Shoelip said:
Well, can you think of any triple A game that's actually done something even close to this? Oblivion was just a hugely scaled down procedurally generated terrain map world with several tiny walled villages they called cities and wildernesses full of one bland cookie cutter dungeon upon another. Oh and like two or three farms that couldn't have produced enough food for their owners let alone the whole province. That's about as close as any AAA game has gotten to something like this. Daggerfall got closer in scale, but was completely randomly generated and came from an era where people were actually interested in making games with ambitions beyond selling over a million of copies in the first week at sixty dollars a piece and then selling the rest of the game later as separate downloads so I'm not sure how well that applies to the modern day idea of a triple A title.
As far as I know, nothing has come close to this scale while maintaining this level of detail. At least from what I've seen from the video.
You reduce
Oblivion to its world map and "a few dungeons"?
I find that odd, considering that it's also full of instances. You can enter every building and dungeon in the game. Inside every one of those, is objects, special artworks, different architecture (which is even mentioned in lore about different towns - this spot has influence from Skyrim, this building has stairs influenced by Morrowind design, etc).
Then there's the books you find in-game, full of at least a serious book's worth of information and lore that is (so far, in all my understanding of the game) completely consistent with and constantly building upon the world you walk around in, so it feels like part of an even larger planet.
That's only the tip of the iceberg. Think of all the invisible elements going into AAA titles today. Texture design. Concept artworks. 3D modelling, inch by inch, measurement by measurement, of everything unique and different.