Your chart has some glaring mistakes. Gortworg is most definitely NOT co-conspirator with Woodborne, he even tries to warn Lysandus of the plot against him. Then again the fact it's so hard to get all the relations right is another testament to the political plot's complexity.When I did a LP of Daggerfall, I had to draw a chart to keep up with the political complexities of the game, and my position with various factions in the storyline. This is what it looked like:
All the dungeons are fixed actually, it's just that because there are so many of them, it's pretty much impossible to ever see all of them, and even on your Nth playthrough you'll encounter a dungeon you've never seen before.I'm pretty sure that Daggerfall builds a large number of dungeons upon the start of a New Game. So two people playing Daggerfall on their computers will have to run through completely different dungeons, aside from several quest-specific ones that are always fixed.
I actually had to check on Google that this wasn't copy/pasta. Awesome post GlyphOh, but it is.
It really depends on what you can stomach in terms of art and graphics after all these years, and what you're expecting. If you're okay with a world that is literally random-generated (before they polished it up), or even like the idea, it's great fun. Rather than try to critique it normally, I'll just cite some of my favorite things about it that stand out compared to the later games, and let you decide if it gets you interested.
Quests have multiple, randomly-allocated endings. This happens on many quests, but there's one in particular I always remember where you're investigating someone who is allegedly possessed by a spirit of some sort. The church sends you to investigate. There's an ending where the possessed kid turns out to be faking it for the attention & possibly money, which I at first thought was just the normal, linear ending of the quest. The second time I did the quest, however, the kid turned out to be actually possessed by a demon. This does a *lot* to punch up the otherwise randomly-generated identikit world, because quests also have random locations, so the "same" quest in town B may not end the same as it did in Town A.
It's got that mid-90's DOS vibe of "We Don't Give a Fuck, ESRB hasn't even been invented yet." (I'm probably wrong on the ESRB bit.) The topless characters in churches for no reason in an otherwise completely asexual game kind of ooze this feeling. The awesomeness of the books reinforce this (a lot of the best books from later iterations of the series are direct copies or rewrites of these ones).
It is a pre-Todd-Howard-era Bethesda
What was in Arena that wasn't in Daggerfall? Very curious, I haven't played Arena as much.
I don't know the exact differences, IIRC, remove wall/floor and the spellmaker allowed effects to be per level which made the spells more powerful as you leveled up. I was more referring to the spell effects like polymorph, transfer attribute and detect, which did not work so rather than fix them they were removed. I think this design philosophy of cutting things rather than making them work properly continued onto the other games in the series, that is why you see a steady decline of the number of skills/magic and stats.
Or possibly one of the people sacrificed to daedric princes as offerings.The topless characters in churches for no reason
The topless wenches in temples are apparently sex slaves for high priest Daedra summoner.
Or maybe they were there as symbols of the sin that the daedric princes heartily encouraged.
I always noticed that the naked ladies (they weren't merely topless) had a nasty attitude - "Me? Talk to you? AHAHAHAAHA!"
Whore/Priestesses were common around Mesopotamia.
The Elder Scrolls
Howard's first development credit for The Elder Scrolls came in the form of The Elder Scrolls II: Daggerfall, released in 1996. He was also the project leader and designer of The Elder Scrolls Adventures: Redguard released in 1998.
Howard would then become the project leader and designer of The Elder Scrolls III: Morrowind and for the downloadable content that followed. He led the creation of The Elder Scrolls IV: Oblivion and all of its downloadable content.
After taking a break from The Elder Scrolls and developing Fallout 3, he returned to the series to lead the fifth installment, Skyrim. It was released in 2011. The Elder Scrolls V: Skyrim received universal acclaim from critics.
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Fallout
He was Game Director and Executive Producer of Fallout 3.
things
If you know where to look, you can steal daedric armour and weapons at level 1 with the basic Open spell.Keep at it for a week, and this is what your character will look like:
Not exactly. He was a designer on Daggerfall. Not in a leading role but in a considerable role nonetheless. But we the bro few among bros like to entertain the idea that he was the janitor at the time for shit and giggles. Which he was, of course.
