The Elder Scrolls

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Why, cause she's a game developer?

In the words of the Great Sargon the UKIP killer:
"Ayo wigga I ain't rapin this shit"
Nathalie_Lawhead_-_Independent_Games_Festival_2015.jpg

I dunno, I'm just getting some bad vibes here.
 
Has he put out a response or has he been laying low?
 
He denied it in statement to kotaku
If he didn't do it, he better have the receipts. If he did do it, he better fuck off and not come back. If he was a sperg but didn't actually rape anyone, he better have receipts and pray to God he'll ever be hired again.
 
Found out about Daggerfall Unity and decided some good old fashioned nostalgia was just wat the doctor ordered.

Holy shit I never noticed how bad the designs of some towns were. Visiting Gothway Garden they have 5 fucking general stores. No weapon shops, no armor shops, no alchemy shops, no book stores, just 5 general stores, a bank, and a pawnshop. Seriously, what incompetent, unimaginitive fuckass thought that was a good idea?

And of course, none of them buy armor, so you can't even offload half the gear you got in Privateer's Hold. What fucking pawnshop buys swords but not armor?
 
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Found out about Daggerfall Unity and decided some good old fashioned nostalgia was just wat the doctor ordered.

Holy shit I never noticed how bad the designs of some towns were. Visiting Gothway Garden they have 5 fucking general stores. No weapon shops, no armor shops, no alchemy shops, no book stores, just 5 general stores, a bank, and a pawnshop. Seriously, what incompetent, unimaginitive fuckass thought that was a good idea?

And of course, none of them buy armor, so you can't even offload half the gear you got in Privateer's Hold. What fucking pawnshop buys swords but not armor?

And I thought Morrowind had overspecialized shops.

Never played Daggerfall, but I still think Morrowind is the best Elder Scrolls game even with its old dice-based combat mechanics taken into account.
 
Holy shit I never noticed how bad the designs of some towns were. Visiting Gothway Garden they have 5 fucking general stores. No weapon shops, no armor shops, no alchemy shops, no book stores, just 5 general stores, a bank, and a pawnshop. Seriously, what incompetent, unimaginitive fuckass thought that was a good idea?
Pretty sure the towns are completely randomized, that's why you see such a disparity. I love Daggerfall to death (better than Morrowind, and Daggerfall fans don't jerk themselves off over "old school being better"), but it is the definition of spaghetti code.
 
Pretty sure the towns are completely randomized, that's why you see such a disparity. I love Daggerfall to death (better than Morrowind, and Daggerfall fans don't jerk themselves off over "old school being better"), but it is the definition of spaghetti code.
I disagree on the Morrowind thing as I think it's the best game in the series. But what idiot decides to put in a randomizer and not at least make it not utterly retarded? One line of code that prevents a town from spawning 5 of the same shop would have been all it took.
 
I disagree on the Morrowind thing as I think it's the best game in the series. But what idiot decides to put in a randomizer and not at least make it not utterly exceptional? One line of code that prevents a town from spawning 5 of the same shop would have been all it took.
Daggerfall had tons of developmental problems and suffered from over-ambition. It is downright impressive how it feels like a truly open world where you can do whatever you want, but at the same time some parts don't work like they're supposed to and it was released in a very buggy state. The randomly generated dungeons are often generated so terribly that you can get stuck or fall out of the level, and they had to include a button that teleports you to your last position. Which you can press a bunch of times to go back to the start of the level once you're done with everything you needed to do. I remember that you couldn't even complete it for ages because the main quest was straight up bugged, and they had to patch it.

I like Morrowind too, but the funny thing is that it was actually the game that started the trend of "removing stuff". And personally, I just really like the setting of High Rock. The court intrigue is awesome and I've never had more fun with guilds than in Daggerfall.
 
Daggerfall had tons of developmental problems and suffered from over-ambition. It is downright impressive how it feels like a truly open world where you can do whatever you want, but at the same time some parts don't work like they're supposed to and it was released in a very buggy state. The randomly generated dungeons are often generated so terribly that you can get stuck or fall out of the level, and they had to include a button that teleports you to your last position. Which you can press a bunch of times to go back to the start of the level once you're done with everything you needed to do. I remember that you couldn't even complete it for ages because the main quest was straight up bugged, and they had to patch it.

I like Morrowind too, but the funny thing is that it was actually the game that started the trend of "removing stuff". And personally, I just really like the setting of High Rock. The court intrigue is awesome and I've never had more fun with guilds than in Daggerfall.
Yeah, they did remove a lot. Like climbing, language skills, and a lot of the character customization. But they made the world feel more real. You know where Balmora is, how to get there, and what's gonna be in it. It also felt more "managable", less insanely huge... even though it still felt quite large upon your first playthrough.
I hated doing any guild quests because they are almost all just randomly generated crap. "Go to [location] and [verb] a [noun]." It all felt utterly pointless. And so many times the quests just repeated themselves. At least with Morrowind I can understand some of the fetch quests. Instead of some common ass potion ingredient I'm being sent into a dungeon to find an old Dwemer schematic because that shit interests the Mage's Guild. And the dungeons never confused the shit out of me by mix and matching enemies who would logically be fighting over the dungeon.

