daggerdude wrote: ↑
Tue Jan 29, 2019 5:10 am
I'll be honest. I'd like a mod that makes daggerfall more like arena in terms of size and terrain. Not ditto, but it just feels way to crowded in daggerfall. I mean, if each province had 10 cities, villages, temples, manors, dungeons, and crypts ( i think thats everything) and shrunk to 1/4th of the size, that's still a sizeable thing considering there are so many provinces.
I just wish the size were more manageable and navigable.
I had great fun with the Betony demo
, which is more or less what you describe. That was the first thing I played after the downloadable FTP demo (which is just a dungeon with certain guild/temple services inserted for demonstration).
For the demo, they completely overhauled the island of Betony into a full-fledged province with the capital city, several large and small towns, a stand-alone temple and shrine, and a few farmsteads (around ten locations in total), and some 5-7 random dungeons (you can check out the full list of stuff here
). There's no main quest but each faction has a few quests from the full game so the player could experience quite a large potion of the Daggerfall
The first time I played this, it felt like a self-contained adventure in its own right. Of course there are also limitations on how high you can level up, and there's a time limit (something like 270 days). But the demo is far less overwhelming and kind of gives an idea of what a complete game would be if the developers narrowed the scope of the world.
I mean, if you have a province of the scale of Arena
or the Betony demo, you could rely less on random generation whilst giving each location more character and personality. It didn't have to be of the Morrowind
kind where every place is literally screaming "Look, I am totally unlike any other place you've seen here!!!", but very certainly within the scope of the demo, there's little way you'd notice that the towns are all made from the same, repetitive elements.
As for Arena
, there's yet another thing that it has much more fluid progression. Every element feels to be in its right place. Here's your quest, here's your equipment, here's your shops to buy and sell. No gimmick features that don't contribute to actual gameplay. At the same time there's some good roleplaying stuff like those "mood" messages you get when you enter towns, palaces, inns or stores. It's a pity they were not used in Daggerfall
Local city palaces are probably the worst example here, because in Arena
, when you enter a city ruler's palace, you'll have a message telling you of some political event you witness, like a council that just took place or a meeting with ambassadors from another city (remember there's a major warring states theme in Arena
going on). Of course it's just a text narrative that doesn't do anything or even affect your character, but it adds depth to the game world. By contrast, in Daggerfall
, a typical random city ruler's palace (I'm not talking quest-related royal courts here) is full of different folks that you can talk to but nothing is going on at all. You can't even tell what most of these people are supposed to be, except for the ruler who can be identified because he's standing near an armchair posing as a throne, and his guards.
It's clear that there were more features planned in Daggerfall
that didn't make the cut, but these leftovers are a bit disappointing by themselves.