» Fri May 27, 2011 8:31 am
"Daggerfall dungeons have puzzles but they are optional and relatively simple."
True, but I'm more interested in the more complex, interactive sort of puzzles, I guess. Item-usage based ones. As in, building rope bridges out of vines. Not the really bizarre item-based puzzles you see in a lot of point and click adventures. I tend to prefer Myst because it doesn't HAVE those and if nobody's going to do them right, well, don't do them at all (Hi. Gabriel Knight 3's moustache puzzle. And that thing in the Longest Journey with the rubber duck tube).
"There are no word riddles and i'm happy with that."
True.
"It's not something drastic like in Oblivion, for example, where you fail one guild quest and you can't progress in the guild anymore."
You could fail guild quests in Oblivion? How the !@#%..? Weren't most of them just "GIVE ME X" and it was pretty much impossible not to?
Well, except for that mage guild quest with the book of lightning, where you could screw over the guild leader, but the actual progression of events after that point didn't make any sense because they were checking some sort of arbitrary "quest state" variables and not whether or not you actually had the stupid book.
"but i disagree with your statement that freedom to fail is not fun."
Well, let me rephrase that. The freedom to fail is fun in the sense that it takes stress off the player. You failed the quest, or it's too hard, or whatever? No big deal. In DF it's that you can put in a lot of time investment into a quest and still fail. I don't mind time limits, but given the size and inavigability of the dungeons, some of the time limits seem a bit unfair, whereas some of the quests that are like "Go to some house and kill a tiger" have relatively long time limits. The hugity and convolutedness of the dungeons and odd placement of the quest items made it seem a bit unfair, too. It's like, yeah, in a roguelike, you can die and lose your character permanently, but if you die it's usually your fault, whereas if you fail a quest in Daggerfall, it feels like it's the game's fault a lot of the time. It's true you can prepare for a lot, but guessing a dungeon's enemy difficulty is a lot harder, and as I said, it's not necessarily easy to predict where the quest item will end up and it's rather needle in a haystack and just wandering in the dark instead of really having to think through your explorations.
I think Arena's dungeons were sort of better in this regard. They were smaller, but it's more that they way they were organized, you basically always had to go down to the lowest level, grab what you need, and escape, and it's more of a matter of conserving your health and items and magic, because resting to restore health isn't anywhere as easy in Arena as it is in DF, and as a whole I think Arena's a bit harder.
TAking the roguelike thing further, Arena also had a lot more unidentified items.
"It would be fun to have those small job quests to be randomized a little."
As I said earlier, I'd get rid of small quests as jobs, and replace them with something else. Like, instead of getting a random "Go kill some assassin" quest, you could, perhaps, just kill assassins that you encounter in the wilderness or in cities -- randomly placed enemies, like with MCA or something -- or monsters than wander into town and get bounties for turning in their writs or some other proof you killed them. Actually, I'm going to go bug someone to make this mod.
"Why do we need a gameplay reason to justify immersion?"
Okay, I went a bit overboard there. It's really more that I don't see how DF's wilderness WAS immersive. With Arena's wilderness areas, they gave the impression there was stuff in the world outside of the cities. Also, Morrowind had a big smoking volcano in the background which was awesome, although DF had some rather pretty background bitmaps (PCXs?). I disgress [sic]. DF's wilderness wasn't a gameplay area the same way Arena's was. Arena's was a bunch of houses and encounters and graveyards and basically a big playground, that still looked fairly cool and wildernessy. It was immersion integrated with gameplay. DF's size was immersive, I guess, but did the wilderness really serve it well? I think a really, really huge problem with DF's fast travel was the fact that you could never hit an encounter with it. Wouldn't it be cool if, when fast travelling, it dropped you out in an area with a special encounter? Orif you're staying at inns, occaisionally something happensthere? You could probably have these templated like the quests. If anyone ever played the earlier Arkania games, or Breath of Fire 4 for the PSX for that matter, both did stuff like this.
"The technology to generate realistic forests wasn't available at the time of Daggerfall so it looks artificial and repetitive."
They still looked better in Arena, though. It's not so much tree position, but like, forest bounding. Or landscape bounding in general, I guess. I mean, technically, in a strict sense, Arena didn't have a wilderness, but just large suburban and rural areas outside of cities, so I'm also going to play the oldschool card and say that yes, I am a bit annoyed that DF never did anything interesting with that, and say that exploring Morrowind's wilderness always felt way closer to Arena's wilderness to me and if I had to play THAT oldschool card, Morrowind as a whole felt a lot closer to Arena -- and brought back things like asking NPCs about their backgrounds and things like bizarre little static NPCs (remember how Arena had hokers that you couldn't do anything with, but they'd still say stuff like "NOT TONIGHT, SUNSHINE" instead of just sitting nakedly and creepily in their bedroom, and happily chatting with you about... politics?)
"You also get to know the world and lore by doing some template quests in Daggerfall."
By template quests do you mean the random ones, or some of the unrelated quests that make up the main quest?
Also, I guess there are actually two main-quest lines, sort of. what I meant is that they're all geared around the same story, more or less.
"That's not what they say. Making Morrowind wilderness consumed an absurd amount of time and the use of a terrain generator allowed them to achieve the same results."
Sure, but is that the Morrowind devteam saying that, or the oblivion devteam? Because the general consensus the players have is that the end result really wasn't the same at all, and some of the bizarre little eastereggs in MW make me think they were enjoying themselves.