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Poll

Please vote wich game is better (if you played all of them, or know them somewhat well enough) and comment on why did you chose that, thank you.

Morrowind (with Tribunal and Bloodmoon)
- 124 (58.8%)
Oblivion (with Shivering Isles)
- 16 (7.6%)
Skyrim
- 51 (24.2%)
Daggerfall
- 16 (7.6%)
Arena
- 4 (1.9%)

Total Members Voted: 209


Pages: 1 ... 20 21 [22]

Author Topic: The Elder Scrolls  (Read 55627 times)

Sergius

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Re: The Elder Scrolls
« Reply #315 on: August 07, 2012, 11:01:20 am »

Or you are just too lazy to read what I have said as it is, and it is easier to position it as something ridiculous, and dismiss it on that ground.

It is you who keeps misrepresenting everything I say and just say it's a cheap attempt that breaks immersion.

Quote
Paris is not that large, and my main point wasn't about that they could explore it entirely, it was only a secondary argument. But even that doesn't mean one person is incapable to do that in a lifetime (obviously you have obstactles like trespassing laws, but in theory you are capable to do that). The main point was, that it is there, you could go there if you really want to, it exists.

Paris is 105.4 kmē in area (that's probably larger than Tamriel, since each kingdom is aprox. 16 square miles). It has 16 million people. If you could meet one person per half hour (assuming average travel times and zero sleep), you'd need 900 years to meet them all.

Quote
Saying that TES like worlds are just a pub and 4 houses compared to Baldur's Gate like ones is just overlooking the world theme and sweeping generalization

And now look who is too lazy to read. Did I say that TES is a pub with 4 houses? Citation needed.

Quote
Your comment about te moon is pretty much stupid, sorry. It is another object in our solar system separated by hunder-thousand of km-res from us, generally uninhabitable. But if a fantasy game is placed on one connected world, its is entirely different. I can't walk to the moon, but I can to China (even if it takes a few years). If I have a game like WoW, where there is an entirely different world (Outland), it is reasonable that you can't simply walk there.

Really? Walk from Skyrim to Vvanderfell then. It's there. You can see it. There's even an arch and a road leading there.

Wait... are you saying that TES breaks immersion because you can't? Oh yes you are.

That reminds me, Skyrim is totally boring and immersion breaking, because you can see Morrowind from there but you can't walk to it.

So, basically, TES fails at its own standards, according to you, towerdude.

You just didn't read what I have said. Skyrim places you in a province, so from start you know that you could explore it entirely. You don't just barge into Whiterun and see an area that is marked (interrim city where you can't go). It is continous it has borders, but within those borders you don't ecounter those kind of areas. However I don't really like Skyrim, because it don't have for instance levitation (not the only reason), so to a certain sense it fails the series. This is why I have started this thread in the first place, I really wanted to see what people think about the games, and compare them.

What I say if there is a world what has only patches of explorable area, but claims to be exist as that larger world, Lotr online is an example of this.

In Arena the Imperial Palace gardens is like that, you see it, but you can't go through it, it just teleport you into the palace.

Borders... I get it! It doesn't break immersion if you have invisible walls keeping you away. Well, in that case, place invisible walls around the city areas you can't visit and say "that's outside the boundary."

I love the way you reply to each of my posts with "you just don't read what I write!". That's probably the laziest way to argue. You just decided that "saying from the start you can't leave the province" is ok, but "saying from the start you can't visit an entire city" is not.

At this point, you've just made up an arbitrary parameter and placed everything that doesn't fit in it "immersion breaking".
« Last Edit: August 07, 2012, 11:07:36 am by Sergius »
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towerdude

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Re: The Elder Scrolls
« Reply #316 on: August 07, 2012, 11:20:54 am »

Or you are just too lazy to read what I have said as it is, and it is easier to position it as something ridiculous, and dismiss it on that ground.

It is you who keeps misrepresenting everything I say and just say it's a cheap attempt that breaks immersion.

Quote
Paris is not that large, and my main point wasn't about that they could explore it entirely, it was only a secondary argument. But even that doesn't mean one person is incapable to do that in a lifetime (obviously you have obstactles like trespassing laws, but in theory you are capable to do that). The main point was, that it is there, you could go there if you really want to, it exists.

Paris is 105.4 kmē in area (that's probably larger than Tamriel, since each kingdom is aprox. 16 square miles). It has 16 million people. If you could meet one person per half hour (assuming average travel times and zero sleep), you'd need 900 years to meet them all.

