how fucking TINY the place is. Mournhold was a similar size and that was just the palace and rich district.

It could at least have been the same size as Vivec.
 

Therumancer

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Nov 28, 2007
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It's likely that the city was expanded with each "Section" being built outside of other ones, and each set of walls having been the edge of the city at some point even if certain districts were later re-purposed.

Also it was not uncommon for there to be physical barriers between wards in a city to surpress riots, control the population, and/or seperate social classes. With say the area where a lot of residents lived being walled off from the markets gate passage being forbidden to visitors.

Understand that modern morality didn't prevail, and the middle class didn't want the poor people around where they lived, and the upper class didn't want the poor OR middle class around where THEY lived. Keeping the slums contained and walled up being paticualarly important.

It's also notable that people continually accuse goverments of doing the same thing by setting traffic patterns and stuff to make it increasingly difficult to get into or out of ghettos and slums. They even made a joke about it in "Grand Theft Auto IV" with the "Civil Servant" game. The basic idea being that with most people using cars and roads, by limiting the number of exits and access roads and having them be in messed up places, populations can be somewhat limited to specific areas just as well as putting up a wall, and having the gate guards only let people pass through with specific paperwork which of course none of the poor will have access to.

As far as size goes, I think they did okay with it. The problem with making things too huge in games is that they become annoying if there isn't enough content to fill them up. I think Oblivion's Imperial City was reasonably sized for the number of the things you had to do there.
 

Axolotl

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Feb 17, 2008
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Therumancer said:
It's likely that the city was expanded with each "Section" being built outside of other ones, and each set of walls having been the edge of the city at some point even if certain districts were later re-purposed.
Which doesn't correlate at all with the actual positioning of the walls.

As far as size goes, I think they did okay with it. The problem with making things too huge in games is that they become annoying if there isn't enough content to fill them up. I think Oblivion's Imperial City was reasonably sized for the number of the things you had to do there.
It really isn't it's underwhelmingly small. This city is the heart of a continent spanning empire. The city itself is smaller than vivec and it's nowhere near as impressive as it should be.
 

Daveman

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Jan 8, 2009
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Wow... you thought a lot about this.

I was more worried about how in the beginning cutscene the guard walking in the city was as big as one of those fuck off huge doors that separate each segment...

Axolotl said:
It really isn't it's underwhelmingly small. This city is the heart of a continent spanning empire. The city itself is smaller than vivec and it's nowhere near as impressive as it should be.
Oh shit! Are you telling me that in a game where I can battle goblins with my magical powers that the cities are unrealistic. GASP.
 

The Last Nomad

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Oct 28, 2009
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Axolotl said:
Surely a more important question is why is the richest, largest and most powerful city in the entire world smaller than almost every other city in every other game?
Because building it any bigger would ruin the symetrical design they have....

But why they choose such an Odd design... I dunno...
 

Axolotl

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Feb 17, 2008
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Daveman said:
Axolotl said:
It really isn't it's underwhelmingly small. This city is the heart of a continent spanning empire. The city itself is smaller than vivec and it's nowhere near as impressive as it should be.
Oh shit! Are you telling me that in a game where I can battle goblins with my magical powers that the cities are unrealistic. GASP.
No. I'm saying that in a series that once prided itself on it's detailed seting and realistically sized settlements and landscape, the Imperial City in Oblivion breaks both verisimilitude and internal consistancy. It fails to convey the sense of grandeur that is expected of the location and is ultimately a bland and mundane disappointment.

Thanks for the crappy strawman by the way.
 

Old Man Neck

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Feb 22, 2009
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I think they built it in that fashion because it may have been built in segments. Like in the beginning it was just a fort, but as time went on and the empire became richer, they built the segments surrounding it, and the prison was built to separate it from the city.
 

