Those little touches that make Daggerfall (extra) special

Post » Wed Dec 01, 2010 11:05 pm

Which of those little touches in Daggerfall do you find really add to the experience? Elements that you really like?

I'm a big fan of the lighting. Although it looks primitive to today's standards, the flicker from a home onto a nearby building at night looks atmospheric.
On the issue of lighting, I love how the interior windows become darker in the evening. For example, you start some training at a guild during the afternoon, when the window has light. You finish around 19:30, and the window has become darker. To me those elements really add a lot to my enjoyment of the game.

Even the repetitive 2 second background cricket loop that plays during the night adds to the tension.

When it snows (such as in Morning Star), it's great how all the buildings and trees are covered in snow, really adding that changed seasonal element to the game.

The text that briefly appears every time you enter a cemetery always has vivid descriptions.

I like how enemies appear when they're aiming their bow, release it, and you then hear that whoosh! of the arrow flying by.

It's great how many of the clothes can be altered by 'using' them, as this gives the player more flexibility for their characters' looks.

The way your head bobs when you get hit by an enemy or fall from a great height feels realistic. I also like that sound when falling from a height, it makes you feel like you've just hit a stone floor really hard.

When you die, I think it's really cool how you slump to the floor, and the last thing you see is the enemies legs. Much prefer that to Morrowind where it zooms out to 3rd person.

And of course the music. While I don't think that's a little touch, as it's a prominent part of the game, it is wonderful how different places, times and weather each have their own music. The music is a serious boost to strengthening Daggerfall's atmosphere.
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Catharine Krupinski
 
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Post » Thu Dec 02, 2010 5:25 am

Everything having to do with the dungeons. The visuals, the sounds, everything. It's just immersive and terrifying.
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Alexis Acevedo
 
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Post » Wed Dec 01, 2010 5:36 pm

Clothes change when you use them?? How so? :o
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Miguel
 
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Post » Wed Dec 01, 2010 10:33 pm

Everything having to do with the dungeons. The visuals, the sounds, everything. It's just immersive and terrifying.

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Rhysa Hughes
 
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Post » Wed Dec 01, 2010 8:49 pm

Clothes change when you use them?? How so? :o

Use the "Use" button on the clothes. It will work only on some clothes, though.
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Damned_Queen
 
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Post » Wed Dec 01, 2010 1:59 pm

Clothes change when you use them?? How so? :o


hoods on cloaks going up or down etc.
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Philip Lyon
 
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Post » Thu Dec 02, 2010 4:37 am

I like how terrifying the freaking skeletons are the first time around, screaming, swinging, chasing you down in Privateers Hold on your first character. I actually like that the games is completely realistic about gore and nudity, I'm not saying that nudity and gore makes a game better, but when shown in small portions in a realistic way it just adds to the immersion of the world around you. Makes it feel real.
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Jonathan Montero
 
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Post » Wed Dec 01, 2010 4:15 pm

Yes, it feels more real than TES3 and 4 combined. The size, the amount of places and people. Youre part of a world, while in later games you just play in an illusion of a world, which is created for you and revolves around you.

I also like the cows that go moo.
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Richard
 
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Post » Wed Dec 01, 2010 8:08 pm

I loved the capes and cloaks from Daggerfall. I know there for mods for them in Morrowind and Oblivion but the fact that they were included in the actual Daggerfall game is what counts. Plus there were so many colors to choose from and there was a lot of variety.
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Miss Hayley
 
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Post » Thu Dec 02, 2010 1:08 am

I also think the background skies look great, they may be simple, but they have a mysterious look to them. And it looks really nice when the skies are red, such as Absinthe82's great avatar.
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W E I R D
 
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Post » Thu Dec 02, 2010 12:31 am

hoods on cloaks going up or down etc.

I had no idea...
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kirsty joanne hines
 
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Post » Wed Dec 01, 2010 7:50 pm

The text that briefly appears every time you enter a cemetery always has vivid descriptions.


I've always loved this. Well done text descriptions can add so much to a game: look at Fallout(s) and all its "visual" interactivity with objects.

Also, I'd like to add:

- "VENGEANCE" !!!!

- The fact that repairing weapons actually takes time

- The fact that you could learn how to join the thieves guild by reading a book, the first time I discovered it I was amazed to say the least

- The trials - sure, they're simple and text only, but I haven't seen anything similar in any other RPG (except the awesome unknown masterpiece "Sword Lands" trilogy, a free addon for Realmz)

- NPCs have basic schedules, shops open and close - it may sound like a mandatory feature nowadays, but look at how many RPGs -even today- lack those simple-but-effective features (to the point of being able, in Morrowind, to buy something in the middle of the night!)
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cheryl wright
 
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Post » Wed Dec 01, 2010 8:59 pm

- The fact that repairing weapons actually takes time

- NPCs have basic schedules, shops open and close - it may sound like a mandatory feature nowadays, but look at how many RPGs -even today- lack those simple-but-effective features (to the point of being able, in Morrowind, to buy something in the middle of the night!)


