So, since I've only played Oblivion before, I'm considering starting from Arena and finishing the first 3, or should I not waste my time and just go for Morrowind, the Kodex Konsensus seems to be that it's the best one in the series.
So, since I've only played Oblivion before, I'm considering starting from Arena and finishing the first 3, or should I not waste my time and just go for Morrowind, the Kodex Konsensus seems to be that it's the best one in the series.
Start with Arena, on to Daggerfall, and then move to Morrowind (don't bother with the gimmick releases like Redguard/Battlespire as they were just fad gimmicks trying to ride the FPS multiplayer deathmatch craze). It will give you a very good perspective on how the game has slowly degraded over time. The problems from Morrowind to Oblivion (and on to Skyrim) aren't "new", only more drastic in change than that of the previous iterations. Skills were still removed, consolidated, features removed/streamlined (as well as new risks in design direction), etc... from the beginning. I think everyone who plays the entire series has their favorite (there are pros and cons between them), but most who have played them all and don't have the console "taint" to their perception tend to see the severe problems with the later releases (Oblivion-unmodded/Skyrim).
When you get to Morrowind, you can play it vanilla, or... if you like... mod it heavily. I enjoyed Morrowind vanilla, but it really shines with mods (make sure you pick mods that enhance systems and UI, fix bugs, repair imbalanced mechanics, add quests/story lines, etc... and avoid the overpowered ones. It blows vanilla Oblivion out of the water. Then, go back and try Oblivion again modded to the hilt (look for FCOM mod) and you will see it makes skyrim look like it is a gimmick arcade game.
The problem is, while there are some attempts to improve skyrim through mods, as some have already discussed, there is a cap on what it possible. Look how long the game has been out and what they have actually been able to do with it. Oblivion and Morrowind had complete overhauls (changing everything in the game) in the same amount of time. Skyrim is limited in what can be done, so you will likely not see it progress much past what you see now. I am not saying it is impossible, but few are going to waste their time trying to work against Skyrims limitations when they could achieve more with the same effort in the past games.
[ (don't bother with the gimmick releases like Redguard/Battlespire as they were just fad gimmicks trying to ride the FPS multiplayer deathmatch craze)
[ (don't bother with the gimmick releases like Redguard/Battlespire as they were just fad gimmicks trying to ride the FPS multiplayer deathmatch craze)
Screw you man Battlespire was great.
You've clearly never gotten within a 100-mile radius of a copy of Battlespire.(don't bother with the gimmick releases like Redguard/Battlespire as they were just fad gimmicks trying to ride the FPS multiplayer deathmatch craze)
You are wrong. There is no Codex consensus on Morrowind. It's probably one of the most polarizing games on here actually. If we had to reach a consensus (Masterderp doesn't count) then DF would probably come out on top.So, since I've only played Oblivion before, I'm considering starting from Arena and finishing the first 3, or should I not waste my time and just go for Morrowind, the Kodex Konsensus seems to be that it's the best one in the series.
Is there an anagram in this or something?Commies have no right to pass the judgement on fascists or even Nazis and with fracking Trotskite party (who was so far left his comrades Bolsheviks purged him from the Party) getting 5 percent of votes France should have real far right parties to balance the political spectrum. FN is right of center party with program resembling XIX/XX Radicals so it is too left for this role; what France needs is Bonapartist and Orleans/Bourbon party and yes even those WN nepopagan wierdos to match and counter the far left. Kwans after WWII made Jewrope into their own copy with only centro right and cetre left blocks allowed to rule which brought the same cronism and lobbing scum managed dumbocracy to our continent; we need realy distinct parties with real alternative programs for voters to make real choices. BTW what is Communists and FN position on central Banks and Fiat Currency?