Trivun

Stabat mater dolorosa
Dec 13, 2008
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beefpelican said:
I was playing Oblivion the other day, when I noticed something that had never occurred to me before. The design of the Imperial City doesn't make much sense. There are walls on the outside, which makes sense, given the monster hordes outside the city gates, but there are also huge walls in between each of the city sections. Why would they make these? I have a couple thoughts, but none that really make too much sense.
1)Makes the city more difficult to conquer.
An enemy would have to conquer each segment separately, and re-breach the walls every time. Still, a more sensible design in that case would be circular, ala Minis Tirith in Lord of the rings.
2)Quarantine Zombies.
This would make sense according to normal zombie rules, but Oblivion zombies aren't a result of infection but of magic, and they don't spread like other zombies, so not that idea
3)Making load times easier in the game
This is meta logic and will not be tolerated!
4)It's pretty.
That much manpower and wasted stone for aesthetics? Probably.

So what do you all think?
I used to design maps for fictional universes in my spare time. Fictional cartography is pretty interesting and fun, and useful when I'm bored in lectures. And whenever I was designing maps of cities, I would use a similar system. Split up districts by walls to aid defence. I have to agree with option 1. Plus, the circular design isn't as interesting as the district design. With a circular design like in Minas Tirith, any attacker is basically going to be attacking from the front every time, and with fewer entry gates and whatnot in each circle and less space to maneuver around, the defenders will be much easier to kill each attack. Whereas with a district design, it can be much easier then for defenders to position troops in key districts and defend key locations, and to use their own controlled areas to maneuver troops around to flank the enemy. From a tactical point of view it's much more like a game of chess, and in fact benefits a defending army right from the off. Designing a city in the style of the Imperial City is actually a much more sensible approach, from a tactical point of view.

However, I get the feeling options 3 and 4 jointly were the main focus for the developers, given they were designing a fictional city...
 

Good morning blues

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Sep 24, 2008
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It would make it easier to isolate and quarantine areas of the city, which would come in mighty useful if there was ever a revolution so close to the Imperial Palace.
 

Daveman

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Jan 8, 2009
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Axolotl said:
Daveman said:
Axolotl said:
It really isn't it's underwhelmingly small. This city is the heart of a continent spanning empire. The city itself is smaller than vivec and it's nowhere near as impressive as it should be.
Oh shit! Are you telling me that in a game where I can battle goblins with my magical powers that the cities are unrealistic. GASP.
No. I'm saying that in a series that once prided itself on it's detailed seting and realistically sized settlements and landscape, the Imperial City in Oblivion breaks both verisimilitude and internal consistancy. It fails to convey the sense of grandeur that is expected of the location and is ultimately a bland and mundane disappointment.

Thanks for the crappy strawman by the way.
I think it's pretty grand seeing as it's visible from most areas of the huge map, which may be smaller than morrowinds but it looks quite significantly better. the inside is a little weird but if you think about it, it's just a game, why would you make loads of houses and stuff that basically nobody would ever go in or have need of? I say fun and usefulness is more important than some abstract standard of realism.

Axolotl said:
It really isn't, it's underwhelmingly small.
that's what she said XD
 

rathorn14

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Jan 21, 2010
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Sebenko said:
rathorn14 said:
it's the "Imperial" city. It has to look imperious: grandiose, intimidating, and symmetrical.
Well that goes out the window when you realise how fucking TINY the place is. Mournhold was a similar size and that was just the palace and rich district.

It could at least have been the same size as Vivec.
hey, they had to cut corners somewhere to keep it under budget.
 

Axolotl

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Feb 17, 2008
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Daveman said:
I think it's pretty grand seeing as it's visible from most areas of the huge map,
That's just because of Oblivions simiarly undersized map.

which may be smaller than morrowinds but it looks quite significantly better.
You think Oblivion looks better than Morrowind?

the inside is a little weird but if you think about it, it's just a game, why would you make loads of houses and stuff that basically nobody would ever go in or have need of? I say fun and usefulness is more important than some abstract standard of realism.
How is a small constrained immersion killing setting fun or useful?