Quote
Saying that TES like worlds are just a pub and 4 houses compared to Baldur's Gate like ones is just overlooking the world theme and sweeping generalization

And now look who is too lazy to read. Did I say that TES is a pub with 4 houses? Citation needed.

Quote
Your comment about te moon is pretty much stupid, sorry. It is another object in our solar system separated by hunder-thousand of km-res from us, generally uninhabitable. But if a fantasy game is placed on one connected world, its is entirely different. I can't walk to the moon, but I can to China (even if it takes a few years). If I have a game like WoW, where there is an entirely different world (Outland), it is reasonable that you can't simply walk there.

Really? Walk from Skyrim to Vvanderfell then. It's there. You can see it. There's even an arch and a road leading there.

Wait... are you saying that TES breaks immersion because you can't? Oh yes you are.

That reminds me, Skyrim is totally boring and immersion breaking, because you can see Morrowind from there but you can't walk to it.

So, basically, TES fails at its own standards, according to you, towerdude.

You just didn't read what I have said. Skyrim places you in a province, so from start you know that you could explore it entirely. You don't just barge into Whiterun and see an area that is marked (interrim city where you can't go). It is continous it has borders, but within those borders you don't ecounter those kind of areas. However I don't really like Skyrim, because it don't have for instance levitation (not the only reason), so to a certain sense it fails the series. This is why I have started this thread in the first place, I really wanted to see what people think about the games, and compare them.

What I say if there is a world what has only patches of explorable area, but claims to be exist as that larger world, Lotr online is an example of this.

In Arena the Imperial Palace gardens is like that, you see it, but you can't go through it, it just teleport you into the palace.

Borders... I get it! It doesn't break immersion if you have invisible walls keeping you away. Well, in that case, place invisible walls around the city areas you can't visit and say "that's outside the boundary."

I love the way you reply to each of my posts with "you just don't read what I write!". That's probably the laziest way to argue. You just decided that "saying from the start you can't leave the province" is ok, but "saying from the start you can't visit an entire city" is not.

Reductio ad Ridiculum, is it valid to use you?

Who said exploring involves meeting every people? Cititation? lol

Who is lazy to read? Did I say TES? "TES like worlds" don't mean TES. You just buggen on this, when you already knew what I have ment with it.

I didn't said that plainly. The reason to artificially inflate a world is on the next image. And that is the main difference between not being able to reach Morrowind; or parts of the world, within your area.



I prefer world 1, if it is not possible to have all of the continent.

I have to go, see you later.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

forsaken1111

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Re: The Elder Scrolls
« Reply #317 on: August 07, 2012, 11:22:08 am »

From what I understand, Towerdude is saying that cities designed like the Imperial City in Oblivion, with its 30-40 houses and some 200 people (maybe?) are more immersive than a bustling city with distinct regions you can visit. Both take up the same amount of space in the game. But really, is a 'city' with 40 houses and maybe 200 people really the seat of a country-spanning Empire?
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Sergius

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Re: The Elder Scrolls
« Reply #318 on: August 07, 2012, 11:23:19 am »

@towerdude, this time you didn't even bother. Just one ad-hom after another after ignoring my post. So I'm not going to bother anymore either.
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LordBucket

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Re: The Elder Scrolls
« Reply #319 on: August 07, 2012, 12:02:44 pm »

Daggerfall vs Morrowind

I've played both Daggerafll and Morrowind. Both had similar strengths and weaknesses. Large worlds, interestign game mechanics, highly customizeble characters and magic/enchantment systems, lots of interesting sidequests that could easily keep a player entertained for weeks...and awful main quests that weren't nearly as fun as the rest of the game.

Daggerfall's main quest was arguably better written than Morrowind's. I don't recall ever staring at the screen in shock at how stupid it was. I did occassionally do that while playing Morrowind. But Morrowind's main plot was far more interesting overall, however head-on-desk-banging stupid it was at some points.

Morrowind suffered from a slight lack of replayability compred to Daggerfall. Daggerfall had a lot of dynamically generated content. And some of that content was comparable in complexity to some of Morrowind's guild questlines, and with less railroading. Daggerfall's quest had far more flexlibilty in how they were completed, and with multiple possible endings. But, Daggerfall's dynamic content while sometimes very good, was sometimes irrelevant for how similar things were. Some of the random-joe-nobody-in-a-tavern questgivers spawned quests that were far more interesting than some of the guild quests, some of which were notoriously bad. Mage guild kill quests, for example, were amongst the most tedious affairs in the history of gaming.