Commies have no right to pass the judgement on fascists or even Nazis and with fracking Trotskite party (who was so far left his comrades Bolsheviks purged him from the Party) getting 5 percent of votes France should have real far right parties to balance the political spectrum. FN is right of center party with program resembling XIX/XX Radicals so it is too left for this role; what France needs is Bonapartist and Orleans/Bourbon party and yes even those WN nepopagan wierdos to match and counter the far left. Kwans after WWII made Jewrope into their own copy with only centro right and cetre left blocks allowed to rule which brought the same cronism and lobbing scum managed dumbocracy to our continent; we need realy distinct parties with real alternative programs for voters to make real choices. BTW what is Communists and FN position on central Banks and Fiat Currency?
You've clearly never gotten within a 100-mile radius of a copy of Battlespire.(don't bother with the gimmick releases like Redguard/Battlespire as they were just fad gimmicks trying to ride the FPS multiplayer deathmatch craze)
Battlespire's definitely one of the best dungeon crawlers I've played. Nothing gimmicky about it, just hardcore dungeon crawling.
No.when you were expecting a continuation of the series. Rather than integrate it into the original game as an expansion (what they initially planned)
Well, some of us like dungeon crawlers. Also, this is exactly what it was marketed as. More importantly (very, very importantly), it was a GOOD dungeon crawler, pretty hardcore, with tough encounters, with very solid level design. That's what distinguishes Battlespire from Oblivion, and, to continue the analogy, UW1 from U9. The whole point of spinoffs is to experiment with a different kind of gameplay without alineating the core group, since it IS a spinoff and the series naming and numbering can allow you to keep clear track of what series does what. That was the point of the TES spinoffs: the main series can continue to be the open world CRPG a la Daggerfall, the Legend series can be for little experimental dungeon crawlers like Battlespire, and Adventures are for their action/adventure games. That all went away when Battlespire flopped and Redguard almost bankrupted them so the concept never really took off, but that was the idea.they stripped it and made it a one trick pony game. To be fair, on those grounds if that is what you are seeking, fine
... and that's why it is in fact NOT part of the main series! That's the whole point! It doesn't stick out because it is not there in the first place! It is its own spinoff. The reasons it DOES keep the "Elder Scrolls" moniker (but NOT the main numbering) are a) it shares the same world (and in fact expands on Daedra lore like no other game does), and b) it uses almost the same character system from DF, with some simplifications and some added complexity (the point buy system is the most glorious I have ever seen in a CRPG).but it can't reasonably be considered a part of the series in terms of its play direction.
No. They were spinoffs. Or experimentations, but THAT is why spinoffs exist in the first place. Gimmick implies pulling a trick that is ultimately unproductive or counterproductive to the game, like Radiant AI for Oblivion, which adds nothing to the game but can be used as a marketing, well, gimmick. Battlespire was designed for a specific subset (notice, SUBset; the very opposite of what you use a gimmick for) of Daggerfall players, namely the ones that though the character system was great and loved to have huge dungeons, but wished these dungeons were more structured, more handplaced and less clusterfucky, but just as big. So Battlespire removed the outside world, removed the randomization, and tried for a linear series of eight hardcore, large, completely hand-built and extremely well designed dungeons. And BOY did it deliver on THAT! You could say it WAS a one-trick pony, as it took a single aspect out of Daggerfall (the dungeoneering), but Bethesda never hid that fact, and, very importantly for me, the trick was done very, very well.As you said, it was a crawler, but that isn't the point of an ES game and so it sticks out like a sore thumb, just like Redguard did. The natural progression of the series is Arena, Daggerfall, Morrowind, etc... Those two games were... "gimmicks", "experimentation", etc... and I know that it may piss people off that I refer to them that way, but the fact remains they are not of the same design focus, rather "specialty" in their direction. Good or bad, that makes them gimmicky when you compare them to the original direction and focus of the series.
At the risk of sounding pissy.... next time, buy the item labeled "pie" instead of the one next to it labeled "cake"...That said, personally I disliked it. That is not to say I don't like that type of game play, but I was expecting pie when they released it and what I got was cake. I didn't want cake, I wanted pie.
