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Before Skyrim, Oblivion, and Morrowind there was Daggerfall, the second entry in what has become a household name for fantasy RPGs. The original is available on Steam and GOG, though 23 years later we have a modern remake in the form of Daggerfall Unity which brings in modern graphics, controls, QoL improvements and mod support (as well as Linux and Mac support).

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[–] smeg@feddit.uk 3 points 7 months ago (5 children)

I didn't really get into TES until Oblivion, has anyone played Daggerfall and/or have any opinions about it?

[–] Malix@sopuli.xyz 6 points 7 months ago (1 children)

only played the unity-version, it's cool but "old school brutal" in difficulty. I guess there are some cheese tactics/methods you can use to overcome it, but a casual/blind approach has a steep learning curve.

The tutorial alone took some effort to survive, got to some town later on, got some quest to go into a dungeon, which continued to be deadly.

I do like older games, but I can't help but to feel I'm lacking some nostalgiagoggles for this one, even if the game is from "when I was a kid"

[–] kbin_space_program@kbin.run 5 points 7 months ago

This I would expect out of it. I have played Morrowind and probably have the physical notebook they included with the game somewhere.

[–] HipsterTenZero@dormi.zone 6 points 7 months ago (1 children)

I've been messing around with it for a minute. It's dull and repetitive, honestly. And kind of obnoxious without a magic regen mod. All quests have timers, you see, and it takes about 8 hours of resting after each fight to heal to full and recover MP. The dungeons are way bigger than they need to be, and each and every one is a randomly generated labyrinth filled to bursting with monsters. You're playing find-the-needle-in-the-haystack and can probably afford to get into 10 fights before you fail the quest you're on.

All of the stuff i like best in daggerfall is iterated upon in later titles to be better - especially spell creation. I hear the story is interesting later on, though.

[–] Malgas@beehaw.org 4 points 7 months ago

There's an option (or maybe it's a mod?) in Daggerfall Unity to reduce the size of the procedural dungeons. The plot dungeons will still be stupidly large, as their layout is fixed, but it helps with everything else.

[–] grue@lemmy.world 5 points 7 months ago (1 children)

I haven't played Daggerfall, but I've read about it.

IMO the thing that made Morrowind such a revolutionary game (and part of why it and its sequels are so good) is that everything in the whole open world was actually designed by hand. Daggerfall is not like that: its open world is many, many times bigger than Morrowind's (apparently similar to Great Britain IRL!), but it's populated with procedurally/randomly-generated content. So there's "more" to do, but less variety/uniqueness.

[–] andrew_bidlaw@sh.itjust.works 4 points 7 months ago (1 children)

I double that. As much as I played it Daggerfall was a fun game, but it just don't scratch the same places Morrowind does. It looks like a great system that has every needed mechanic in for a potentially endless game, like a rulebook, but it lacks a GM. As we learnt later, there's some value to a thoughtful hand-holding and quality control (look at these fucking dungeons!).

I don't think Todd liked it that much comparatively to his first game, MW, but since it ended up in a mad crunch in some shitty basement, he tries to 'work smarter, not harder', and all his new findings like radiant quests, random encounters, heavily scripted AI, optimized dungeons, interchangeable fractions and so on look like right now he is slowly transitioning back to Daggerfall. Quite possible that it takes so much to create TES6 for he tries to implement even more of that here. There's not much info about it for now, but it sure has a dedicated team for years and had it before it was announced.

[–] grue@lemmy.world 6 points 7 months ago* (last edited 7 months ago) (1 children)

all his new findings like radiant quests, random encounters, heavily scripted AI, optimized dungeons, interchangeable fractions and so on look like right now he is slowly transitioning back to Daggerfall.

I think in the long run, computer-generated content is viable; I just think Daggerfall's attempt was way, way too early. We might be hitting that threshold right about now with all the "AI" LLM stuff going on, in fact.

I do think the generation of content should happen once by the developer (as opposed to randomized for each player), though. The output ought to be checked over/play-tested/edited before release.

[–] andrew_bidlaw@sh.itjust.works 2 points 7 months ago

I see the counter-thought to be viable too, like the hand-made marker on physical products. I'm sure I wouldn't get skrewed if I pre-order products from some companies or producers. Hand-crafted campaigns can meet their new highs.

[–] Talaraine@fedia.io 4 points 7 months ago

I did but it's been a LONG minute. No insightful opinions, unfortunately, but it was fun for the time period, good story compared to the original Arena, which I also played.

The fact that people care enough to update the game and allow mods really speaks volumes here. Thanks for linking, I might just have to partake in some nostalgia =)

[–] NKBTN@feddit.uk 3 points 6 months ago

I really want to love it, but gameplay-wise it's got little in common with later TES games, and there's still plenty of things functionally broken about it. Probably my favourite gaming / let's play youtuber is Many A True Nerd, and even he gave up after three episodes. I think it's worth checking out that series for a decent overview.