Yeah, it was very unrealistic in Morrowind how it would *instantly* repair (bit by bit, etc) your weapons & armour, when it should have took time. In Daggerfall, I thought it was a lot more realistic, how you would have to come back to the blacksmith a day later to collect your items. And of course if you repaired multiple weapons / armour at the same blacksmith, there would be a queue, taking substantially longer. So this would mean planning ahead, taking out a day or more in order to collect your items, and therefore renting a room at a local tavern, etc.

I can't say how ticked off I was when I first played Morrowind and realised that NPCS had no basic schedules. It was really unrealistic how they just stood there / or walked around a small radius all day / year long <_<. And of course that meant shops were unrealistically open all day, as the NPCs didn't 'rest.' Luckily there are numerous mods out there that fix this (at least for the most parts of the game). So you can have it fairly similar to Daggerfall. It made night time a completely different experience to unmodded Morrowind. In Daggerfall, the cities closed their gates at night, and if you couldn't levitate, climb or recall, you would have problems. The fact that the music doesn't change like when an enemy approaches you (like in Morrowind, where it was a warning detection system :flame:), so if you don't watch your back, an enemy could seriously damage you. The background cricket loops, music, and fact that pretty much all NPCs were no longer on the streets made the game a really scary place to be. Luckily if you were in danger, the good old taverns could save you :foodndrink:

Add to that the holiday system with the daedra summoning, special prices, etc, and the weather associated to the calendar, made it feel like a real world :foodndrink:
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Riky Carrasco
 
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Post » Thu Dec 02, 2010 5:31 am

I can't say how ticked off I was when I first played Morrowind and realised that NPCS had no basic schedules.


I completely agree with you on this. This aspect alone made Morrowind seem bland to me without the proper mod(s) to make it so they have schedules again.
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gemma
 
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Post » Wed Dec 01, 2010 10:00 pm

I agree with all of these posts...

Although Daggerfall had its issues, to this day (I first played it way back in the 90's when I was a kid) it remains the only game I have ever played in which I actually became fully immersed in. I would completely lose myself in this game and legitimately felt like I was adventuring in another world. Although I am not able to duplicate that feeling today as an advlt (mostly because as an advlt I become more concerned with technical nuances that I casually brushed off as a kid), it's still easy to spot those little touches that makes this game so special.
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Yung Prince
 
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Post » Wed Dec 01, 2010 4:39 pm

How you could actually summon the different Daedric Princes and actually SEE them!!!

I am still upset that ever since then (with the exception of OB's Shegorath) that all we get are statues and voices from the Princes and not get to see them themselves. :(

Gotta love the DF Wabbajack!

The discriptive narrative boxes that popped up to state how something smells or how the air feels... pure brillance!

DF has been and always will be my #1 game.

No other game has even come close.

C'mon Beth go to your roots!!!
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neil slattery
 
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Post » Wed Dec 01, 2010 11:25 pm

Hmm well for one the music, even though it's probably not small, but its something a lot of games now lack. Who can forget the evil tavern theme from hell? THe first time I got the sound card set up right so it would play the full range of music just plain changed the game. The yearly weather system, there's the sunset/rise. The various backgrounds, there's so much.
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Juliet
 
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Post » Thu Dec 02, 2010 3:08 am

C'mon Beth go to your roots!!!


i hope you are aware that their "roots" vanished along with the old Daggerfall dev team, right?
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mimi_lys
 
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Post » Wed Dec 01, 2010 9:03 pm

My infamous quote should be added to this thread: "Original is ALWAYS the best!".
Used in in many discussions i was in,wich where all about "NR. 3 Was better then 1 !!1!111!!!11one!1"
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Melis Hristina
 
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Post » Wed Dec 01, 2010 11:24 pm

I'm a big fan of the writing, the first time I promoted, I felt all warm inside, due to the way it was written.
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JESSE
 
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Post » Thu Dec 02, 2010 3:26 am

It's great how many of the clothes can be altered by 'using' them, as this gives the player more flexibility for their characters' looks.


Hood on...hood off...hood on...hood off. Genius.
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Loane
 
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Post » Wed Dec 01, 2010 6:00 pm

beats Oblivion though.
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Epul Kedah
 
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Post » Wed Dec 01, 2010 9:41 pm

beats Oblivion though.

Is this in regards to my post?

Actually, I was being genuine. I love this feature, and wish it were implemented in the newer games. Imagine finding a shirt in TESV, and having the option to wear it tucked, untucked, ripped, unripped...it's a good idea. I didn't mean to sound sarcastic.
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Mackenzie
 
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Post » Wed Dec 01, 2010 11:24 pm

Is this in regards to my post?

Actually, I was being genuine. I love this feature, and wish it were implemented in the newer games. Imagine finding a shirt in TESV, and having the option to wear it tucked, untucked, ripped, unripped...it's a good idea. I didn't mean to sound sarcastic.


no, just meant that in Oblivion you dont even get a cape or cloak.
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steve brewin
 
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Post » Wed Dec 01, 2010 4:21 pm

no, just meant that in Oblivion you dont even get a cape or cloak.

Ah, well. The more equipment, the better.
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Nikki Hype
 
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