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Videogame Worldbuilding vs Normal Worldbuilding

407K views · May 9, 2026 · Education

Comments · 735

  • @HelloFutureMe · 4 months ago · pinned

    Skyrim Lore Is Weider Than You Think + on Gods and Monsters on Nebula <a href="https://nebula.tv/curiousarchive/gods-and-monsters?ref=hellofutureme">https://nebula.tv/curiousarchive/gods-and-monsters?ref=hellofutureme</a>

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  • @rythulian · 4 months ago

    Hi everyone, I’m the editor! This was my first time editing a green screen video and it was a lot of fun! Plus I got to use all my favourite tracks from the elder scrolls games! Hope you all enjoy it! ❤️

    2.1K

  • @vanDaalstad · 4 months ago (edited)

    there&apos;s two things i love about elderscrolls lore: how weird it is, and how much more weird you can make it sound by only giving a quick summary of the lore. for example: Talos is what happens when a scam artist, a racist ghost, and a mage too clever for his own good try to find a replacement battery for the mountain sized mecha because the polycule that achieved godhood through cheatcodes didn&apos;t say the batteries weren&apos;t included when they gave it to them. So when they try to turn on the giant mecha (that is so powerful, turning it on breaks time) the mecha has to double check with the universe if their fake battery mimicking the heart of a dead god with a sliver of his soul would work. The universe shrugs with a &apos;close enough&apos;, though it has to write a software patch to make sure nothing too important breaks this time. This patch turns the scam artist into a god, but also the racist ghost and the mage &nbsp;because they did such a good job pretending to be just one awesome dude, the universe lost track of which was which. So they all become Talos. All of this makes sense with the lore if you read only like two or three books ingame.

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  • @channeleditor9335 · 4 months ago

    Bro&apos;s got the anyaustin goin&apos; on, that&apos;s huge

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  • @flooferderp2918 · 4 months ago

    I just noticed the music feels very Skyrim, but when you talk about Cyberpunk, it shifts to include elements from <b>its</b> music! Neato.

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  • @EyeOfMagnus4E201 · 4 months ago

    He’s right about how the hills and mountains in Skyrim hide most of the cities and towns from each other. &nbsp;The only exception I can think of is that you can see Solitude from Morthal, and that seems like a purposeful decision to convey that Morthal is under Solitude’s shadow in more ways than one (although it also kind of ruins Morthal’s vibe of seeming to be in the middle of nowhere even more so than any of the other minor capitals - even Winterhold has the college nearby).

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  • @justinsinke2088 · 4 months ago

    This is reminding me of when Blue over at OSP did a video on Assassin&apos;s Creed, talking about &quot;Accuracy vs Authenticity&quot;, and I think it runs parallel to what you&apos;re discussing here; what&apos;s factually correct and what feels correct can sometimes be two very different things.<br><br>Oh, you want to talk about a game that has fast travel but you have no incentive to use it? Spider-Man. You can use the subway stations to fast travel, but how many people do that instead of, you know, web-slinging across the island? Fast travel becomes and afterthought to players when it&apos;s made engaging to get from point A to point B.

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  • @lardilordi666 · 4 months ago

    Morrowinds fast travel mechanics are way more layered than what you touched on in the video. On top of silt striders you also have boats, teleportation services, player spells and artifacts that let you move around the map in different routes. That makes you plan your travels and engage with the world even more in my experience. <br><br>Say you need to get to a specific ruin. Maybe it&apos;s next to city that you know to have a mages guild hall, but the city you&apos;re in doesn&apos;t. Well you&apos;re on the coast and can take a boat to a nearby city that has one, from there you can teleport to the other city since you joined the mages guild earlier and now you are a short walk away from your destination.<br><br>God I wish they brought back systems like this... :D

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  • @captainstroon1555 · 4 months ago

    Subnautica uses this same principle despite the landscape being the flat ocean surface. The very first view of 4546B you get purposefully hides two whole islands behind deliberately placed fog. The only landmark you get is the one you&apos;ve already been introduced to. The wreck of the ship you arrived on.

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  • @ceryx6849 · 4 months ago (edited)

    A little clarification :<br>Morrowind silt striders, boats and guild guides all teleport you. You don&apos;t get to actually ride the island on silt strider back. What you see is Abot&apos;s immersive travel (a mod)

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  • @peterknutsen3070 · 3 months ago

    <a href="https://www.youtube.com/watch?v=2eKD0_60lfA&amp;t=603">10:03</a> There was a stark difference between the super large super empty world of Daggerfall, procedurally generated, and then the much smaller but entirely hand-made world of Morrowind just a few years later.

    23

  • @Azura401 · 3 months ago

    Something about No Man&apos;s Sky, even with its updates it can still feel small. But that&apos;s an intentional worldbuilding choice. The universe as it exists is one big simulation made as what is basically a machine&apos;s cry for help as it goes through the last 16 minutes of its life.

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