Are small areas inherently better than large areas?
#1
Posté 18 mai 2012 - 09:20
#2
Posté 18 mai 2012 - 10:02
- OldTimeRadio aime ceci
#3
Posté 18 mai 2012 - 10:55
#4
Posté 18 mai 2012 - 11:53
NWN is a GREAT game engine.
Modifié par ehye_khandee, 18 mai 2012 - 11:55 .
#5
Posté 19 mai 2012 - 12:37
#6
Posté 19 mai 2012 - 03:41
The goal of design should be to focus on increasing "surface area" rather than area size. By "surface" I mean points of engagement for the player.
Edit: Yes, 8x8 is very small, and a real challenge to work with. 12x12 is likely a good size as well, and seems to be the sweet spot that enables a PC to get lost in the area, and yet still have an efficient use of resources.
Modifié par henesua, 19 mai 2012 - 03:43 .
#7
Posté 19 mai 2012 - 05:12
On my current city project, I am using a couple large areas to help create a sense of overall scale (8x24 grand boulevard 18X14 dock), but over half of those areas aren't walkable terrain. Instead of large (16x16) district maps, I am using a lot of narrow, medium length areas for side streets and a even more small areas for snug little alleys, tangled little neighborhoods, and clandestine urban grottoes.
I too think I can do a lot more with tight spaces, and am only going to use the bigs sparingly to illustrate scale.
#8
Posté 19 mai 2012 - 05:26
#9
Posté 19 mai 2012 - 01:03
On the main point, about the use of large areas: trying to keep area size down to under 16x16 is a good guideline, but it shouldn't be treated as a rule. It depends what you're trying to accomplish. There are situations where using a large area can be not only effective but nearly essential. To take one example: the main flying area I'm building in Sanctum 3 is 32x32, the maximum size possible. I did that for effect, in order to give the player a sense of feeling that the sky they were traveling in was an expansive space. Smaller sky areas linked together would have taken away from that effect. But because it's a sky, which by definition should look more or less empty compared to a ground level or inside area, I was able to keep it light enough to perform reasonably well.
In my first module I made the "first time builder's mistake" of creating a number of large areas. In the "version 4" rework I'm doing right now, I'm cutting those larger areas up into pieces and linking them together. The largest one I have left is 280 tiles, but most of the others are in the 150 range or less. I can't say there's a hard and fast rule about it (as I said, it depends on what you're trying to do with the area), but as Henesua said much of the time 150 tiles or less seems to work well for me.
Modifié par AndarianTD, 19 mai 2012 - 01:07 .
#10
Posté 19 mai 2012 - 01:32
Lagging? maybe, Crashing? hardlyLeurnid wrote...
Large areas do use more processing power and can, if loaded with enough stuff, lag or crash a system, especially an older machine or one with a less robust graphics card.
it depends on a tileset, default bioware tilesets can be used to create 32x32 areas without problem even on old graphic cards, yes it takes longer to load but it also depends on placeables usage. The more placeable the worse and a 32x32areas probably needs many of them.
Such area won't load longer than four area of 8x8 would.
Still creating such big areas is very difficult as it takes four times more time to design them and finish them. Something to consider as well.
#11
Posté 19 mai 2012 - 02:22
#12
Posté 19 mai 2012 - 02:25
ShaDoOoW wrote...
it depends on a tileset, default bioware tilesets can be used to create 32x32 areas without problem even on old graphic cards, yes it takes longer to load but it also depends on placeables usage. The more placeable the worse and a 32x32areas probably needs many of them.
Such area won't load longer than four area of 8x8 would.
Still creating such big areas is very difficult as it takes four times more time to design them and finish them. Something to consider as well.
An 8x8 area has (2^3)^2 = 64 tiles. A 32x32 area has (2^5)^2 = 1024 tiles. That's 16 times as large as an 8x8 area, not 4 times as large. It may be 4x as long on an edge, but the total size is given by the area, which scales as the product of the edge lengths.
That's one reason you need to be careful in choosing area size. Doubling the length on each side quadruples the area. Quadrupling the length on each side multiplies the total area by 16. A 32x32 area is MUCH larger than an 8x8.
