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Ashlander's avatar

Great article. A few things I'd note:

From recent experience, it seems to me that there actually kind of was a great Skyrim-like lately - Kingdom Come Deliverence 2. When I was playing it, I kept being reminded of Skyrim, except that it kind of feels like what Skyrim was trying to be decades ago when the technology wasn't really there. It's got all the same systems - alchemy, forging weapons, sneaking, speech, combat - but they're all just vastly better, having been developed with the benefit of many years of experience, better technology, and a lot of money. When I was playing this game, with its incredible combat, its populous and intricate towns and cities, its great potion brewing mechanics, I couldn't help but wonder why on earth others were bothering with the Oblivion remaster?

And indeed it seems that most people briefly messed around in Cyrodiil and promptly moved on, because the game, while nostalgic for many, just isn't very good value compared to the amazing RPGs that can be made now. The only thing KCD2 is lacking is the ability to define your own character, which is undoubtedly still a huge draw for the Elder Scrolls and its imitators. I would die happy if Warhorse made a fantasy RPG where you could design your own character and I could play dress-up with my very own Blorbos in photo-mode.

Also, hardest of hard agrees on the superiority of Morrowind's magic system. Teleportation was so incredibly useful and satisfying, particularly in the main quest, as was levitation, chameleon, all of these fantastic spells and magic items make Morrowind so much more fun to play. Is it balanced? No, but in a way that's preferable - I found exploring in Morrowind so much more compelling and rewarding, because you would often find incredibly useful items that you'd still be using countless hours and levels later, which creates a strong incentive to keep exploring, whereas in Skyrim it's just predictable, incrementally better generic loot (which you couldn't even sell for a fair price without mods, because merchants were so inexplicably poor).

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Kade U's avatar

Great article.

In honor of the late Julian LeFay (RIP), features I really enjoy from Daggerfall that I think ought to make it into whatever game happens to be the next Scrolls-like.

1) Class-based familiarity and disposition. This is very fun for inhabiting a character, which is the part of systems-driven games that I don't think you cover very much here. The environment is important, but another very crucial component of these games is getting to feel not just like you are an actual adventurer dealing with various adventurer problems, but that you are a *specific* adventurer dealing with various adventurer problems. To recap for those unaware, in TES 2 Daggerfall, you can make a character who is more popular with the lower or upper classes of a city. Your cutthroat bandit type could have an easier time getting along with regular folk, and your majestic knight is highly appreciated by the nobility. This is much more interesting than just "i'm generically charismatic and everyone likes me OR i am generically dull and no one likes me"

2) Timers on quests. This is incredibly controversial and it probably won't be added, but I think it should at least be added to the survival/hard mode/whatever. The fact that almost all quests in daggerfall have a timer on how many (in-game) days you have to complete them requires you to prioritize your time. Part of what enables this system is the fact that a lot of the quests are repeatable and procedurally generated (which personally I really enjoyed, but I know that's not everyone's cup of tea), but the game is not afraid to make you fail even very important quests because you took too long.

3) Money and finding work matters a lot. Because you have a timer on your quests, you may often find yourself wanting to get places quicker. While DF (unlike Morrowind) has unlimited fast travel, the travel takes in-game time, and fast*er* travel requires stuff like riding a boat, or buying a horse, which costs money. Merchants also actually sell a lot of good stuff that is not easily outmatched by things you find in dungeons, unlike the later games. In turn, this means getting money by doing basic work for various factions matters a lot more, which synergizes well with the procedural contracts and faction reputation systems.

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