Much of this design was secondary to the original development goals for Arena, and while the approach was initially met by gamers with limited sales, the game itself became a cult classic with month on month growth in units sold.
Melee combat itself used a novel active movement approach, which had players slashing side to side with the mouse or using thrusting and blocking movements.
Arena contained a magic system that encouraged emergent game play, with spells like Wizard Lock, Passwall, Pitfall, Earthwall and Levitation, which all could be used to limit or enhance your freedom to move about in the world, making the terrain a non-static affair. In addition to this there was a “spell creation tool” that allowed players to combine up to 3 effects in one spell and modify the parameters of those effects which gave literally thousands of spell options.
Whilst game play in Arena was primarily about dungeon runs, the game also included a modest set of systems for town/city adventures, with thievery and village gossip.
The novel sandbox approach had won over many fans.
In the elder scrolls follow-up, Daggerfall, the world itself was physically smaller, though still enormous and the game systems had been refined and built upon.
Daggerfall featured 34 skills, from combat (weapon based skills and special skills like dodging, backstabbing and critical strike) to skills with magic. Movement based skills (swimming, stealth, running, jumping and climbing) and utility skills (medical, lock picking, pickpocket) conversation skills (streetwise, etiquette, mercantile). There were even a range of skills in dealing with various monster factions (Draconic, Nymph, Centaurian, Daedric) which were used to simulate language, lore and handling.
The class system had been enhanced with the feature of players designing their own class along with choosing its major/minor skill combinations.
The magic system had the spell maker that existed with Arena, but built upon this with enchantment of items and player alchemy and doubled the number of spells to 100.
A reputation and faction system was designed, and both vampirism (with vampire hunters) and lycanthropy (two forms, werewolf and wereboar) were included.
Daggerfall whilst smaller geographically, was more developed than Arena in almost every way.
The main quest story, whilst there, could effectively be ignored and the player was free to play hundreds of character concepts within the regions of Highrock and Hammerfell. From a scum of the earth rogue, who stalked the streets of the cities looking for a mark, to the classical knight that completed quests and parlayed diplomatically with the nobles, from a nefarious nosferatu, stalking the land at night with supernatural strength, to a scholarly sage, that studied arcane lore and nature alike to craft ensorcelled artefacts and dubious brews.
Both Arena and Daggerfall used 3d graphical engines that were for their time quite advanced.
Battlespire and Redguard were both non-open world games. As standalone adventures, they drew upon the lore and many of the systems used in previous TES games, but were not designed as open world games.
The next TES game to use open world design was Morrowind which had many critics, and yet many more fans.
Morrowind, set on an island off from Tamriel, maintained true to many of the systems and design principles that made Daggerfall. The game world had again shrunk in size, with a focus on creating more hands on environments rather than the heavy reliance on procedurally generated terrain. Procedural generation was still used, but development tools allowed touch-ups and more intentional design. The graphics engine itself was a step up in realism, and to this day continues to be enhanced by community members to present a visually stunning world.
The number of skills in Morrowind had been reduced down to 27, which still granted players some considerable flexibility in character concepts, however made several skills much more generic in nature. Most notably Speechcraft, Security and Athletics. Combat skills around armor/weapon types still existed, but gone were skills in backstabbing and critical strikes, becoming a sub effect of the stealth system.
The stealth system had been somewhat enhanced and while Morrowinds social/societal setting was vastly different to that of daggerfall, there were still stories and non-scripted opportunities to play the social miscreant or dubious thug.
Magic in Morrowind had some minor tweaks, enchantment, spell creation and alchemy still existed, though the system for alchemy had been expanded upon greatly. There were 139 different spell effects that could be combined and tweaked, however by this stage some spell effects such as those that created or removed walls were gone due to the new engine that was being used.
Vampirism and multiple vampire factions existed and Lycanthropy (werewolves only) was added with the bloodmoon expansion.
With Morrowind, gamers were given a modern take on the elder scrolls open-world design, with the tools to customise characters and play in a culturally unique and breathing world. Most importantly Morrowind was released with a development toolset which allowed players to tweak or completely re-design the game world and many of its systems.
Morrowind did receive criticisms of poorly scripted events and having a main quest that could be effectively completed within minutes. However most agree that the open-world design of Morrowind was solid and the scale of character concept options were largely maintained from Daggerfall.
In 2006, and after two expansions to Morrowind, the next chapter of the elder scrolls was told with Oblivion.
Oblivion again presented an improved graphical engine however the province of Cyrodiil failed to capture much of the high fantasy feel of its predecessor. Where the geography of Cyrodiil was smaller again than the landmass of Morrowind, the attempt at blending the diverse cultures of Tamriel also didn’t quite work, and most of the province felt generic.
In addition to the art style, the 3 dimensional freedoms previously exhibited in level design of Morrowind was lacking in Oblivion, primarily due to the removal of all forms of levitation. Dungeons became much more linear and “on-the-rails” in their design. Matching this design shift, quests while largely optional still, were more limited in the ways they could be completed.
Choices with character design were once again reduced with a reduction to 21 skills. Weapon and armour choices were reduced and weapon/armour skills streamlined with the long and short blade skills from Morrowind being merged into blade and spear and medium armour removed altogether.
The magic system was re-worked with only 62 spell effects, compared to the 100 effects in Arena and 139 effects in Morrowind. Enchanting was limited to items only, and spell scrolls could no longer be produced by players. Though scrolls still existed in the game, players could not reasonably role-play a scribe.