#13
Posté 19 mai 2012 - 02:41
Yea, i forgot. This doesnt change my post in any way. Its definitely, possible with bio tilesets (I have one 32x30 in my module and its fine - yet I must admit I have minimum placeables inside) but not really recommended.AndarianTD wrote...
An 8x8 area has (2^3)^2 = 64 tiles. A 32x32 area has (2^5)^2 = 1024 tiles. That's 16 times as large as an 8x8 area, not 4 times as large. It may be 4x as long on an edge, but the total size is given by the area, which scales as the product of the edge lengths.
That's one reason you need to be careful in choosing area size. Doubling the length on each side quadruples the area. Quadrupling the length on each side multiplies the total area by 16. A 32x32 area is MUCH larger than an 8x8.
#14
Posté 19 mai 2012 - 04:16
And you do it very well. As unfinished as Arnheim was, it felt very alive and immersive. Kudos again.henesua wrote...
...
I use 8x8 areas, and load them up with creatures, puzzles, and points of interest. They run efficiently, AND are active spaces with numerous points of interest, and secrets. Working in tight spaces also forces me to use every tile to its fullest potential. My goal is to avoid the vacant space syndrome I've seen in many NWN modules.
The goal of design should be to focus on increasing "surface area" rather than area size. By "surface" I mean points of engagement for the player.
Now extend that philosophy even further into the topology of the areas themselves. IMO it is a mistake to simply try to stitch together hundreds of geographically accurate but rather bland large areas. At the same time, I want to really give a sense of immensity to the world... How to do both? Variable density of points of interest and shortcuts/overland maps :-) <getting off topic, old man>
Heh. Patience grasshopper. <grasshopper? did you just call me a bug?!>
What? No! I just... Oh, hush, bird. <*raven glower*>
I thought long and hard about the optimum size of the template areas for the Regional mod system, taking into account exactly what you are talking about. I settled on 13x13 for those reasons and my own quirk that I like odd numbers. They give me a center tile and center tiles on the edges. 13x is also quite large enough for expansive outdoors, but small enough to work well on my old laptop (which was a huge consideration then).Edit: Yes, 8x8 is very small, and a real challenge to work with. 12x12 is likely a good size as well, and seems to be the sweet spot that enables a PC to get lost in the area, and yet still have an efficient use of resources.
I also like the technique of multiple small areas being in one map so transitions are quick. A 32x32 area that is mostly black wall loads pretty quickly and offers lots of room for 9 or 12 small areas, or one very long corridor/path (remembering that we are not stuck with square shapes).
<...at 1313 mockingbird lane>
#15
Posté 19 mai 2012 - 04:31
Needless to say the functions which check distance between objects can cause serious draw on CPU resources in large areas... (Which some AOE Spell Scripts Use btw)
As far as Single player modules though, I'd say large areas are fine, provided you do not go overboard with NPCs & Placeables, that's where those huge area designers go all wrong, worse yet they often place the stores in the same big area too (usually town), which increase lag all the more...
Anyway, if you want a clean, efficient module, be sure to consider first what you are building, secondly, consider the end user, maybe they are still using this old Pentium 4 / 2.0 GHz crummy CPU with onboard graphics (not recommended)...
Nothing larger than 10 x 10 is really needed unless you are making an outdoor map for Horses, you can always make more areas to create huge towns, that's what I do anyway, I'm always trying to keep maps 8 X 8 or less whenever possible. Every builder has their style / taste when building, preference matters only to the builder, but the player is the one that notices the difference...
In my first module I made the mistake of making big maps, and for that reason we saw a lot of internet bandwidth usage early on, nobody was overspawning or anything, I was watching, but as they were constantly loading areas, it was laggy to all other players. The reason that is, is because your bandwidth will choke all other players connected when someone loads a huge map... (Note that)
Hope that helps you, and someone else maybe too...
Modifié par _Guile, 19 mai 2012 - 04:39 .
#16
Posté 19 mai 2012 - 05:45
Just to justify my statement, on the machine I was playing NWN on 10+ years ago, I had the toolset crash on a number of occasions trying to save a 32x32 area I was working on. It wasn't the 32x32 that was the problem, I was able to save the raw build without difficulty previously. Crammed with upwards of probably 30-50 transitions, hundreds, heck, maybe over a thousand placeables, about a dozen shops with NPCs, and triggers for NPC spawn.ShaDoOoW wrote...
