True, it worked only as long as you (the player) could fill them yourself. Still when it worked player may have a blast not attainable even in MW.
The problem is that (unless you're the kind of person that posts oblivion roleplaying ideas on UESP) you didn't really get enough to work with.
True, at its best Daggerfall is monumental gameworld full of mystery, with deadly diseases, rich background mechanics (banks, diseases, holidays, trials, hidden witch covens, diurnal cycles, weather and seasons), labyrinthine dungeons you could get actually lost in, branching MQ with a lot focus on pretty low key stuff, like politics, awesome character and item creation plus delightful mechanical stuff like fireballs that were capable of knocking targets back and inflict additional damage by slamming them into walls (making Daggerfall's physics more relevant to gameplay than Oblivion's could ever hope) or climbing.
It was easily THE most ambitious TES game and one of the most ambitious cRPGs aver created.
At its worst, however, it was a massive chunk of nothing, with no detail nor any point to the existence of overworld, with the same handful of cities randomized and pasted all over the place, with dungeons being pointlessly contrived mazes of twisting passages all alike (with some aggravating trial and error lever puzzles thrown into the mix), majority of quests boiling down to going to X and killing/bringing Y regardless if this made any sense in given situation, sketchy background lore, and isolated bits of mechanics reduced to pointlessness (language siklls, all of them) or pure flavour (diseases via relatively easy healing spells, seasons not doing much to begin with, horse being carryable in your pocket as scale walls) surrounded by massive amount of nothing and bugs.
Oblivion has a (...) atmosphere.
What.
I'm not sure how to explain this
I'm not sure you can. I'm not sure even modern medicine could.
How?
Everything you can do with Oblivion's limited and purposeless spellmaker can be done in Skyrim using dual wielded spells or spell and weapon. OTOH you can't set up runes, firewall, LARP Palpatine, summon storms, or fling people off high places in OB. In Skyrim you also raise dead bodies instead of summoning zombies when it comes to necromancy.
Skyrim's spells actually have more modes of action than Daggerfall's, too bad there is no morrowindesque spellmaker to go with it.
And daggerfallesque enchantment system
.
skill-development is still better developed, than in Skyrim.
Yeah, no. Just by virtue of having selectable perks organized in trees Skyrim wins by default.
It also have better side quests as well.
Both games have shit quests. Skyrim's at least fit the gameworld better and may even have some token C&C.
Not the loot or not the boss or what you do (all of those are a fail for both games), but just the stories. (the whores who kill their patron, the vampire count of Skingrad, the grave robber in the capital, the mythic dawn, etc etc. )
Yet it improved things like malee combat (in therm of responsiveness and "feel")
Nope.
Morrowind's combat was pretty bad due to sheer clunkiness, but it was actually far more responsive than in any of its sequels.
First, if you actually hit the target you usually got some physical reaction, same when you were hit, unlike Oblivion and Skyrim where you feel like every combatant sits in their invisible bleeding shield bubble of HPs and only get actually hit when they run out, but then it's with the force of a freight train.
Second, in Morrowind you were in control of your movement and attacks unless you were disabled by enemy action or own stupidity (falling on your face from a high place) - in later games you're often forced into uncontrollable movement with things like power attack animations.
Ugly and shit.
to modding tools and so on.
Actually, there was quite a bit of ruckus when OB was released due to *reduced* modding capabilities compared to Morrowind (animation support, for instance), so no.
Thanks to this Oblivion with modding support was actually good game which i played shit ton of hours.
You playing it for shit ton of hours doesn't make it a good game.
Enemies level scaling was absolutely horrible in Oblivion and thanks to modding community i played it without enemy scaling. Whole oblivion gates plot and what is more annoying GATES were horrible.
Everything was horrible - all plots, world, characters. Even with unfucked mechanics there was simply no reason to play.
Now Skyrim as Oblivion dumbed down even more things. No eq. repair , Armors became 4 piece equipment, spells became joke, dungeons became linear as fuck
True.
Still better than Oblivion where there not only were almost no handplaced loot, but scaling mechanics made searching for generic hidden loot worthless.
Whole Dialogue and Quest design is whole other bullshit.
Quest and especially questline design is pretty shit, but other than shortness it's still better than OB (less derp, some token C&C), while dialogue is infinitely superior to it, thanks to dialogue being concentrated in characters actually having something to say instead of everyone saying painfully inane shit.
Can't wait for the 1 Armor piece equipment, where everything is integrated already ("Ascension to the Throne" had it like that and I just "wtf?").
Let's be honest. Mixed armor pieces are stupid. Nobody likes to run around with mixed armor sets. It's fact that only pieces of the same type provide a bonus. Caring about armor (selling/buying/forging different pieces of the set) detracts from actual gameplay. Which smith is as stupid and hasn't even got a full armorset in a town full of soldiers? - so you are forced to run to the other side of the map to get another piece of shit? Retarded.
Make it dumb.
Real dumb.
Full armor sets.
Full weapon sets (e.g. Sword & Shield combined, Bow & Unlimited Arrows, etc.).
1 Slot for Armor
1 Slot for Weapon
1 Slot for Jewelry
Ban theSavant.
shitty unreactive and empty world
Actually, if you consider generic mechanical reactivity rather than case by case unique scripting, it's pretty good. It's also not exactly empty, even though it would benefit from handplaced stuff and less combat focus.
Also inventory system is pretty standard - have you mistaken UI for system or what?
Try BG if you want a game with shit inventory *system*.
shitty and ugly 3D models
Actually the only bad part of the models are feet, animations are also better than anything Bethesda has done before, though that's not saying much.
shitty and extensive level scaling
Less extensive than OB and probably on par with DF.
Exactly. Success/=/quality. Look at Black Isle Games, Todd himself went out and said that Graphics and Characters were the future of RPGS.
I just don't understand why anyone in Bethesda would be fixated on characters - they fucking suck at making characters or any sort of scripted questlines, besides, the latter are thoroughly incompatible with the kind of games they're making.
Let's say I had horrible head trauma and for some reason decided to replay Oblivion... Is there anything like Requiem mod for it? You know, something to remove level scaling and add some challenge but without a need to install hundreds and hundreds of mini mods.
You'll simply need to inflict more head trauma on yourself, 'till you're capable of enjoying it.
I guess if you get what CK recommends, only play the expansion, and preferably do it while drunk or stoned you might get *some* mileage out of it, but don't expect wonders.
We should definitely attack Skyrim for its silly simplified dungeons and mechanics, but attacking it on world design and graphics and such is all subjective and probably not at all relevant.
And questlines. Don't forget questlines.
not to say Oblivion's cities were terrible
Actually, they were. If they weren't so small, plain (in terms of terrain and layout) and didn't have half of their area occupied by identical huge gothic cathedrals they might have worked, but they did not so they did not.
Skyrim's were workable, if only barely. They were still very small, but they were designed to feel larger than they were (like its whole gameworld and in such downscaled games as TES from MW onward illusion of size is more important than actual size), visually distinct, built on some actual terrain and accompanied by interesting vistas.
Various reasons. With increased size of the word bugtesting is harder
Bethesda does any testing?
vo budget grows lineary with each npc
Nope.
deus_ex_vs_oblivion_va_comparison.jpg
and what is more important increased team size usually means that iterations of build slow down a lot, add communicating with team members in various time zones and you have script for disaster movie.
Actually there is a lot of stuff in Morrowind suggesting that barely any communication has taken place when designing it and it still arguably worked out the best of all TES games.
Or were Daggerfall and Arena better in that regard?
They were pretty massive (and crowded) but same-y and devoid of detail.
Some mixed solution would be the best, I figure.