Honestly, It'd be awesome to get a proper remake of Daggerfall with better randomization algorithms. I mean, the technology is there, but somehow I don't think the passion is there anymore. Not for Bethesda.
 
Yeah, they did remove a lot. Like climbing, language skills, and a lot of the character customization. But they made the world feel more real. You know where Balmora is, how to get there, and what's gonna be in it. It also felt more "managable", less insanely huge... even though it still felt quite large upon your first playthrough.
I hated doing any guild quests because they are almost all just randomly generated crap. "Go to [location] and [verb] a [noun]." It all felt utterly pointless. And so many times the quests just repeated themselves. At least with Morrowind I can understand some of the fetch quests. Instead of some common ass potion ingredient I'm being sent into a dungeon to find an old Dwemer schematic because that shit interests the Mage's Guild. And the dungeons never confused the shit out of me by mix and matching enemies who would logically be fighting over the dungeon.

Honestly, It'd be awesome to get a proper remake of Daggerfall with better randomization algorithms. I mean, the technology is there, but somehow I don't think the passion is there anymore. Not for Bethesda.
For Bethesda, making a proper Daggerfall remake would require a better team and not cutting corners and the like while making sure the jank is controlled and manageable, such as making sure a town has a few others stores besides a general goods store. Only problem by then is having to have all the different kingdoms in the regions since that would mean trying to flesh out areas one wouldn't bother with in a main quest. And doing so would require having more than just a hold ruled by some guy with crown as well as their own factions of knightly orders.
 
I didn't like Daggerfall because I felt like there was too much going on. You had randomized town and an overdesigned UI and skill system. If I jump headfirst into a game and twenty minutes in I still have no clue what's going on or what I'm supposed to be doing, I just don't like that. I'd prefer to know what to do, or how the mechanics work.
 
For Bethesda, making a proper Daggerfall remake would require a better team and not cutting corners and the like while making sure the jank is controlled and manageable, such as making sure a town has a few others stores besides a general goods store. Only problem by then is having to have all the different kingdoms in the regions since that would mean trying to flesh out areas one wouldn't bother with in a main quest. And doing so would require having more than just a hold ruled by some guy with crown as well as their own factions of knightly orders.
It'd be a lot of work, for sure. And modern Bethesda just can't be bothered. I did hear something about someone making a "Spiritual Successor" to Daggerfall. It's by OnceLost Games and they're basically staffed by a buttload of former Bethesda employees.


Frankly I'm more excited for this than ES6.
 
I never could get into Daggerfall because of the randomizer elements. I don't find that nearly as impressive as crafting a giant world where places have actual meaning instead of just being spat out from a number generator. This also led to the sidequests being a crapshoot as to whether you could reasonably finish them or not.

Daggerfall is an impressively large game, and the fact that it can still claim to have one of, if not the largest map of any video game 23 years later is a technical achievement but it doesn't mean a whole lot when the world is completely random.

To this day, Morrowind's the only game I've ever gotten truly invested in. I haven't played a whole lot of Skyrim but while I like the visual design of the world (I'm a sucker for Norse mythology and stuff inspired by Norse mythology) I don't like the simplified mechanics that turn it into a basic hack-n-slash with some RPG mechanics.
 
It'd be a lot of work, for sure. And modern Bethesda just can't be bothered. I did hear something about someone making a "Spiritual Successor" to Daggerfall. It's by OnceLost Games and they're basically staffed by a buttload of former Bethesda employees.


Frankly I'm more excited for this than ES6.
Interesting but I'll hold out with some cautious optimism since they haven't got anything to show beyond the former dev team members of the old TES games are working together to make something.
 
Daggerfall was fun to look back on but full of nonsense like getting fighter guild jobs to clear rats or spiders out of a knightly order's populated HQ or having to break down the door of someone's house that wanted your help because it was locked.

Dungeons were also a nightmare maze and almost always guaranteed you would have to use the teleport function to warp around it to find your target and even then couldn't reliably work your way back from the inside out so you'd have to warp again.

I remember one time exploring a dungeon for hours humping every wall for secrets before discovering the solution was to climb up the walls of an elevator shaft for 30 seconds to find a single room that held my target. That was the last dungeon I went into without learning the teleport command. Also water in dungeons was some evil shit.
 
i spent hours walking in arena before figuring out that you can not walk from one city to the next
 
I've always wanted to see an ES game where you could actually create like a mercenary band or something. It seems like this would be way more enjoyable than just doing guild quests which almost always lead to you running the guilds, but not really being able to do anything with them once in control.
 
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