Lagging? maybe, Crashing? hardlyLeurnid wrote...
Large areas do use more processing power and can, if loaded with enough stuff, lag or crash a system, especially an older machine or one with a less robust graphics card.
it depends on a tileset, default bioware tilesets can be used to create 32x32 areas without problem even on old graphic cards, yes it takes longer to load but it also depends on placeables usage. The more placeable the worse and a 32x32areas probably needs many of them.
Such area won't load longer than four area of 8x8 would.
Still creating such big areas is very difficult as it takes four times more time to design them and finish them. Something to consider as well.
I rebuilt the thing from the previous build that wasn't quite as packed with stuff, loaded some stuff in and trimmed a bunch out trying to keep it light enough. The area took forever to load, and often, NWN would simply lock up loading it, or crash to the desktop.
Granted, that was a 10+ year old machine, as good as it was, and the area was a prime example of everything they recommend against, but it was possible, and may be still, to crash NWN with a big area.
*tileset was bio city exterior.
Modifié par Leurnid, 19 mai 2012 - 05:49 .
#17
Posté 19 mai 2012 - 08:29
#18
Posté 19 mai 2012 - 11:26
Rolo Kipp wrote...
Now extend that philosophy even further into the topology of the areas themselves. IMO it is a mistake to simply try to stitch together hundreds of geographically accurate but rather bland large areas.
You mean the topology of how the areas are connected? Yeah, I need to work on that. At present, the released part of Arnheim mostly consisted of a section of Falkswoud. 9 exterior areas in a 3x3 grid. Some of the interiors cross connect areas, but only in simple ways.
I am using seamless area transitions, and it has influenced the design of my areas as well as the "topology" as you call it, the way they link together. I like the naturalism of it. But as you say you can go too far with naturalism as it can make things boring. Its been a challenge to create a unique experience in each outdoor area even though they are stitched together in a grid. (Even the topography is stitched together. I am obsessive.)
Rolo Kipp wrote...
I thought long and hard about the optimum size of the template areas for the Regional mod system, taking into account exactly what you are talking about. I settled on 13x13 for those reasons and my own quirk that I like odd numbers. They give me a center tile and center tiles on the edges.
Yes, on the areas I made for Vives, 13x13 was a typical size. An odd number of tiles allows one to make a center.
Rolo Kipp wrote...
I also like the technique of multiple small areas being in one map so transitions are quick. A 32x32 area that is mostly black wall loads pretty quickly and offers lots of room for 9 or 12 small areas, or one very long corridor/path (remembering that we are not stuck with square shapes).
Multiple "areas" in one Area, is indeed a good design goal. 5-6 players can have an encounter in a 2x2 tile space. I try to create many such spaces. In the midst of play, a DM might be inspired by these spaces to do something. Players also gravite to places the "look like something", that have that genius loci.
I am with you on the non-square areas. In Vives I played with that a lot. But in Arnheim I've been obsessed with Seamless Area Transitions. I need to break out of the mold.
#19
Posté 20 mai 2012 - 01:02
edit: the only issue I have found with this approach is sometimes, the NPCs have trouble navigating the transitions between floors for way points or other ambient behavior routines.
Modifié par Leurnid, 20 mai 2012 - 01:04 .
#20
Posté 20 mai 2012 - 07:14
nothing happens. Go watch some hitchcock films and you'll see how that master used such things to great effect.
#21
Posté 20 mai 2012 - 07:54
As you can tell there is not a definitive answer to which is "better". But there are a number of criteria that you can apply in your own judgements as to what size you should use for an area in a particular situation.
Modifié par henesua, 20 mai 2012 - 07:55 .
#22
Posté 21 mai 2012 - 11:22
henesua wrote...
So anyway to the OP.
As you can tell there is not a definitive answer to which is "better". But there are a number of criteria that you can apply in your own judgements as to what size you should use for an area in a particular situation.
Good answer..
#23
Posté 23 mai 2012 - 11:28
P.S. It turned out to be the npc|other that were crashing my system.
#24
Posté 24 mai 2012 - 02:27
While most of what the other posters said is true, most of the communities responses on area size and stability stem from the first couple of years of NWN, when the computers were less powerful.
#25
Posté 24 mai 2012 - 02:55





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