Category Archives: Arena

Travellin’ Morrowind: or “If this is Tuesday, this must be Tel Mora”

Well, this wasn’t exactly what I was expecting. Not from Morrowind, anyway. I think I’m somehow on tour.

Okay, bit of context. As I’d said in previous postings, I’ve acquired (perfidy!) and modded Morrowind, and finally settled in to play the game properly. No problem. And, for the first little bit, it was exactly what I’d expected: wandering through the wilds of Vvardenfell, fighting off beasties with a big spear and somewhat-untrustworthy magic, and making my way to the (relatively) big city of Balmora. I met my rep for the organization that was apparently responsible for the main plotline, the Blades…and discovered that my all-important quest was “go get a few levels or something, kid, we can’t use you as-is”.

That was new. All of a sudden there was NO main plotline to follow? Skyrim or Oblivion that ain’t. Heck, I can’t really think of an RPG that said “er, yeah, here’s a few bucks, go get some gear and levels and come back later”.

A bit nonplussed, I joined both the Fighters’ and Mages’ Guilds there, was bounced back from the Imperial Legion, and found out about the “Imperial Cult”, which is a faction supposedly tied to Skyrim’s various kinda-sorta gods. A few web sources implied that the Cult was a good way to start, and found out that the way to Morrowind’s Imperial capital of Ebonheart was best made by way of Vivec, Morrowind’s gigantic stepped-pyramid city.

I learned that I could port directly to Vivec from Balmora as a member of the Mages’ Guild. Great! That ability was one of the last ones you get in Daggerfall as a Mage’s Guild member, so it’s nice that it’s freely available now. I teleport to Vivec, get lost for a bit, and walk on over to Ebonheart. Joining the Imperial Cult was trivial enough, and I was given a few new quests. One was in town, but the others were in different towns. So I used a teleporter to get close, and then got on a boat, then got on a strider, to get to the town I need to. That led me to some of the OTHER factions, which gave quests in OTHER towns. So I used a strider, then used a boat…

…okay, you probably see the problem at this point.

Skyrim, at this point in the game, was already a bit of a dungeon crawler. Arena and Daggerfall were practically nothing BUT dungeon-crawlers. Morrowind, though, seems to be absolutely chock-full of quests and activities that take you from town, to town, to town, to town.  Sure, there are some that take you into dungeons or caves—I think—but most of it seems to be taking me from point A to point B, especially the beginner-friendly Imperial Cult stuff. So I’ve found myself on this grand tour of all the different towns and cities in the region, finding new destinations every time I reach one of my previous ones.

It’s weird, too, because it’s the last thing I was expecting. Morrowind is justly famous for not having any sort of quick-travel system beyond those boats and striders and mage guild teleporters. If you want to get somewhere outside of the town network, your options are pretty much limited to two feet and a heartbeat. You don’t even get that Skyrim-style destination marker, and dungeons aren’t marked on the world map at all. You have to remember where they are, or (more realistically) read it somewhere else.

I’m not sure if it’s bad or good. I don’t miss Daggerfall’s all-dungeon-all-the-time, but I do find myself missing the way that Skyrim gets you right into dungeon-crawling. I suspect that all this may be intentional, though, as a way of getting you around the island-continent and introducing you to all the different towns, cities, and factions in a way that I haven’t seen since Arena‘s whole Staff of Chaos thing. Oblivion, Skyrim, and Daggerfall never really do that.

Morrowind is also the sort of place you want to show off, too. Vivec is astonishing, in ways I’ve seen in no game made before or since, but so are places like Ald’Ruhn (built inside the shell of a city-sized emperor crab), the Canton-town of Molag Mor, and the stepped river-city of Balmora, and all those little towns and villages made out of a mix of familiar and alien building design.

Honestly, the first time I saw Sadrith Mora, it near took my breath away. The way that the home of the treacherous (and hysterically fun) Telvanni sorcerers is primarily made of gigantic, hollowed out, baroque towers of fungus just shows why people never really shut up about Morrowind, and why people put so much effort into modding it to keep it up with modern systems. My character ended up joining them just because it was EXACTLY the sort of stunning, impossible virtual environment that’s fun to hang out in. (Something that too few MMO designers understand.)

Skyrim is stark and beautiful, but I haven’t seen anything there that matches  Sadrith Mora, Ald’Ruhn, or Vivec. I doubt I will.

So, yeah, I can handle the tour. The dungeon-crawling and the main quest can wait. I’ve got an easy quest to deliver a skirt to an insane sorceress. Nothing could possibly go wrong.

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Daggerfall’s Finished

So, now that I’ve finished both Daggerfall and Arena, do I still stick to my earlier claims that I preferred Elder Scrolls: Arena?

Yeah, pretty much.

The last dungeon in Daggerfall really was impressive. It took that sheer size that is pretty much synonymous with the game and created some really neat setpieces. Upside-down temples, pyramids hanging in midair, some sort of weird thing involving enormous hollow crossbows and floating swords…it was neat stuff, without the enormous frustration of the typical Daggerfall dungeon. The map still wasn’t really of much help, but it’s a familiar issue at this point.

