Fallout 4
The SIZE! A comparative study on vanilla FO4 and DLCs
I did this by looking at cells with navmeshes using a filter in FO4edit.

The vanilla base game has 2965 navigable cells.
Far Harbor has 937 navigable cells, and affects 34 of the CW cells (didn't go into how many are edits and how many are new).
Nuka World has 516 navigable cells and affects 32 CW cells.

Far Harbor is 31.6% of the Commonwealth's size.
Nuka World is 17.4% of the CW's size, or 55.1% of Far Harbor's size.

Converting that to a relative size isn't easy since unit scale isn't well defined. Skyrim used a 1 unit = 0.5625 (9/16) inch scale to make each 4096x4096 unit cell 192' on a side.

However, if you pick up a yardstick (59B3E), which is obviously supposed to be 36" long, the unit bounds place it at 72 units long, for a straight 1/2"=1 unit conversion. That's a cell of 170.66' per side, or 170 2/3' .

So, the "real" size of the game layout is this, formatted skyrim-based (yardstick-based)

Commonwealth: 3.921 square miles (3.098sqmi)
Far Harbor: 1.24sqmi (0.98sqmi)
Nuka World: 0.68sqmi(0.54sqmi)
Total land area: 5.84 square miles (4.62 square miles)

BIG game.
Автор останньої редакції: mfree; 27 верес. 2016 о 17:44
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Цитата допису Brandybuck:
Цитата допису lPaladinl:
Far Harbor from what I've played feels very, very tiny and extremely dense.
The landmass is the largest landmass of any Bethesda (and Obsidian) DLC. It's marginally larger than Shivering Isles. It's not as dense as Shivering Isles though, and so has slightly less content. But calling it "very, very tiny" is crazy. From the numbers above it's a third the size of the Commonwealth.

And yet I've never felt like Far Harbor was ever larger than Shivering isles, unless you're counting the shoreline where there are almost no important locations, secrets, or even loot.

Shivering Isles also had quite a lot more walking in-between more sparsely spaced locations.

I don't believe that simply the number of cells is any true indication of what the size of the actual content is. Cells can be of any size with any amount of dead space in them.
Автор останньої редакції: lPaladinl; 28 верес. 2016 о 9:45
Цитата допису lPaladinl:
Цитата допису Brandybuck:
The landmass is the largest landmass of any Bethesda (and Obsidian) DLC. It's marginally larger than Shivering Isles. It's not as dense as Shivering Isles though, and so has slightly less content. But calling it "very, very tiny" is crazy. From the numbers above it's a third the size of the Commonwealth.

And yet I've never felt like Far Harbor was ever larger than Shivering isles, unless you're counting the shoreline where there are almost no important locations, secrets, or even loot.

Shivering Isles also had quite a lot more walking in-between more sparsely spaced locations.

I don't believe that simply the number of cells is any true indication of what the size of the actual content is. Cells can be of any size with any amount of dead space in them.
Doing a map comparison Far Harbor is relatively bigger, but the amount of content is extremely lacking.
Цитата допису lPaladinl:

And yet I've never felt like Far Harbor was ever larger than Shivering isles, unless you're counting the shoreline where there are almost no important locations, secrets, or even loot.

Wha..... what? There's crap all *over* the Far Harbor shoreline. I've even made 'trips' up and down the shoreline *specifically* to screenshot catalog what I found.

Maybe I'm just better at seeing stuff from a distance, i don't know.
Mfree, you're right. The others here only count marked locations as "places of interest" but there are countless number of cool places in Far Harbor and in the Commonwealth that are not marked on the main map.
Цитата допису azxcvbnm321:
Mfree, you're right. The others here only count marked locations as "places of interest" but there are countless number of cool places in Far Harbor and in the Commonwealth that are not marked on the main map.

I have a feeling that the main issue is with how heavily task-oriented any given player is. FO4 is sandbox galore with a reasonable questline; if the latter is all they're interested in, I suppose it might not be a 'suitable' amount of content for the price and time spent...
Цитата допису Discord Days:
The size seems large enough (mods will create more world space too!) but what I see as the issue is the amount of buildings with blocked doors. Hoping we'll get a mod that will populate them/make them accessable (like there was in Fallout 3).
it was one of the things I hate about the Grand theft games, and one of the many things I hated about Vegas: boarded up doors. It was extremely disappointing when I get to concord, see all the houses, and realize almost all of them are boarded up. The game is screaming for a mod that puts something into those buildings. I would be shocked if there wasn't a mod that already did this.

as for the size of the game, it is much larger than the map would suggest. The level of detail of interior, underground, and vertical spaces often amazes me. It looks small until you have to travel its length in survival mode. Look at all the spaces found on highway bridges. Or subways. But it is small enough that you aren't going to travel through endless forests to get from place to place. It is nearly perfect size. As we men are always telling ourselves, size doesn't matter if you know how to use your size. And Fallout 4 knows how to use its size. The only complaint for me would be how they underutilized the water space, especially the areas underwater. This is a missed opportunity that I was hoping would be fixed in dlc.
I think maybe there was a time and resource constraint to the number of buldings open in the game. If every single middling to large building had doors to an interior zone, the effect on the performance of the commonwealth exterior would be minimal... it's a door with a teleport tag, maybe 8-10 extra objects per building total in cells that are already managing thousands of objects.

But they'd be cookie-cutter. Every building would be an interior location, which means a worldspace maybe not built from scratch but from a low-level template, but then what? There's an entire world for the devs to code, how many dozens or hundreds of unique interior worlds would need to be cobbled together out of the same set of basic components?

I think that's part of the key to FO4... they didn't overstuff it to the point that scenes are overly repeated. Most places are unique, and even similarities are hard to find unless they're purposeful (subway and railway stations are likely to have the same build, apartments on different floors would probably have identical floorplans, etc).
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Опубліковано: 27 верес. 2016 о 17:43
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