...which brings us to Daggerfall's dungeons. Daggerfall had dungeons bigger than most games. Completely and entirely literally...you could go to a random crypt of no consequences in the middle of nowhere, and sometimes it would be a 4-hour long affair. And not because of combat, but because the things were so huge. Individual Daggerfall dungeons were like 3-4 levels of Descent combined. Morrowind dungeons were generally entirely liner affairs. Go in one end, maybe make one or two redundant choices, possibly follow a circle, then reach the end turn around and go back. Daggerfall dungeons were labyrinthine extremely three dimensional mazes, and some individual dungeons (Castle Necromoghan comes to mind) were quite possibly bigger than every dungeon in the entirety of Morrowind combined.

Impressive. But...honestly Daggerfall's dungeons went beyond what could possibly be considered fun. They were too much. And their 3d layout was so honeycombed and complicated that sometimes even something s simple as navigating an inch up on the map visualizer involved several minutes of zooming and rotating to find a path.

Daggerfall also failed in its world map. Yes, it was notoriously big, possibly the largest computer generated game world ever made, without thousands of cities and dungeons and an overland map that would probably takes days or weeks of real time to traverse. In fact, it was so big that most players didn't even realize it was possible to travel from one town to another without automated fast travel. But...there wasn't really much reason to because it was all the same. And there wasn't much reason to visit any of those thousands of cities and dungeons because they were also all the same. And with the way quests were dynamically created, there wasn't really much reason to go anywhere at all. You could easily pick one city with each of the various guilds you cared about and spawn random quests all day long and never have to leave. In fact, as large as many cities were, that was kind of the only reasonable way to play. A medium-sized town in Daggerfall might have several hundred buildings, and spaced out enough that even with magically enchanted speed and flying it could take a couple minutes to travel from one end to another. Larger towns tended to take so long just to get from point A to point B that it was unpleasant. The capital in Daggerfall was big enough that flying from one end to another was a feat of similar magnitude as flying the entire overland gameworld in Morrowind. And it probably had more individual buildings than the whole of Morrowind, too. That's...one city.

Daggerfall did some things very much better than Morrowind: Daggerfall's character paper doll was better. It was pretty much a playfkiss doll game. Hundreds of different possible outfits with lots of cosmetic accessories. Morrowind did this as well, but Daggerfall's was better. Even individual shirts had multiple graphics sets so you could wear a shirt tucked in or loose. Daggerfall's quest generation was better than Morrowind's entirely static quest set. Daggerfall's spell and enchantment system was (debateable, but probably) a bit better too. But other things Morrowind did better. Alchemy in Morrowind was vastly better than the potion maker system in Daggerfall. Morrowind was prettier. Morrowind's world was more well fleshed out and full. Morrowind's dialogue system was much better. And some things they did about the same. Both had lots of ingame books to read. Both had optional quests that could keep one entertained for days or weeks.

Overall I'd say Daggerfall was bigger, more complicated in some ways, and vastly more ambitious. But Morrowind, while smaller, was more well refined. Morrowind was lacking in some ways, a bit simple at times, but overall it gave a better presentation, it was more "fun" and the world more memorable.

Finally, no discussion of Daggerfall would be complete without mentioning it's largest and most complete failling: It was broken. The game was so bug ridden that it was difficult to play to the end without running into some fatal problem that was irrecoverably destroy your savefile. To have any chance of playing you had to make regular backups, or at least cycle through the available saveslots. And sometimes even if you did you'd end up having to revert back hours of gameplay because irrecoverable crashes weren't immediately obvious. Daggerfall also had issues that would render the game unbeatable even without visibly breaking. The most obvious being that if you didn't meet one particular meeting deadline in the early game, it would become impossible to engage the main questline. It would be like in Morrowind, if you didn't report to Caius Cosades in Balmora within the first half hour of play...both he and all other relevant main quest npcs would vanish and it would be impossible to beat the game. And you wouldn't even know it.

Ultimately, I want to like Daggerfall more. It was a multi-level stone castle with a dungeon, moat and flying guards at a time when most other games were tents. But as impressive as it was, it was also unfinished. Tough to live in a castle when it's missing floors and chunks of loosely masonry occasionally fall from the ceiling on your head. Morrowind only seems small and simple in comparison to Daggerfall. It's still more open and more well developed than most other games of its genre. And it has enough refinements and improvements while retaining enough of the spirit of Daggerfall that regardless of the smaller scope, the fact is that Morrowind is more playable and more fun than Daggerfall. Morrowind was good. Daggerfall can best be summarized with "So, awesome! If only..."

