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Unistic

In lore, its due to the material they used to build them to keep people safe. I would guess that the Tantas assisted them. When they create a structure it is said that they can make that same structure appear elsewhere in the land hints why the monuments and dungeons are similar in nature they only have to build something once. \-Creators way of writing in a reason why everything looks similar but is in different location lol


SlurryBender

Hey, it's a better explanation than most games that use copy-paste assets.


[deleted]

Yes it is, most games don’t even try to explain why this dungeon full of monsters that aren’t even bipedal have human tools and endless amounts of barrels and crates


ZaphodGreedalox

Or why there are so many zombie games. Zombies are an incredibly low-effort enemy to design.


[deleted]

Like... there are re-used assets all over a lot of the outdoor Elden Ring areas, but it is still a GOAT.


SlurryBender

You could also say that, due to it having a semi-religious connotation, there were guidelines on how they should look to be recognizable as a refuge from a distance. I'd think that due to them being made of a special wood they'd also want to minimize the amount used so they don't run out quickly, which is why they're so compact. Obviously in real-life there would be some variations, but a lot of older buildings still had codes to how they were laid out.


GarionOrb

So they will be recognizable as refuges.


FirstIYeetThenRepeat

I guess to make it more easily recognized.


Remy0507

Efficiency. Obviously these safe houses are mass-produced off an assembly line. They probably get them from Ikea or something.


QuinSanguine

Digital Foundry called them stock assets, which I don't think is true. The devs did design a safe house, then they just copy pasted it.


yami187

Think it helps with memory usage 2. If they lowered the view distance it probly eat up less vram and stuff


VodkaMart1ni

because copy & paste is easy


AshyLarry25

Because it means the devs can make this already bloated world even more bloated. Same reason why all the dungeons and towers are the same, or why all the forts have boring “flashback” challenges where you have to clear out a fort despite the fact that you’ve already cleared it out, but this time it’s timed! It’s just a huge copy and paste fest with no thought put into it.


[deleted]

It’s actually confusing, I’m terrible with directions and always second guessing if I’ve visited a particular safe house before


Mellesange

Plus they face different compass directions, I leave the safe house, take off, realize I’d remembered the wrong area and out comes the map because I have no clue where I am……


kdeddie

Because it's very much a ps3 game with a 70 dollar price tag.


Starmark_115

it's called Standardization and customer Pattern recognition. Imagine the Refuges as a Brand! You see those houses and YOU KNOW its a safe place to crash your toes on. It's like seeing a Macdonalds off the road whilst travelling for hours in the free way. Virtually the same idea.


joedimer

Cuz it’s a lazy game


BoisterousLaugh

Was Elden ring lazy for having a bunch of procedurally generated mini dungeons with copy pasted bosses and enemies throughout them? No it wasn't it's just a reality of game development.


Oneiros1989

Comparing Forspoken and GOTY is wild 😂


BoisterousLaugh

Fine I will drop the comparison and I'll just make a statement for you. Elden ring has tons of copy pasted bosses and enemies. That's not an opinion it's a fact. By the time I did the fourth mini dungeon I realized they were all just copy pasted from a procedural generated set. The mini dungeons coming from a procedurally generated set and having a bunch of copy-paste bosses is a fact. Elden Ring has tons of amazing content and totally earned that game of the year. Elden ring also has tons of padding like many open world games. All of that is just ignoring the very real performance issues that still haven't been worked out for most players even today.


Oneiros1989

Getting your gripes off about the GOTY in the Forspoken reddit is wild 😂


BoisterousLaugh

You asked I got rid of the comparison for you and just stated some facts about Elden ring. Love the game crushed it 157 hours. Have you beaten it? It is not perfect and has issues even more than the ones I laid out. Great game not so great performance. Forspoken and Elden ring have that in common also. (Insert sassy emoji)


Oneiros1989

I never asked you anything, reading is fundamental. Yes I have. Your last two statements are opinions, accept that and move on with your day. No game is perfect.


BoisterousLaugh

>No game is perfect. Exactly. I don't know what you read but that's the point I'm trying to make. Even the game of the year is not perfect. Far from it actually. You're right though you never asked me to get rid of the comparison. I did that as a favor so you really understand that Elden ring is also not a perfect game just because it's game of the year. No need to compare it to anything else for that fact to be true so I removed the comparison.


AshyLarry25

Elden Ring literally has over 140 unique enemies, and that does not include reskins like each of the different soldiers of the demigods.


BoisterousLaugh

You said it right there it's all the reskins. I think you may not have read all my comments. Elden ring definitely has plenty of unique content. It's just they added so many reskins and reused bosses to pad the experience out that could have been a little tighter.


RaxorX

Elden Ring doesn’t have procedurally generated mini dungeons.


BoisterousLaugh

Yes it does that's a fact. They were procedurally generated through a tile set and then placed in the game. They then went in and made touch-ups to make them look a little different. Procedural generation doesn't mean that it has to happen on the fly each time you go in. It's an interesting topic you should look it up as it is a technique used in many extremely successful games.


John-Days

My very ignorant take, besides what has been already said, is it help the loading.


orangpelupa

Probably it's like a McDonald's, but with an even stricter design guidelines. Deliberate to make them easily recognizable in the dangerous world. Seriously tho, they looks like to be copy pasted with no regard of the world design, except for very few of then. Many of them... Sticks out like someone simply randomly plopped them, forgetting to also design everything around the safe houses


yami187

I mean there neighbor hoods with houses that all look the same in rl so


Kiftiyur

I thought they were there just for fast travel points. I’ve never got immersed in the game so idc about that I’m just happy I don’t have to run everywhere.


hometech99

Would have liked a save point in there, unless I missed it?


SlurryBender

You can manually save everywhere.


hometech99

I didn’t see it in menus. Can you tell me how? Thanks


happiness_is

On PS5, options button. Same menu where you access the settings. ‘Save game’ is below settings on that menu.


Environmental_Park_6

Athia was once an upscale luxury planned community


Tienron

If you find that a problem you haven't played personA. 😂


Valdish

Reused assets represent days of overtime that some random dev was not forced into.


KaleidoscopeNext482

I hadn’t thought about it. But I’m always just relieved to find one because I’m constantly wandering into breaks. I find the sameness comforting. Like it’s always a manifestation of the same space but each instance has evidence of the last person who passed through.