Still, everything that was an issue before with Daggerfall remained an issue. The map was still an impediment, instead of the goad to progress that it was in Arena. The scattered bits and pieces of plot in Daggerfall didn’t really add up to a satisfactory conclusion compared to Arena, which is kinda strange considering the depth of the setting and the  complexity of the scenario were pretty impressive. I like what I saw, but still didn’t have that “oh, let’s see what’s over HERE!” feeling that I had all the time in Arena. Running through all those corridors was fun, but right to the end they felt like a set of corridors arbitrarily hanging in space, and I truly, truly missed the good ol’ Dungeon-Master-style blocky dungeon grids of Arena.

(Combat was still fairly satisfying; but then again, Daggerfall combat basically IS Arena combat, albeit with mouselook. No reason it wouldn’t be satisfying.)

Yes, the multiple endings are a nice touch. I liked how it was set up, too, where you were forced to decide which faction to give incredible, world-shattering power to. The game did a good job of showing both the strengths and the warts of pretty much every faction in the game. Even ol’ Uriel Septim VII didn’t come off perfectly, considering he basically sent you into the region under false pretenses. Granted, the choice doesn’t really matter, since the Morrowind writers decided to come up with a scenario where all the endings (somehow) happened simultaneously. But I was still surprised to find myself considering the choice a bit.

Pity that the endings themselves are unimpressive. They’re really just a few images in a “turning book” CG animation, accompanied by muddy, bored-sounding narration that makes King’s Quest 5 sound like Pixar work. I wish they could have done a follow-up to the truly impressive FMV(!) opening, which still ranks as one my favorite bits of the game. I also wish that there had been a bit more of a “conclusion” to the factional elements outside of the main plot: hitting the top rank of the Mage’s Guild (for example) nets you little more than a quick blurb about how you were elected Archmage. Raising faction rank in Daggerfall is a pretty arduous affair; at least SOME work could have been put into rewarding players for it!

(Though, then again, Arena didn’t have any factions at all.)

Did I see all that Daggerfall had to offer? Admittedly, no. Yes, I did try out the spell, item, and potion makers; the potion maker was superfluous, but the item maker and spell maker were genuinely interesting, fun tools that involved real decisions and real tradeoffs. But I didn’t get involved with either the thieves’ or assassin’s guilds. I didn’t become either a werewolf or a vampire. I never visited a witches’ coven, nor did I summon any daedric lords. I missed visiting several regions, and (of course!) only saw a fraction of the dungeons. There were things I missed, and I probably saw more of Arena than I saw of Daggerfall.

Still, I saw enough of Daggerfall to mostly agree with the majority opinion that it was a fascinating, welcome, and yet very flawed experiment. It was truly huge in both ambition and scope, and it was clear that their developers and designers were flying by the seat of their pants in a way that Bethesda has never really done since. Even without the staggeringly immense overworld, it still features the most jaw-dropping, shockingly enormous cities, towns and dungeons that we will likely ever see in a game. You really can’t conceive of how huge cities like Wayrest, Daggerfall, and Sentinel are until you’ll run through them yourself. Everything else will just seem a bit…limited…in comparison.

But I think I’m ready for something that’s more carefully designed, more focused, and deliberately crafted. So farewell to Daggerfall. On to Morrowind.

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Accessibility in RPGs (With more Daggerfall/Arena stuff)

Another piece by Rowan, prompting another response/extension here on LC.

(Sure, unsurprising. But, hey, even when I disagree, I like what he writes. So why not?)

This time he’s talking about the surprising accessibility of Might and Magic 3. Its relatively simplicity in design and play means that it’s pretty accessible in ways that more ambitious games aren’t. He ain’t wrong there.

My immediate response—as I said on Twitter—was a reminder old JRPGs tend to do quite well when paired with more up-to-date graphics. Final Fantasy, Dragon Quest, Chrono Trigger, whatever; they do really well, and there’s reasons for that. You may not have all the choice that you do with a modern western RPG, or even the older western RPGs, but the whole “attack, defend, magic, item” thing is pretty instantly understandable. As long as you tweak the random encounter rate so that it isn’t painful, you can give people a really satisfying experience, even if they don’t have Ultimate Freedom And Control. Compare that to, say, Ultima 4. Sure, it’s highly-regarded, but it’s also famously off-putting to modern audiences.

…Since this IS Leveling Criticism, though, I’m gonna bring it back to Elder Scrolls.

Folks, I’m pretty close to finishing Daggerfall. I’ve pretty much gotten as high as I care to in the factions that I’m interested in, I’ve booted around the overworld in high-speed cheaty-mode, I know pretty much what’s going on with the main plot, and I’m a few main dungeons away from getting it all sorted out. I’ve opened up the spell-maker, the item-maker, and played around with both, making some neat stuff. I’ve seen most of what Daggerfall has to offer in terms of dungeon and quest design. And guess what?