I wish, for your own sake, that you can get over the disappointment of not having had the game you expect, because, if you do like what I described about the game above, and can get rid of the preconception born out of that disappointment, you're really going to like Battlespire.So in that respect my opinion on it being a good game or not should be disregarded. Maybe I will go back and play it again sometime from a different expectation. /shrug
You keep saying that word. I don't think it means what you think it means.
No.when you were expecting a continuation of the series. Rather than integrate it into the original game as an expansion (what they initially planned)
Battlespire was not meant to be an expansion to Daggerfall. It's not even meant to be a "main series number" game. That's why they spun it off into its own series with a different name, and that's why they said that BATTLESPIRE IS EXTRA SPECIAL NOT LIKE DAGGERFALL (I think this was the actual quote). As for your expectation, well, RTFM and all the game's marketing. It very clearly explained why the game was not a continuation of the series and what the scope of the Elder Scrolls Legend spinoff series was supposed to be. Complaining that it doesn't match your expectation is like complaining that UW is a first person dungeon crawler and not like the main Ultima series. This analogy is pretty good, now that I think of it...
I checked and you're right, I do not remember this. However, reading about Dungeon of Daggerfall: Battlespire, it WAS going to be exactly what Battlespire is now, ie focused purely on the dungeon crawling and excluding most everything else. In this respect, them changing it to a stand alone should be a good thing for you; as an expansion you would be justified in expecting "more Daggerfall" and would have every right to be pissed if it turns out to be something different. And it may very well be that this is the reason they turned it into a standalone spinoff, because they didn't want to alienate the Daggerfall fanbase, since at their cores the games are quite different.Actually, that is incorrect. It was initially designed to be an expansion. It was previously called Dungeon of Daggerfall: Battlespire. I remember when they were making it, they changed focus and made it stand alone.
I'm not sure I agree with the action-combat part. The combat system is IDENTICAL to Daggerfall's. And their marketing and switching to a stand-alone spinoff game, and their claims to focus on a single aspect of Daggerfall to the exclusion of all else, make it seem more like they were targeting a subset of Daggerfall's audience - maybe not as small as what they eventually got, but "Did you like Daggerfall dungeons? Well here's more, except they're HARDCORE!" really doesn't strike me like it's what they would say if they were trying to broaden the audience.Why? No idea, but if you look at the games of time (I was working at a game software store at the time), the big craze was 1) multiplayer 2) Action-combat. The ES series always was action combat, but it balanced that with a deep development system, open expansive world with quests and plots everywhere. My guess is that those "gimmicks" (1, 2) they thought would pull in a broader audience.
My guess is that it tried riding on the popularity of Tomb Raider. It did introduce some nice elements that you wouldn't expect in an action/adventure and that are more in line with what you'd expect from TES, like a LOT of NPC interaction and an open-world (not a very big one, but still) that you can explore from the get-go, and a relatively non-linear main quest for the first half or so.Even Regard appeared to be an attempt to tap into the action/adventure market that was pretty popular at the time.
No, that's the point. As far as I can tell they changed nothing about the game, other than not making it need Daggerfall installed. The focus was always going to be on the action and dungeon crawling rather than the open world and the faction system. That didn't change when they switched it to stand-alone; on the contrary, the focus being different justifies making it stand-alone and a spinoff.Point is, they did initially plan it as such, but changed focus.
Redguard was certainly riding the mainstream action/adventure bandwagon, even if they made a pretty good one IMO. But I'm still not convinced that Battlespire was. And seriously, just get over the disappointment and play the game with a fresh mind already! Everything you say that isn't your expectation of 20 years ago make it sound like you'd love the game.So while the game could be fun (I actually respect most types of games, even some tardsole types) as a crawler, it was irritating because rather than filling in the gap between Morrowind with two more expansions to daggerfall, they decided to experiment with mainstream gimmicks. /shrug
I checked and you're right, I do not remember this. However, reading about Dungeon of Daggerfall: Battlespire, it WAS going to be exactly what Battlespire is now, ie focused purely on the dungeon crawling and excluding most everything else. In this respect, them changing it to a stand alone should be a good thing for you; as an expansion you would be justified in expecting "more Daggerfall" and would have every right to be pissed if it turns out to be something different. And it may very well be that this is the reason they turned it into a standalone spinoff, because they didn't want to alienate the Daggerfall fanbase, since at their cores the games are quite different.
