Quote: "(even the shots from Skyrim and oblivion have this error but its forgivable since they used scattering and your going to get the odd one doing that)"
I knew Oblivion used scattering, but listening to Skyrim developer team interviews, i remember hearing that Skyrim was manually sculpted and decorated without using any scattering or randomization techniqes. They said that every tree and rock was manually placed by the landscape artist. And to their defence, Skyrim does not look like any of that stuff was used, rock randomisation and tree scattering could not create something as good as Skyrims landscape. And that tree in a rock might be a slight error. I have seen trees grow on rocks before in real life, its not unusual. Also i didnt even notice that tree in the Skyrim screenshot untill it was pointed out.
Quote: "What I am getting at is if you are going to set your game in a specific place that exists then you need to research it, what kind of trees and flora grow there, is the architecture correct?"
thats why imaginary worlds are easier to create, you just pull it out of your head. But you still need a damn good imagination to pull off something good thats interesting, uniqe and makes sence.
Actually i take that back, i was working on my imaginary world for 4 years now, have several notebooks and a bunch of drawings and it still kinda sucks.
As for UDK, (btw i am still curious on why UDK over Unity?)
I never tried Unity (i still plan on trying it), but i had a few days of experience with UDK and it was good if you wanna make a simple FPS game and have models. What turned me off about it it was too closed in. i tried to figure out a way i can simulate a terrain system i made in dark basic, After reading their forums, i realized that if i want to make anything tryly my own with UDK i would need to modify the engine itself as unlike dark basic where you start from scratch in an open ended environment, UDK it starts you off in premade environment assuming you want to make an FPS. making UDK close-ended for something i wanted to do.
Quote: "You can master a lot, but unless you learn to be a darned good everything, you can never make more than the most basic game in it.
You'll need a team, and those can be hard to gather unless you prove you can provide the goods. "
I say give the game a try anyway. If you wont actually complete your game, you will learn a bunch of useful stuff along the way. I thought i could take up a task of making something like morrowind (with simpler graphics) using dark basic. I got decentley far actually, i had a working terrain system similar to what morrowind had (realtime loading/deleting terrain cells around my charecter as he moved) that gave me a huge amount of seamless terrain that otherwise dark basic would crash from trying to run it. I also had a day/ night cycle and for making a morrowind clone, wasnt a bad start. I never finished the thing of course and my HDD fried anyway burning 3 years of of my work.

Still learned a good amount from that. So whatever people say, about projects like these, if you think you can accomplish them, go for it, you wont loose anything.

dont hate people who rip you off,cheat and get away with it, learn from them