The developer explains Skyrim's phenomenon that 'a treasure chest is found when chasing a fox' and 'a carriage blows off at the opening'
by Arm Storage
The urban legend that 'Chase the fox and find a treasure chest' that existed in the masterpiece 'The Elder Scrolls V: Skyrim ' of the open world RPG that sold 30 million copies worldwide and 'The carriage hits high in the sky like a rocket at the opening' The developer at that time explained the phenomenon of 'raising'.
Alright, so inspired by @NPurkeypile's bee post yesterday, here is one of my favorite bits of Skyrim oral history --the myth of the treasure fox.— Joel Burgess (@JoelBurgess) August 18, 2021
I've told this story before in talks / etc, but I don't think I've shared it with twitter. Here goes. Pic.twitter.com/7uaUlbpmQ8
Joel Burgess, who belonged to the development team at that time, explains the fact that there is a rumor that 'If you chase a wild fox, you can discover a treasure' that existed on the net. It seems that this rumor has been talked about from the beginning of its release, and the development team conducted an informal investigation saying 'Who added such specifications !?'.
Several people, including Burgess, were interrogated, but no one denied that they were doing that. I looked through the script and found nothing, but I identified a spec that was probably caused by Jean Simonet, who was part of the development team at the time.
The specification was 'navmesh ' that limits the range of action of AI adopted by Skyrim. In Skyrim, an open world RPG, NPCs roam around the city, but the system called Navimesh determines where NPCs can go / where they can't go on the map.
Skyrim uses something called'navmesh' for AI navigation.— Joel Burgess (@JoelBurgess) August 18, 2021
For non-dev folks, this is an invisible 3D sheet of polygons that is laid over the world, telling AI where it can and cannot go.
This red stuff is navmesh. You can read about it here: https://t.co/3vutoKhEHk pic.twitter.com/W37PHbxeDi
In most situations, the AI will make decisions according to the situation, such as 'run towards the player' or 'hide in the shadows', and will move along the corresponding navigation mesh. And since the fox is set so that it can only 'escape', it can only move along the navigation mesh that corresponds to 'escape'. At that time, the number of Navimesh is used instead of a simple distance such as meters to calculate the escape distance, such as 'If the main character and Navimesh are separated, stop escaping.'
In most situations, you're seeing AI decide what do to (run at player, hide in cover, etc), use navmesh to make a path, and navigate along that path.— Joel Burgess (@JoelBurgess) August 18, 2021
Foxes are no different. But their AI is very simplified: they basically can * only * run away.
If you spook a fox, it flees. pic.twitter.com/UZdDm1BPiK
The reason why the escaped fox heads for the treasure is that in Skyrim, the distance to the object is calculated by 'the number of navigation meshes' instead of meters, and the density of navigation meshes differs depending on the location in the game. Is the cause. In a space like a wilderness where there is nothing in the navigation mesh, there is no reason to set multiple routes, so the allocation of the navigation mesh is small, but on the contrary, in places like camping, there are many obstacles that block movement. Because it is done, the allocation of the navigation mesh is increasing.
The fox who encounters the hero starts moving to 'escape from the player' and moves to a place with many navigation meshes such as camp to secure a relative distance. And since camps and the like are areas where treasures are likely to be placed in the first place, the result is that 'chasing a fox will bring you to the treasure.'
So foxes aren't leading you to treasure --but the way they behave is leading them to areas that tend to HAVE treasure, because POIs w / loot have other attributes (lots of small navmesh triangles) that the foxes ARE pursuing.— Joel Burgess (@JoelBurgess) August 18, 2021
To players, however, it's the same thing.
In connection with this topic, Nate Purkeypile, who was a member of the development team at the time, also revealed 'a story about a bee blowing a carriage.' The phenomenon that this bee blows off the carriage occurred in the opening scene, which is familiar to Skyrim players, in which the main character is taken by carriage with other convict on death row.
So, I have a story about the Skyrim Intro and how hard game development is.— Nate Purkeypile (@NPurkeypile) August 17, 2021
That intro is famous now, but back then, it was just that one thing that we had to keep working and working on forever. I lost track of how many times I've seen that cart ride. Easily hundreds. (Thread) pic. twitter.com/D0E0oZ5uX8
In this scene, the physics calculation that the carriage carrying the hero runs along the road is performed every time. Therefore, it is said that the phenomenon that the behavior of the carriage became unstable and jumped out of the road due to obstacles such as rocks and stones existing on the road rarely occurred. The most unusual of these phenomena was the phenomenon that the carriage suddenly started to get rough and was launched high in the sky like a rocket. The actual video is below.
Hilarious Skyrim Opening Sequence Glitch --YouTube
Purkeypile, who was investigating this phenomenon, realized that it was caused by giving the bees a collision detection. In the early stages of development, there was a bug that 'bees could not be picked up', so collision detection was given to bees in the process of fixing this bug. In this way, the bee can collide with an object, but when this bee gets lost in the carriage's traveling path, it is a two-person 'a bee that is immovable even if it is collided' and 'a carriage that absolutely wants to move along the route'. It was said that there was a phenomenon in which the carriage was blown away by the collision.
These bugs are now an episode that will color Skyrim's memories, but on August 20, 2021, Skyrim announced a new edition, The Elder Scrolls V: Skyrim Anniversary Edition, to commemorate its 10th anniversary.
Join us on 11/11 for the Skyrim 10th Anniversary Fan Celebration!
'Skyrim Anniversary Edition' is a main story that applies all the graphic updates announced so far, as well as all DLC types of 'Dawnguard', 'Hearthfire', 'Dragonborn', and Creation of 'Fishing', 'Survival Mode', and 'New Quest'. It is said that it contains 3 types of Club content packs and 500 types such as quests, dungeons, bosses, weapons, spells, etc., which are popular among Creation Club. Supported platforms are PC, PlayStation 5, PlayStation 4, Xbox Series X, Xbox One, and the release date is November 11, 2021 (overseas time). Users who own the definitive Skyrim Special Edition will also be updated on the same day.