» Thu May 03, 2012 6:56 am
What I think of Daggerfall in comparison to other TES titles is that it is a far deeper, more complex, more extensive, more believable RPG with a far more ambitious scope of detail and attention the general gameworld in order to present it as a realistic and believable place in comparison to its contemporary TES titles. I attribute it to several main factors: world detail/size/scope, reputation system, factions, choice, and one of the undoubtedly best character creation systems of all time.
Firstly, the game's world is massive and has within it a variety of realistic details. The following two factors, reputation system and factions, are large components of this, but those are to be discussed in their own, respective, following sections. Aside from those, the gameworld just feels like a real place. It's got a holiday system and a seasons system its successors lack, a far more manageable time scale. Every area and situation seems to have its own theme music specifically designed for the purpose and the atmosphere of the game greatly benefits as a result. There are the creepy dungeons (the sounds, inhuman nature, music, and large, labyrinthine structure all contribute to the eeriness present in these dungeons which later games do not match nearly as well), inviting inns, vibrant and bustling scheduled cities, separate factions all vying for their own interests and conflicting with others, varying regions separated into their own entities, and, of course, the political machinations of the Iliac Bay.
Secondly, there is Daggerfall's reputation system. Every faction (joinable and otherwise), social class, and region have their own reputation systems which mingle together to form a complex web in which the player is an ever-changing factor. Help one group out and you're likely to tick someone else off. Gain the respect or revilement your actions deserve and the gameworld will treat you accordingly.
Thirdly, there are Daggerfall's factions. Intertwining with the scope of the gameworld and its reputations, Skyrim's factions offer many positions to an imaginative, role-playing character. There is a clear feeling of well-earned progression through the ranks of any joinable factions, as they require time, reputation, and certain skill competencies, and they award privileges accordingly.
Fourthly, Daggerfall offers choice... actual choice. One can pick and choose one of many individual faction types, every little detail of their character's strengths and weaknesses, their area of residence, if they want to settle anywhere at all, the ability to be a werewolf, a wereboar, a vampire, a militant warrior-priest of Akatosh, a knight of the scarab, a freelance Fighter's Guild mercenary, a Dark Brotherhood assassin, a noble pawn, etc., their faction quests, their general political and religious affiliations, and even, unlike in other TES games, their path within the main quest. Daggerfall doesn't skimp out on choice and this is something Bethesda seems to have forgotten to live up to since.
Fifthly, Daggerfall's character creation system is, hands-down, great. There are just so many combinations that can be derived from the system. One can craft specified details of their own new class, choose advantages and disadvantages which correspondingly affect leveling speed, and control ever detail of their character's presentation to the gameworld. The game even crafts a small, but ignorable and even rewritable (via the game files) if one wishes to make their own, backstory. Attributes can be tinkered with, health progression can be changed in correspondence to ease of leveling, and then there are the questions in which the player gets to choose particular aspects of the character's past which affect the character's stats and starting items.
Daggerfall, as a whole, just screams "awesome open-ended RPG". The world does lack a bit in quality due to a combination of the limitations of the procedural generation tech, lack of funds for the then-small development company, the understaffed nature of the development team, development being rushed and, primarily, the ambitious size and scope of the gameworld, but regardless, the game's concept is gilded and the execution of most of the targeted aspirations are very fun, albeit flawed. I'd love to see a modern successor to Daggerfall. It'll never happen as Bethesda are too preoccupied with further streamlining and simplifying everything while Daggerfall would seem too nerdy and the entire concept of Daggerfall is so very different from what Bethesda has been used to doing for over the past decade, but I think it's about time we saw a modern, better-realized interpretation of Daggerfall's concept. Meanwhile... Skyrim doesn't even have a reputation system, very little choice, little character customization, an unbelievable scope/size (no more underwhelming in this aspect than Morrowind and Oblivion, at least, but all the other things... someone made some streamlining decisions that went way too far with Skyrim), few factions which are incredibly short, tacked on, underwhelming, and pathetic, anyway, and a very poor character creation system. It's a good game, but as a TES RPG, it just fails miserably.