PAst Elder Scroll games worth playing?

Post » Fri May 27, 2011 4:06 am

I somewhat see your point, now. I don't think your argument is really feasible, though. The engine can only be "upgraded" so much from its current state without them having to restart from scratch. The XnGine allowed them to do more with the game's environment and atmosphere. The only reason Daggerfall was so buggy to begin with it because they released it early to compete with Betrayal in Antara.

Anyway I was overly rude. Sorry.
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Roberta Obrien
 
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Post » Fri May 27, 2011 1:42 pm

And look at Betryal in Antara. Who cares about it anymore? ;)
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Jonathan Braz
 
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Post » Fri May 27, 2011 10:35 am

And look at Betryal in Antara. Who cares about it anymore? ;)

I've never even heard of it.
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x_JeNnY_x
 
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Post » Thu May 26, 2011 10:34 pm

I somewhat see your point, now. I don't think your argument is really feasible, though. The engine can only be "upgraded" so much from its current state without them having to restart from scratch. The XnGine allowed them to do more with the game's environment and atmosphere. The only reason Daggerfall was so buggy to begin with it because they released it early to compete with Betrayal in Antara.

Anyway I was overly rude. Sorry.


Don't forget though that Bethesda would have liked the Xngine to have become something like the unreal engine, something they could license in itself. I remember it was quite a relief to have an engine from another company, something that we did not have to maintain on top of writing the game itself. gamesas was a much smaller company back then.

Mark Jones, voice from the distant past.....
www.mjonesgraphics.com
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Prohibited
 
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Post » Fri May 27, 2011 1:07 pm

I somewhat see your point, now. I don't think your argument is really feasible, though. The engine can only be "upgraded" so much from its current state without them having to restart from scratch. The XnGine allowed them to do more with the game's environment and atmosphere. The only reason Daggerfall was so buggy to begin with it because they released it early to compete with Betrayal in Antara.

Anyway I was overly rude. Sorry.


Don't forget though that Bethesda would have liked the Xngine to have become something like the unreal engine, something they could license in itself. I remember it was quite a relief to have an engine from another company, something that we did not have to maintain on top of writing the game itself. gamesas was a much smaller company back then.

Mark Jones, voice from the distant past.....
www.mjonesgraphics.com
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Tai Scott
 
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Post » Fri May 27, 2011 10:43 am

I didn't know that Bethesda had plans to license out the XnGine. Ah, the good ol' days, when a company could still write an engine and a game and not go broke.
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FITTAS
 
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Post » Fri May 27, 2011 9:57 am

Mister, Mister Joonnnes. How wonderful to see you, and how interesting your little tidbit of information is! That means that they probably made the engine quite open ended and expandable, I'd love to see some of the tools for it. Like the world editor, oh what it would be like to have a World editor for Daggerfall. :D
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Sammi Jones
 
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Post » Thu May 26, 2011 10:38 pm

Mister, Mister Joonnnes. How wonderful to see you, and how interesting your little tidbit of information is! That means that they probably made the engine quite open ended and expandable, I'd love to see some of the tools for it. Like the world editor, oh what it would be like to have a World editor for Daggerfall. :D



Yers, well, "organized" wasn't the first word that cam to mind when thinking about the "dagderfall days". LOL

I wouldn't hold out too much hope for editors and the like. :) We had a lot of people coming and going over those few years. It was hard going, and the game was finished on pure will power! LOL

Most exhausting game I've ever worked on.

Mark
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Katharine Newton
 
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