You may want to tag Sceptic (@ before username) for a faster answer. As for your question I can immediately think of the final quest, in which you can give the ultimate magic item to different major NPCs and get different game endings.
Hi Deuce Traveler
In Fallout 1 for instance, if you had to deliver a hostage, you had the choice between :
-use the force
-infiltrate the camp at night
-intimidate the gang leader
-provoke a duel with the gang leader
-pay a ransom
Daggerfall isn't as complex as this, is it ?
Actually some of the city side quests have some quite complex branching depending on what you do. I forget which one now can end up turning into a dungeon crawl depending on how you handle the city part. Not all of them are just limited to "kill or stealth" type of choice.I was going to say the same. I'm playing this game right now, and there aren't multiple solutions to any of the quests except the main one.
I think the strength in DF is not in the structure of the individual quests, or even how they interact with each other, but in the factions, and the quests are indirectly associated because they almost always affect your standing with multiple factions. This is most apparent in the MQ, as you've already pointed out, but many of the sidequests also follow similar patterns. In some cases, I think with a couple of Mage Guild quests, you can actually side against the guild in the quest, which opens up additional followups later on. Like everything else in DF, the quest/faction structure is extremely ambitious but unfinished. Fallout works better because it is a much more compact but much tighter game, and everything fits with everything else extremely well as a result. I don't like the comparison because I love both games for very different reasons - the strength of one tends to be something the other doesn't even bother attempting.Although Daggerfall is an excellent game in its own right, it doesn't hold a candle to Fallout 1 when it comes to quest complexity. The quests usually break down to find item X, kill bad guy Y, or deliver item or message to Person Z. The quests are so specific that they do not allow for variation.
Actually some of the city side quests have some quite complex branching depending on what you do. I forget which one now can end up turning into a dungeon crawl depending on how you handle the city part. Not all of them are just limited to "kill or stealth" type of choice..
I think the strength in DF is not in the structure of the individual quests, or even how they interact with each other, but in the factions, and the quests are indirectly associated because they almost always affect your standing with multiple factions. This is most apparent in the MQ, as you've already pointed out, but many of the sidequests also follow similar patterns. In some cases, I think with a couple of Mage Guild quests, you can actually side against the guild in the quest, which opens up additional followups later on. Like everything else in DF, the quest/faction structure is extremely ambitious but unfinished. Fallout works better because it is a much more compact but much tighter game, and everything fits with everything else extremely well as a result. I don't like the comparison because I love both games for very different reasons - the strength of one tends to be something the other doesn't even bother attempting.
I don't recommend trying to do a "completionist" playthrough of Daggerfall where you try to tackle all the quests. It's guaranteed to wear you out and it's not the way this game is meant to be played. Remember that you don't have to accept a quest that's offered - if you don't like it, or if it's a straight-up dungeon crawl and you tire of these, reject it. Keep rejecting until you get something that could be different or interesting. If you tire of the quest halfway through, stop it, and let its duration expire. You need to play Daggerfall very differently from the way we've been conditioned to play CRPGs after decades of the same structure. Even Morrowind went back to a more traditional structure, though it shifted this "go where you want, not where you think the game wants you to" approach to exploration instead of quest flow.I should put more effort into the side quests then. The dungeons of the main quest are so hard that they take me all my time and my energy, though.
It's one many share with you I'm sure, and I could accept it for non-computer RPGs, but I completely reject it as a CRPG requirement. Considering it a requirement for CRPGs means throwing out more than half of the best games, and almost all of the 80s gems. Besides, the games that offer you true freedom in approaching problems can be counted on one hand (even something like Oblivion would fail miserably due to massive scripting limiting many creative approaches - essential NPCs being the least of its sins).Nevertheless, having the freedom to solve the problems the way I want is really the very first thing I expect from an RPG
There are several reasons to play DF I think. Exploring the faction system, getting lost in labyrinthine dungeons (yeah, I have a masochistic streak), puzzling together the absolutely delightful political story (so complex even the hintbook gets it wrong), toying around with character creation (though Battlespire's is better IMO), and yes, the atmosphere; the music really is fantastic. I hope you're playing this with a good soundfont.I will complete it anyway because the atmosphere is great, thanks to the wonderful soundtrack of Eric Heberling who is a hell of a good composer.
I don't recommend trying to do a "completionist" playthrough of Daggerfall where you try to tackle all the quests. It's guaranteed to wear you out and it's not the way this game is meant to be played. Remember that you don't have to accept a quest that's offered - if you don't like it, or if it's a straight-up dungeon crawl and you tire of these, reject it. Keep rejecting until you get something that could be different or interesting. If you tire of the quest halfway through, stop it, and let its duration expire. You need to play Daggerfall very differently from the way we've been conditioned to play CRPGs after decades of the same structure. Even Morrowind went back to a more traditional structure, though it shifted this "go where you want, not where you think the game wants you to" approach to exploration instead of quest flow.
Considering it a requirement for CRPGs means throwing out more than half of the best games, and almost all of the 80s gems.
I hope you're playing this with a good soundfont.
I run it on an old PC containing a SoundBlaster 16 card.
I'm satisfied with the result so far.
I forget which one now can end up turning into a dungeon crawl depending on how you handle the city part. Not all of them are just limited to "kill or stealth" type of choice.
One example is the generic sidequest where a random person sends you off to the house of his 'master' who turns out to be an assassin. If you twiddle your thumbs too much before killing him, he casts a spell that puts you in a (often terribly bugged) dunjin.
I vagualey remember that some Knight (not Fighters Guild) faction can give you a quest to rescue a child or sth, during which you may find a witch coven in the dungeon and choose whether to rescue the child or take up some witch quests instead. (And yes, it's a 'generic' quest.)
I never played Daggerfall, but I really want to. Any tips and things like that for newfag?
I played Daggerfall shortly after it came out. Sent the MIDI to my Korg 03R/W. Sounded way better than the soundcards of the day (and still way better than many of the horrible soundfonts floating around - yes, I'm talking about you MuseScore).I hope you're playing this with a good soundfont.
post a screenshot of how your game looks?so i'm seeing LP on youtube where the graphics look way cleaner than mine.
Do you guys mess around with scaler settings or anything in dosbox for daggerfall?