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A BRIEF HISTORY OF CYRODIIL
 
A BRIEF HISTORY OF CYRODIIL
 
IT'S QUIET ... ALMOST TOO QUIET
 
IT'S QUIET ... ALMOST TOO QUIET
 
OBLIVION COLLECTOR'S EDITION
 
OBLIVION COLLECTOR'S EDITION
 
MAGICAL MYSTERY MEAT
 
MAGICAL MYSTERY MEAT
 
THE DARKER SIDE OF CYRODIIL
 
THE DARKER SIDE OF CYRODIIL
 
E3 - FEAR AND LOATHING IN LA
 
E3 - FEAR AND LOATHING IN LA
 
TO THE DEATH, OR TO THE PAIN?
 
TO THE DEATH, OR TO THE PAIN?
 
NOW YOU SEE ME, NOW YOU DON'T
 
NOW YOU SEE ME, NOW YOU DON'T
 
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The Darker Side of Cyrodiil
 
Michael Ryan - Level Designer
 

Michael RyanSurface dwellers. They just never quit with the "Cyrodiil is sooo beautiful" talk. You'd think Cyrodiil was a perfectly lush world full of dense forests, majestic mountain ranges, and teeming cities the way these sun-loving freaks go on and on about the place. Me? I prefer the warm glow of torch light and the quaint, quiet beauty of a cozy dungeon. Why venture above ground at all when a good dungeon offers dark corridors to explore, dastardly traps to avoid, and creatures of unspeakable evil to fight? Even if you are a misguided fan of natural lighting, I think you'll come around to my way of thinking after a healthy, Oblivion dungeon romp.

When I joined Bethesda I became the sixth member of a growing dungeon team - the portion of the Oblivion dev team that basically does nothing but design, build, test, and tweak dungeons. We've since added two more dungeoneers to our ranks and as a group, we have now hand-crafted more than 200 subterranean locales to explore and pillage while playing Oblivion.

Our team's mandate, all along, has been to inject more fun and more atmosphere into the dungeon experience. We wanted to avoid creating a large collection of beautiful spaces filled with nothing to do. At the same time, we wanted to make sure that the dungeons were unique and memorable - not just a series of cookie-cutter holes in the ground with some loot and a few skeletons. Amazingly, we're now at the point where we are wrapping up work on the dungeons and putting the finishing touches on most of them. Honestly, there were times I thought we'd never make it this far. Some days, the dungeon list looked a little like an ever-stretching hallway straight out of a Hitchcock film.

Because the game has so many dungeons, we tackled the job in stages, chipping away at the lengthy list and adding more and more polish over time. Each builder on the team has a preferred process for designing a solid dungeon, but we all start with the basic layout of the environment. Oblivion has a very powerful (and cool-looking) map feature that can help you find your way through the toughest of labyrinths, but that's still no substitute for a coherent, well-planned layout. Not only will the layout dictate the pacing of your combat encounters in the dungeon, but it will also determine the available lighting options at your disposal (which in turn, have a huge impact on how well the dungeon will actually run). As often as possible, we also try to incorporate elements such as multiple paths, dramatic overlook spots, and cool vista moments. Throughout the process, the dungeon type (marauder fortress, goblin cave, vampire lair, etc.) determines the architecture we use and the types of spaces the layout can and should use.

Screen1

Lighting is the next big hurdle -- and by far, the most time consuming part of the process (at least for me). Getting the lighting right is a tricky job and even in these late stages, the lighting of the dungeons is still an ongoing process. It's been a tough task to balance aesthetics with performance, as the lighting obviously affects both of these elements in a big way. Fewer lights mean a better frame rate, but will also lead to a dungeon so dark that no one will be able to navigate through it. We purposely made the dungeons much darker than those in Morrowind, since we really wanted them to feel like dark, foreboding places burrowed deep beneath Cyrodiil and not just a series of brightly-lit rooms that happen to be full of loot and monsters. However, you are simply not going to have fun in a dungeon if it's too dark to find your way. So we are constantly adjusting the lights based on our own testing, as well as on the feedback we get from the rest of the team.

 

 
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Bethesda Blog
 
Bethesda Blog
 
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Now Available!
 
Order Oblivion GotY for PC and Xbox 360
 

Order The Elder Scrolls IV: Oblivion Game of the Year Edition for PC and Xbox 360 at the 2K Games store.

 
 
Now Available!
 
Order Shivering Isles for Windows
 

Order The Elder Scrolls IV: Shivering Isles for Windows at Take2games.com

 
 
Now Available!
 
Official Oblivion Plugins at www.OblivionDownloads.com
 

Download official Oblivion plug-ins for PC at OblivionDownloads.com

 
 
Soundtrack
 
Morrowind and Oblivion Soundtrack Available through DirectSong
 
The Oblivion and Morrowind soundtracks are now available to buy for the first time anywhere; exclusively through DirectSong.
 
 
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