So, Morrowind gets my vote.

Nega

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Re: The Elder Scrolls
« Reply #320 on: August 07, 2012, 12:28:10 pm »

One thing I liked the most about Daggerfall was that when you made a character, you could see his life's story from before he came to Lliac Bay. It's pretty hard for me to come up with a history of my character sometimes, so I really enjoyed that it had that.
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LordBucket

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Re: The Elder Scrolls
« Reply #321 on: August 07, 2012, 01:12:29 pm »

One thing I liked the most about Daggerfall was that when you made a character, you could see his life's story from before he came to Lliac Bay. It's pretty hard for me to come up with a history of my character sometimes, so I really enjoyed that it had that.

Yes. By no means a game-altering thing, but it was a nice touch. For those who haven't played Daggerfall, it would generate a life story for you based on the character you generated. Your parents, your apprenticeship, personal contacts, how you came to be involved with the story. Morrowind simply deposits you on a boat.

Morrowind starts on you the main quest by giving you a letter to go talk to some guy, because apparently despite having been a prisoner you're apparently now expected to work for the people who imprisoned you. You talk to him and he gives you an entirely linear "do this, now do this" quests. Daggerfall gives you a lengthy, tailored history leading up to a personal interview with the Emperor (voiced by Patrick Stewart, no less) and a set of multiple apparently-unrelated quest leads with only vague clues as to how to go about solving them, then interlaces npcs and events that come looking for you rather thn sitting in a room waiting forever for you to talk to them and do what they say.

One of my most memorable moments from Daggerfall: travelling through the capital late at night, listening to the occasional moans of the ghost crying out in the distance for revenge...then suddenly I hear an arrow fly past my head and audibly thwak against the building behind me. Because apparently I was seen while completing some randomly generated quest that was supposed to be done covertly, and so they sent a team of assassins after me.

Morrowind was great, but Daggerfall had a lot of subtlety that Morrowind lacked.

Nega

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Re: The Elder Scrolls
« Reply #322 on: August 07, 2012, 02:51:52 pm »

From what I remembered from my last adventure, My character was an argonian named Hidiisha. From a young age, he was very curious about the world around him, always leaving no cabinet closed and no stone unturned. Every single time he was caught, he would be beaten, but eventually Hidiisha learned perfectly how to not be caught. One day, finally having enough of his parents saying no to his dream of becoming an Acrobat, he ran away, living in old barns or in the woods if need be as his trek across Tamriel continued. One day, he heard that the Emporer Uriel Septim VII himself was going to go by the town in a parade, and he didn't want to miss that. On the day of the parade, he climbed up a nearby tavern, hid in a tree branch, and watched as he went by. Suddenly, he noticed that he wasn't the only one in the tree, where his other companion happened to be a Dark Brotherhood assassin, armed with a bow and a poisoned arrow. Realizing that he was going to shoot the Emporer, he dived right into the arrow's direction, falling down and landing right before the Emporer went by. When he woke up, he was greeted by a healer that healed his wounds, as well as get rid of the poison. In reward for risking his life to save the Emporer, he was given an Ebony Dagger and told to go to the Imperial City for a meeting. He died in Privateers Hold, or the very first dungeon you spawn in. RIP Hidiisha, may your ancestors have better luck with your mission.  :-[
« Last Edit: August 07, 2012, 02:56:01 pm by Nega »
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cameron

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Re: The Elder Scrolls
« Reply #323 on: August 07, 2012, 03:41:32 pm »

Yea, for me the only real let down I've had with morrowind was that the jump from daggerfall to morrowind shows that Bethesda had given up on making a large believable world procedurally and instead decided to cut their losses and go for a smaller and hand detailed setting. However, given how this radiant stuff keeps popping up it seems like they have a few people who still want to go that route even if they aren't allowed to make it a major focus.
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towerdude

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Re: The Elder Scrolls
« Reply #324 on: August 07, 2012, 04:00:05 pm »

@towerdude, this time you didn't even bother. Just one ad-hom after another after ignoring my post. So I'm not going to bother anymore either.

I have gave you detailed answer why I judge RPG environments differently than you, I even made a simple, but effective image to illustrate this. I have respected your opinion (the part when you talked about the games and not about personal issues with me) as a different argument that enrich the discussion, even if I don't agree with it.