I prefer Arena.

I’m still not quite sure why. I’m quite sure it’s true, but I’m not quite sure why it’s true.  Certainly Daggerfall is a more ambitious project, and it’s a fair bit more immersive in many respects. There’s loads more to do, and the environment’s still daunting and huge. I’m still gobsmacked at the size of the major cities in Daggerfall and am very aware that nobody will ever make anything as bit again. But, yeah, I do prefer Arena.

Rowan may have hit on part of it. Arena‘s relative simplicity may have something to do with it. Arena ain’t complicated. You’ve got a big evil overlord that’s imprisoned you and wants to kill you, you’ve got a friendly ghost helping you, you’ve got to break out of the dungeons and take out the Big Bad by collecting together the 8 chunks of foozle. You go into sixteen different hand-crafted 2D tile-based dungeons in order to do it, before heading to the seventeenth—the same dungeon that you escaped—in order to do it. Simple. It even comes with an auto-map, and the combat’s marvelously intuitive once you get used to it.

Sure, there’s stats, and classes, some neat random quests, and a really neat spell-maker gizmo that lets you make spells that completely break the game if you want to. And, yes, its’ got a big world. But for all its size, Arena is pretty simple. The most off-putting thing is that the initial dungeon’s tuning needed a bit of work.

Compare that to Daggerfall. Leave aside the sheer size of the environment. You’ve got a game where you can do almost anything. You have a class-making system. You have a spell-making system. You have an item-making system. You have a potion-making system. You have a variety of attributes, and a HOST of skills, all of which need to be considered and managed. Manage them right, and the game’s easy; manage them wrong, and it’s impossible. Good luck.

You have dozens of factions, many of which are opposed to each other, where your reputation with said factions is something you need to often consider and manage. You have a main quest woven into these factional conflicts which is so quiet and inobtrusive that many players may not even realize it exists until it’s too late.

(It’s so very, very easy to break the main quest of Daggerfall. You’ll never know you did it, either.)

Raising your status with the factions usually involves going into immense dungeons and finding targets of such immense obscurity that every FAQ on the Internet tells you to cheat if you want to have any hope of doing it at all. And if you mess up your status with some of the factions, that’ll affect the main quest too, in ways that are impossible to predict.

Sure, it’s rich. It’s incredibly rich. It’s immensely rich. But that richness does mean that it just doesn’t feel that accessible. Arena did.

Skyrim is infinitely more accessible than both, of course, since Skyrim dispenses with even those parts of Arena that can be offputting. It doesn’t have classes, and barely has stats. The factions are more about hosting quest-lines than about managing quantitative status. Most quests are carefully written and scripted, and the random ones are used to shuttle you about more than anything else. It’s also near-impossible to break the main questline. It’s difficult to break ANY of them.

It’s the dungeons that really show the problem, though. Daggerfall has an endless number of dungeons, and all the dungeons are so intricate and difficult in design that the mapping tool simply can’t manage it, though it’s quite possible that no mapping tool could.  Daggerfall dungeons often look like something out of the latter parts of Descent.

Arena dungeons are simpler, sure. They’re 2D tile-based levels that would be familiar to anybody who’s played anything from Shining in the Darkness to Dungeon Master to Phantasy Star to, yes, Might and MagicThat’s why they work. They’re an expansive, immersive version of something that’s already pretty familiar. They’re easy to grasp and simple to map, yet still employ some fun three-dimensional trickery to make them more entertaining. They often subvert the map, but they never make it uselessDaggerfall‘s dungeons, astonishing and huge and groundbreaking as they are, were really just too much.

(Quite a bit like Descent, in fact.)

That’s the main reason I haven’t done a dungeon-by-dungeon examination of Daggerfall like the #craigplaysarena series I did on Google+ about Arena. I wouldn’t know where to start. I can’t even find decent maps of the things anywhere. Even the FAQs never have a full map, but just a set of directions.  I can’t keep a map of the things in my head, the map I use in the game is useless, and nobody else seems to have any either. How can you critique or analyze a dungeon like that? So, instead, you get these broader discussions.

Once I move on to Morrowind, I’ll try to get back to discussing individual quests and dungeons again, since I know that they’re a bit less daunting. It’ll never be a full-on “Let’s Play”, but I would like to be able to focus a bit more than I have been able to with Daggerfall. I’ll also make a point of returning to the game when the DaggerXL engine modernization project has moved on a bit.  I’d be interested in seeing whether a modern engine helps.

I know people are absolutely in love with Daggerfall, and I can really see where they’re coming from. Every so often, it really can suck you in, and at those moments I do wonder whether I’m being too hard on it. It was an astonishing project, even if it didn’t quite work. I want to love it more than I do.

But, yeah, it does show that Rowan’s bang-on about accessibility. You can be too big. You can be too ambitious. If you’re not very careful, it’ll just leave players behind.

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