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Dont forget the most famous word in gaming history...Originally posted by Fenric1138
daggerfall was/is a brilliant game, i've never completed it and to this day i'll keep going back to it. I think in total I've only explored about 10% at most of the entire game world, there's tons of stuff I've yet to discover (done my best to avoid any sort of walkthrough for it) I think nighttime in the captial is one of the scarier moments in video games, veeeengeeence lol so cool, crapped myself almost the first time that happened (hadn't read the manual first so wasn't expecting it), but damn those ghosts are sneaky!
Originally posted by dawdler
Dont forget the most famous word in gaming history...
HALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALTHALT (repeated endlessly as 100 guards are after you because you murdered someone)
Originally posted by dawdler
Yeah, but there we come back to an issue:
If you do it in Source, would it still possess the 'charm' it has? (in lack of better words). Or would everything be overly complicated? That's what Morrowind did wrong, they went on the most badass engine ever imaginable (still unsurpassed, NO engine around can push as many polys on the screen). They lost the fun in it, the base of gameplay (doesnt matter if its a mod or game). Daggerfall did actually scare me in those dark caverns (which where so huge, I never thought I'd get out). It felt like Halflife, once you got in, you had to literally fight your way back. Morrowind is very pretty, and quite large, but it lost the grandness. Its hard to describe, but anyone that have played both games understand what I mean.
[So as another related issue: What would have made Morrowind better?Still doesnt matter if its a mod or game! The question that's flying behind it is still 'what makes a game/mod good'. This is an example.
[The biggest thing, one have to make a choice: Large and less detailed, or small and more detailed. Keeping up large and more detail is 99% of the time a loss. Morrowind is a perfect example of this. Sure they went for large terrain, huge infact. But many of the actual gameplay hotspots, the caves, dungeons and cities, are too small and loose in quality (some are big however, but its quite few). They could easily have halved the worldsize. 1/4th. And concentrated on the actual 'levels' of the game.
[Daggerfall made it easy for itself, with randomly generated dungeons. Sure, they werent pretty. But they could take a LONG time to go in, get item and get out.
[The second big thing is detail: One have to keep it intriguing to play. Fun really. Morrowind simplified this to a simple see-enemy-smash-enemy game. Was it a good choice? Nope. On the other end, Neverwinter Nights do that part fairly well (it lacks in other things). How could one improve? The little things! The tiniest thing could have helped. Ambient sounds (its a mod for Morrowind, increases gaming experience 100x) should have been there. Advanced combat moves (dodging, backstab, knockout (not the stupid hit-to-stamina-low), fencing, etc). More things, such as ambient wildlife. A cat walking down the street would have been great! It would make you go "cool, animals BESIDE monsters and giant crabs live here?!". People talking to each other (AI basicly, seriously lacking Morrowind). Stuff like birds taking of from trees. The massive travel animals actually moving around. Ships roaming the seas. Horses and carts travelling between cities. Stuff that should have been created before even considering making a continent the size of a 1:1 real life city.
[This is what would have made the game great. If Morrowind would have been a mod, it would also have made the mod great
[Btw, travelling across Daggerfall on foot roughly takes a week. Realtime
Originally posted by theGreenBunny
This thread makes me want to play Daggerfall.
By the way Fenric, such a mod would take either a huge team or a huge amount of time You're essentially building a whole new game: new game mechanics, AI, models, textures, lots and lots of maps, sounds (including speech), large amounts of writing if you want to evade MW-like NPCs... It would take years...
Those two things are kind of the same when it comes to gaming. If you find it addictive, then most likely its fun, and if its fun, you will find it addictiveOriginally posted by James Isaac
Something different that is addictive, and fun.
Originally posted by simmo
hmmm...this dagger fall sounds awsome
EDIT: found a pic http://www.gamesdomain.com/gdreview/zones/reviews/pc/jan97/daggr04.gif
It looks better than that ingame (just as any old game does)Originally posted by simmo
hmmm...this dagger fall sounds awsome
EDIT: found a pic http://www.gamesdomain.com/gdreview/zones/reviews/pc/jan97/daggr04.gif
Well, we are talking general 'good', so I dissagree on that. For example, Daggerfall here in the thread is as far from realism as it get, and its one of the best games ever (and that's not just what we in the thread thinks, I've seen it been voted as that by several magazines). But of course, everyone has there own taste, I'm sure there are people who hate DaggerfallWell I guess I'm of the other school then. A good mod is one that is realistic and looks great, then it'll automatically be fun. Some kind of abstract 'fun factor' is an illusion, realism and visuals the keys to immersion.
Far ahead in visuals? On the contrary, it was using dated graphics on a dated graphics engine. They did alot of what they had (Comparing Quake3 to EF2 doesnt even come close to what HL did with the Quake engine), but it was not 'far ahead'.Originally posted by Incitatus
the reason HL1 was so amazing is that it was so far ahead of it's time in visuals, realistic feel (walk speed, things crashing in around you) and immersion (this is were hl1 shines beyond believe). And that is why it is still so well respected.