Let's repeat myself (this goes to forsaken1111 too), even if there is a minimal limit in game design to NPC numbers, and territorial size, Morrowind stand up to that challange with quality. And by quality I mean gameplay, if I can play in a world that only contain 3000 NPCs, but during play I entirely forgot to think or grumble about this fact, then the developers made a good job to counterweight this fact, to such extent to not break immersion (your role play, what every RPG is really about, or should be).

However when I walk on space station what supposed to spread over half of the planet, and I can only visit 15 areas, than it is more lame than having a space station what size (in the lore or the videos) actually reflect these 15 areas (an exterior that support these).

Supposed size:
Spoiler (click to show/hide)

Actual size: (I moved the part togeather so it wouldn't be that large, in game however they are supposed to be more distant from each other)
Spoiler (click to show/hide)

You could say the designers did this to make a larger city, while actually not making it large, but what is the point of that, other than some false sense of grandioze? I know from Morrowind that they doesn't wanted to be larger than it is, but it actually manages to be, with quality content. Also Earth's population grew exponentially, that means one time our world had only a few million inhabitants, I can simply imagine the TES worlds with not that much population density. In a world where there are only a few people, an empire can consist of a few thousands of people.
« Last Edit: August 07, 2012, 04:12:53 pm by towerdude »
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

forsaken1111

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Re: The Elder Scrolls
« Reply #325 on: August 07, 2012, 04:02:30 pm »

The point is to make it fit the game's lore. The Imperial City in oblivion is supposed to be a massive place with thousands of people living there, the heart of the Empire and the seat of its power. Instead it was a handful of houses and a temple. It makes no sense, but it was done due to hardware limitations.
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towerdude

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Re: The Elder Scrolls
« Reply #326 on: August 07, 2012, 04:16:10 pm »

The point is to make it fit the game's lore. The Imperial City in oblivion is supposed to be a massive place with thousands of people living there, the heart of the Empire and the seat of its power. Instead it was a handful of houses and a temple. It makes no sense, but it was done due to hardware limitations.

It doesn't need to be THAT massive, enough if it's larger than the other cities. Bruma could fit three ties in it. I never said it's design is good, they could have made with the same amount of materials, and NPCs a city that is more worthy of the empire. But I never looked at it, as if it would have too few stuff in it.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

towerdude

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Re: The Elder Scrolls
« Reply #327 on: August 07, 2012, 04:29:31 pm »

Daggerfall vs Morrowind

I've played both Daggerafll and Morrowind. Both had similar strengths and weaknesses. Large worlds, interestign game mechanics, highly customizeble characters and magic/enchantment systems, lots of interesting sidequests that could easily keep a player entertained for weeks...and awful main quests that weren't nearly as fun as the rest of the game.

Daggerfall's main quest was arguably better written than Morrowind's. I don't recall ever staring at the screen in shock at how stupid it was. I did occassionally do that while playing Morrowind. But Morrowind's main plot was far more interesting overall, however head-on-desk-banging stupid it was at some points.

Morrowind suffered from a slight lack of replayability compred to Daggerfall. Daggerfall had a lot of dynamically generated content. And some of that content was comparable in complexity to some of Morrowind's guild questlines, and with less railroading. Daggerfall's quest had far more flexlibilty in how they were completed, and with multiple possible endings. But, Daggerfall's dynamic content while sometimes very good, was sometimes irrelevant for how similar things were. Some of the random-joe-nobody-in-a-tavern questgivers spawned quests that were far more interesting than some of the guild quests, some of which were notoriously bad. Mage guild kill quests, for example, were amongst the most tedious affairs in the history of gaming.

...which brings us to Daggerfall's dungeons. Daggerfall had dungeons bigger than most games. Completely and entirely literally...you could go to a random crypt of no consequences in the middle of nowhere, and sometimes it would be a 4-hour long affair. And not because of combat, but because the things were so huge. Individual Daggerfall dungeons were like 3-4 levels of Descent combined. Morrowind dungeons were generally entirely liner affairs. Go in one end, maybe make one or two redundant choices, possibly follow a circle, then reach the end turn around and go back. Daggerfall dungeons were labyrinthine extremely three dimensional mazes, and some individual dungeons (Castle Necromoghan comes to mind) were quite possibly bigger than every dungeon in the entirety of Morrowind combined.

Impressive. But...honestly Daggerfall's dungeons went beyond what could possibly be considered fun. They were too much. And their 3d layout was so honeycombed and complicated that sometimes even something s simple as navigating an inch up on the map visualizer involved several minutes of zooming and rotating to find a path.