Priestesses of Rahja, sure, but that's Dark Eye setting.I'm no expert but I'm pretty sure there were priestesses who had sex in temples in the name of their gods or whatever. If that's not prostitution, currency being the god coins, I don't know what is.things
That cheap tavern trick helps find daedric weapons, but not armour.If you know where to look, you can steal daedric armour and weapons at level 1 with the basic Open spell.Keep at it for a week, and this is what your character will look like:
3 of the taverns in Anticlere got them, along with hundreds of other taverns in Daggerfall.
Actually-actually, I believe he joined near the end of the development of the CD version of Arena and did some minor programming/Q&A stuff then. I like to joke that he was the only one there at the time who knew how to use a CD burner, and that's why they kept him onboard.Not exactly. He was a designer on Daggerfall. Not in a leading role but in a considerable role nonetheless. But we the bro few among bros like to entertain the idea that he was the janitor at the time for shit and giggles. Which he was, of course.
Also I hate that stiltedly "intellectual" writing style where one embellishes every other statement with imagery. "Wrought by a craftsmen [sic]", "looking for a canvas." This isn't 8th grade English class, your assumptions and dismissive attitude towards people who think the game is shit are no more eloquent nor rational than those of the average 12 year old YouTube commenter.
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I like the class generator in Daggerfall, it was a really cool idea and I've spent hours in it, but I think it came at the expense of truly unique classes. In Arena, there were classes that had completely unique abilities - rangers could travel faster and gained 1 damage every level, knights repaired weapons over time, assassins gained 3% chance to get critical hits every level, acrobats got special bonuses to dodging. These abilities gave very real distinctions to classes that would otherwise be pretty similar. Daggerfall replaced this system with modular character traits, sort of like a pool of lego bricks that all characters could draw from. What it meant was that in the end, every character had 3x spell points, wore daedric plate, had 30 HP per level and took 30% of the experience to level up their skills. Moreover, the unique abilities that made classes in Arena truly powerful were gone. Every character could do everything, but they couldn't reach the same potential that characters from a more restrictive system could reach.
What's the point of having character classes if you've got a system where every character can do everything? That's the conclusion they ultimately reached in Skyrim and it came from design choices made in Daggerfall.
Arena also had better wilderness than Daggerfall and depending on what you like about them, also better dungeons. That said, Daggerfall is one of the best games ever. It's a game with more flaws than Arena, but also more depth and ambition.
and fuck anyone who calls them bosmer and altmer or whatever they're called now.
Yeah, having played a lot of ID2 lately and a lot of DF in the past, here is what I feel.I like the class generator in Daggerfall, it was a really cool idea and I've spent hours in it, but I think it came at the expense of truly unique classes. In Arena, there were classes that had completely unique abilities - rangers could travel faster and gained 1 damage every level, knights repaired weapons over time, assassins gained 3% chance to get critical hits every level, acrobats got special bonuses to dodging. These abilities gave very real distinctions to classes that would otherwise be pretty similar. Daggerfall replaced this system with modular character traits, sort of like a pool of lego bricks that all characters could draw from. What it meant was that in the end, every character had 3x spell points, wore daedric plate, had 30 HP per level and took 30% of the experience to level up their skills. Moreover, the unique abilities that made classes in Arena truly powerful were gone. Every character could do everything, but they couldn't reach the same potential that characters from a more restrictive system could reach.
What's the point of having character classes if you've got a system where every character can do everything? That's the conclusion they ultimately reached in Skyrim and it came from design choices made in Daggerfall.
Arena also had better wilderness than Daggerfall and depending on what you like about them, also better dungeons. That said, Daggerfall is one of the best games ever. It's a game with more flaws than Arena, but also more depth and ambition.
and fuck anyone who calls them bosmer and altmer or whatever they're called now.