I'm not sure I agree with the action-combat part. The combat system is IDENTICAL to Daggerfall's. And their marketing and switching to a stand-alone spinoff game, and their claims to focus on a single aspect of Daggerfall to the exclusion of all else, make it seem more like they were targeting a subset of Daggerfall's audience - maybe not as small as what they eventually got, but "Did you like Daggerfall dungeons? Well here's more, except they're HARDCORE!" really doesn't strike me like it's what they would say if they were trying to broaden the audience.
I wanted to mention this in my previous post but forgot. I've been ignoring your arguments regarding the multiplayer because I've never tried it, nor do I know anyone who's actually played it, so I don't feel I can comment on how much of a "gimmick" it was. Besides the single-player stands out on its own to justify the game's existence. You may be right that they included it because it was the big fad (what with Quake) but IDK.
My guess is that it tried riding on the popularity of Tomb Raider. It did introduce some nice elements that you wouldn't expect in an action/adventure and that are more in line with what you'd expect from TES, like a LOT of NPC interaction and an open-world (not a very big one, but still) that you can explore from the get-go, and a relatively non-linear main quest for the first half or so.
No, that's the point. As far as I can tell they changed nothing about the game, other than not making it need Daggerfall installed. The focus was always going to be on the action and dungeon crawling rather than the open world and the faction system. That didn't change when they switched it to stand-alone; on the contrary, the focus being different justifies making it stand-alone and a spinoff.
Redguard was certainly riding the mainstream action/adventure bandwagon, even if they made a pretty good one IMO. But I'm still not convinced that Battlespire was. And seriously, just get over the disappointment and play the game with a fresh mind already! Everything you say that isn't your expectation of 20 years ago make it sound like you'd love the game.
You have a pretty weird definition of a "gimmicky" game, imho. Battlespire was just as "action-ey" as Daggerfall had been. I did play both, and did enjoy both, and I just don't see the huge difference between their respective playstyles that you seem to advocate. Both are first-person action games, their only difference being the "open world" aspect. You could as well have argued that both Arena and Daggerfal tried to cash in on the FP action game fad -- it seems to me that you failed to make a convincing argument about Battlespire specifically in that regard.
In my view, Battlespire built on what Daggerfall did best -- namely, the dungeons. And it did an awesome job of that. That's why Daggerfall and Battlespire are my two favorite Elder Scrolls games. Imo Battlespire was just a natural extension of Daggerfall, doing away with the bad and focusing on the good. As you can see, I am the kind of RPG player that Battlespire was meant for. Which doesn't make it "gimmicky" at all.
I can see why many fans like yourself would regard taking away the open world aspect as a travesty -- but in my opinion the Elder Scrolls games with the exception of Morrowind were never any good in the exploration deparment. That's why Battlespire was so good: it did away with the awful and repetitive "open world" aspect of Daggerfall and actually focused on what made Daggerfall good: dungeon crawling.
My thesis is that Daggerfall was all about dungeon crawling in the first place. Its "open world" aspect wasn't any good at all. Its dungeons were what made the game, and what makes it worth playing to this day -- and also makes it the best game of the main series.
its just as hard and unforgiving as Morrowind was...
You are wrong. There is no Codex consensus on Morrowind. It's probably one of the most polarizing games on here actually. If we had to reach a consensus (Masterderp doesn't count) then DF would probably come out on top.So, since I've only played Oblivion before, I'm considering starting from Arena and finishing the first 3, or should I not waste my time and just go for Morrowind, the Kodex Konsensus seems to be that it's the best one in the series.