» Fri May 27, 2011 2:11 pm
As far as base, unmodded Elder Scrolls* games go, it's actually my favorite.
I guess with Daggerfall, Bethesda was trying for a sort of medieval life simulator, with Morrowind, they were moving in a more Ultima like direction (Smaller, but highly detailed world space, and more robust NPCs. Yes, most of them were generic, but there were still something like 200 really fleshed out NPCs, which is I think what Ultima 6 had, so including a bunch of generics just to create a more aesthetic/immersive/living-feeling world is fine), and Oblivion into a more Might and Magic style (Sort of. Quest progression is similar. Nothing else is. Oblivion's extremely odd in some regards. It's fairly easy to figure out how you feel about the first couple TES games and why. ).
Arena, though, was maybe the most genuinely freelance adventure feeling game. In some regards the way the world was detailed -- which was actually quite good. Complaints about wilderness areas not linking up properly aside, quest dungeons were excellent, the random dungeons were fairly well generated, the towns were awesome, and I'm surprised such viable-feeling randomly generated AND varied towns haven't really been done since then. The game also lent itself to these weird, emergent little moments.
I guess in some regards it also had the clearest design... process, it seems. Daggerfall tried to be a medieval life sim and Morrowind tried to be the successor to Ultima 7, but they both kind of fell short, and I think for roughly the same reason -- that being, flawed world models. Complain all you like about Morrowind's lack of NPC schedules, Daggerfall's "everyone just turns off at night and the doors lock" wasn't that much better (and stores closing at night I wouldn't call essential. If you have schedules NPCs, from a gameplay standpoint, stores that are always open but have night and day shifts work somewhat better, and lead to interesting situations where like, say, the night staff hates you, but the day staff loves you, etc.) Likewise, in both cases, they didn't quite get interactivity right. Daggerfall is missing some really important life sim aspects -- you don't need to eat or take care of your basic needs or pay taxes, and the urban element is a bit lacking -- why are there so few quests where you have to chase people through cities? Why does it stick so rigidly to quests, anyway? Shouldn't the fighters guild also pay you for taking down rogue daedra, or the knights for offing bandits? In Morrowind's case, the lack of interactivity -- and I mean, they both were lacking here, but they needed different KINDS of interactivity -- namely, if it's using the Ultima style, why don't we have Ultima 7's hyper-interactivity with the items? Why can't I make bread? There's flour. There's ovens. So why not?
And despite what the devs say, I would've liked more non-combat oriented careers in both. Why CAN'T a be an armorer by trade? There could be interesting quests to find rare armor and blueprints, for instance!
Arena didn't really have a world model. At the same time, it didn't really need it. In some regards it was simpler. In some regards not. I think that over all, though, it was a much solider, more directed, clearer end-product.
Also, as someone mentioned, you had tunnel/hole fill and wall make/wall destroy spells. These could actually end up being useful too, oddly enough. I guess it's not terrain deformation in the modern sense, but...
* Morrowind had a lot of really talented modders, and a good amount moved over to Oblivion.