Daggerfall also failed in its world map. Yes, it was notoriously big, possibly the largest computer generated game world ever made, without thousands of cities and dungeons and an overland map that would probably takes days or weeks of real time to traverse. In fact, it was so big that most players didn't even realize it was possible to travel from one town to another without automated fast travel. But...there wasn't really much reason to because it was all the same. And there wasn't much reason to visit any of those thousands of cities and dungeons because they were also all the same. And with the way quests were dynamically created, there wasn't really much reason to go anywhere at all. You could easily pick one city with each of the various guilds you cared about and spawn random quests all day long and never have to leave. In fact, as large as many cities were, that was kind of the only reasonable way to play. A medium-sized town in Daggerfall might have several hundred buildings, and spaced out enough that even with magically enchanted speed and flying it could take a couple minutes to travel from one end to another. Larger towns tended to take so long just to get from point A to point B that it was unpleasant. The capital in Daggerfall was big enough that flying from one end to another was a feat of similar magnitude as flying the entire overland gameworld in Morrowind. And it probably had more individual buildings than the whole of Morrowind, too. That's...one city.

Daggerfall did some things very much better than Morrowind: Daggerfall's character paper doll was better. It was pretty much a playfkiss doll game. Hundreds of different possible outfits with lots of cosmetic accessories. Morrowind did this as well, but Daggerfall's was better. Even individual shirts had multiple graphics sets so you could wear a shirt tucked in or loose. Daggerfall's quest generation was better than Morrowind's entirely static quest set. Daggerfall's spell and enchantment system was (debateable, but probably) a bit better too. But other things Morrowind did better. Alchemy in Morrowind was vastly better than the potion maker system in Daggerfall. Morrowind was prettier. Morrowind's world was more well fleshed out and full. Morrowind's dialogue system was much better. And some things they did about the same. Both had lots of ingame books to read. Both had optional quests that could keep one entertained for days or weeks.

Overall I'd say Daggerfall was bigger, more complicated in some ways, and vastly more ambitious. But Morrowind, while smaller, was more well refined. Morrowind was lacking in some ways, a bit simple at times, but overall it gave a better presentation, it was more "fun" and the world more memorable.

Finally, no discussion of Daggerfall would be complete without mentioning it's largest and most complete failling: It was broken. The game was so bug ridden that it was difficult to play to the end without running into some fatal problem that was irrecoverably destroy your savefile. To have any chance of playing you had to make regular backups, or at least cycle through the available saveslots. And sometimes even if you did you'd end up having to revert back hours of gameplay because irrecoverable crashes weren't immediately obvious. Daggerfall also had issues that would render the game unbeatable even without visibly breaking. The most obvious being that if you didn't meet one particular meeting deadline in the early game, it would become impossible to engage the main questline. It would be like in Morrowind, if you didn't report to Caius Cosades in Balmora within the first half hour of play...both he and all other relevant main quest npcs would vanish and it would be impossible to beat the game. And you wouldn't even know it.

Ultimately, I want to like Daggerfall more. It was a multi-level stone castle with a dungeon, moat and flying guards at a time when most other games were tents. But as impressive as it was, it was also unfinished. Tough to live in a castle when it's missing floors and chunks of loosely masonry occasionally fall from the ceiling on your head. Morrowind only seems small and simple in comparison to Daggerfall. It's still more open and more well developed than most other games of its genre. And it has enough refinements and improvements while retaining enough of the spirit of Daggerfall that regardless of the smaller scope, the fact is that Morrowind is more playable and more fun than Daggerfall. Morrowind was good. Daggerfall can best be summarized with "So, awesome! If only..."

So, Morrowind gets my vote.

Mostly that was the way I felt about it, but sometimes, I couldn't help it, but saw the world of Daggerfall as a bit empty, despite its wasteness. In my first post of this thread, I have summed up the good parts of one game, what another lacks, there are even a few parts in Arena which we could use today. This all time wish list is not even though, since some games have more standing qualities than the others.

My would drew the leading line between Morrowind and Daggerfall. On quality the former, on complexity the latter (I am not just referring to its hugeness, but subtleties like your assassin story), lastly spiced with good ideas from the other 3 games.
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Re: The Elder Scrolls
« Reply #328 on: August 07, 2012, 11:50:07 pm »

OP doesn't get to call people lazy and stupid.  In general, people need to be polite and relaxed.  I'm locking this.
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