Lycanthropy was not included, and there were fewer factional conflicts that the player could engage in. Radiant AI, which was intended to provide more lifelike action from NPC’s provided little more than pathing/animation schedules, making the promise of less wooden NPC’s a hollow one.
One area where Oblivion did build upon Morrowind was with the stealth system, which had its mechanics much improved with regards to light and noise sensitivity.
Overall, even after the shivering isles expansion and several DLC, Oblivion offered less freedoms than Morrowind, and whilst popular in its own right, Oblivion received a wide range of criticisms from fans that were use to successive TES chapters expanding upon the scope of the open world RPG design.
After defining open world RPGs as a sub-genre, was Oblivion removing some of the sand from the sandbox? Or was it just the case that fans were so use to growth in scope that less of anything or even failure to enhance felt like less freedoms?
And now comes Skyrim.
Whilst unreleased, it is not reasonable to directly compare the open world or RPG features of Skyrim to the previous TES chapters. However, at this point quite a bit of detail has been confirmed around Skyrims design.
We know that the graphical engine has again been vastly improved.
We know that the land mass of Skyrim is comparable to Cyrodiil in Oblivion, but that it has been designed to “feel” larger due to obstacles of terrain.
We know that attributes, which affected various sub-attributes, have been removed. Does this make some character concepts un-buildable? Can we play a fast(speed) weakling(endurance), can we build an ugly/offensive(personality) sage(wisdom)? How do we tell the game world what our character is, will the AI know how to react to my role-played character?
We know that skills have been reduced to 18, however there are now perk trees attached to each skill. Many of the removed skills were merged but some appear to not exist at all, particularly the mobility skills. Will this affect freedom in how we interact with the world? Can we still play the character of an agile acrobat, or a healthy soldier that is use to fast-marching across the continent without rest? If there are less mobility options will this mean dungeon design is more linear again than Oblivion? Is their less choice in dealing with the world in non-violent ways?
We know that classes, either predefined or custom no longer exist in the sense of primary/secondary skill focus. The new design implies that you are what you use. Does this mean role-playing a character concept requires more intention from a player? Without a class name, and set of primary skills to remind us of the characters concept, will characters require more attention to define? Will sequential characters be doomed to becoming defined only by those skills we gravitate towards each time we start with a new character?
We know that weapon/armour choices are limited types that were present in Oblivion, however they can now be dual wield. 3rd person perspective has been polished and killing blows take control of your character for cinematic flair. Whilst demonstrations of general combat appear smoother, will the abrupt “killing blow takeovers” interrupt immersion? Will there be sufficient weapon/armour choice to make melee characters feel fresh or will each melee character just feel like a variation of the last?
We know that unarmed combat is no longer a skill, but not what this means for bar-fights or the feasibility of unarmed combat as a fighting style. Can monks and brawler character concepts still effectively be role-played, or are they no longer an option?
We know that NPC interactions are now affected by Radiant Story, which purportedly introduces much more flexibility in the manner NPCs react and interact with the player, as well as make quest designs more dynamic. Will this work, or will we get results similar to Radiant AI, which promised us a breathing world and delivered windup mannequins?
We know that magic use has been fully redesigned, with spells being wield in the casters hand like orbs, and there is some interaction between the left and right hands for some spells. We also now know that Bethesda do not expect there to be a system of spell creation in Skyrim, at least not at launch. Will there be enough variety to satisfy players with magical options to interact with the world, is it more choice or less? Does the inability of players to design spells that combine multiple effects limit the player or set them free?
We know that birth-signs are not set at the birth of the character; rather characters can switch to the sign of their choice at any point by visiting locations in the game. Is this freedom to evolve our characters or a lack of definition on whom our character really is?
We know that skills of crafting have been expanded upon. Alongside Alchemy, Enchanting makes a return to the series and artisan crafting of weapons and armour is now a skill open to players. Are we making items only for our own use or can we establish a business? Can we affect the world’s economy by producing items as well as loot-[censored]?
We know that Relationships with NPC’s are intended to be more evolved and meaningful, with the design of companions and romantic relationships. Will this be a more mature type of interaction than mannequins on auto-follow, will our characters be able to interact physically in more ways than simply taking a sword to them?
We know there are child npc’s populating the world. Being an often asked for feature, will this new feature make the world feel more real, or will arguably necessary limitations on player interaction with them break immersion or make negatively affect the aspect of choice that open-world design heavily draws upon?
We know that the main story-quest requires your character to be a “Dragon-born”. Is this a carrot, a stick or a rail that we cannot remove ourselves from? Will we constantly be called “Dovakhiin” by NPC’s who expect us to save their world, or will we be able to re-play the game as an anonymous beggar, or travelling merchant for whom the dragon attacks are nothing more than dangerous disruptions to their trade routes?
From my current perspective, Skyrim has some obvious improvements along the lines of open-world RPG design, there are some design choices that may or may not work out, and then there are some obvious gaps where the design of Skyrim will reduce choice and openness of play.
At this point, months from release, there is a fair amount we know about Skyrim, and there is even more that we do not know. Will the game be a more open and free RPG than Oblivion, or Morrowind, or Daggerfall for that matter, or will it feel like a more restrictive, smaller and less flexible world to role-play in? Until release we will not really know. What are your thoughts?