...Is an MS-DOS based game with similar graphics to Doom (though with some noticeable improvements made, such as support for having a bottom face and a top face visible at the same time -- real 3d used for map geometry in towns, though at the time of its release there were too few "Good" computers for them to actually go all the way 3d with real models).
Storyline is fairly simple, as it is with most Elder Scrolls games (though the Storyline isn't what we're here for).
The impressive part about the game is that it features a whopping 161,600 Square Kilometers of playing field space, as opposed to Morrowind's 15.5 sq. KM and Oblivion's 41.4 sq. KM.
Only 7-8 "Areas" of the game are necessary for exploration to complete the game, while there are 47 "areas" in total. Be glad it involves transport spells, boats, and horses
It has 750,000 NPCs, all of whom have somewhat custom lines (MOST LIKELY based on a random AI generation roll and a library of quotes... But hey, it's a 1996 game, what do you expect?), as opposed to Morrowind and Oblivion's 1,000 NPCs.
Discuss said game, give opinions, compare to other WRPGs that may have been influenced it, compare with the 100% Linear gameplay based JRPGs, and most importantly... Compare to the Paper&Pen RPGs that came before the computer and the drawn-on piece of cardboard.
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Elder Scrolls II: Daggerfall
#5
Posted 11 July 2009 - 09:22 PM
Be prepared for the bugs though. Daggerfall is a lot buggier than Bethesda's newer games. It wasn't nicknamed Buggerfall for no reason.
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One bug caused players running up stairs to fall through the terrain into a featureless black space. Another infamous topic was that of "the horse and the carriage": a player wanting to enter a town after its gates were closed for a night had to use a levitation spell to fly over the walls or the climbing ability to climb them. In any case the player's horse and carriage (which could be purchased in the game) stayed with the player as if they had been in the player's pocket. Additionally, there was a bug in which, once the player had reached the top of the wall, if the player jumped while running towards any of the battlement-style parapets on top of the relevant wall, it was possible to perform a ridiculous leap which hurled the player hundreds of feet through the air, invariably killing them upon landing unless they were very well trained in jumping (such as a master acrobat character), or were skilled or lucky enough to land upon a roof, or unless the player knew any spells to slow aerial descents. This jumping bug would occur when the player jumped towards other slanted surfaces, such as roofs.
A crucially plot-critical bug would cause the letter from the King of Worms to Princess Morgiah of Wayrest to disappear if the player fast travelled from the Dragontail Mountains to Wayrest. This could be circumvented by travelling the full distance in real-time, a journey that would take several hours, depending on whether or not the player had acquired a horse.
A crucially plot-critical bug would cause the letter from the King of Worms to Princess Morgiah of Wayrest to disappear if the player fast travelled from the Dragontail Mountains to Wayrest. This could be circumvented by travelling the full distance in real-time, a journey that would take several hours, depending on whether or not the player had acquired a horse.
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#9
Posted 13 July 2009 - 07:37 PM
#10
Posted 27 May 2016 - 04:10 PM
Before Radiant AI, before Radiant Storytelling, Bethesda managed to make an RPG so big you'll never finish playing it, with more characters, dungeons, loot and spells than you'll find in just about every other game put together. And yet, it wasn't a repetitive slog. On the contrary, this game had it all, and that includes a ton of bugs.