As detailed here, I'm playing the Unity engine port of Daggerfall. As I should have expected, it's even jankier than Morrowind. Attempting to fit pure diceroll combat mechanics into first-person real-time gameplay is tricky enough, but Daggerfall does a terrible job of giving feedback on what your attacks are doing. Also, apparently a majority of the quests you get are randomly generated on the spot, and the randomly designated questgivers can simply stop being questgivers at random- loading a saved game in front of an NPC ten times will get you nine completely different quests and one instance of a normal dialogue tree coming up. (There's also a mechanic where an NPC can suddenly reveal themselves as "your nemesis" and transform into a hostile mob who will try to teleport you to a random dungeon- one managed to send me into a completely submerged castle that I couldn't escape from despite being an Argonian, who are explicitly aquatic reptilians.) And, to the joy of masochists the world over, there's absolutely no telling how dangerous a particular situation will be- the first quest I accepted from one temple sent me to "pacify" a spirit who instantly paralyzed me and then turned me into confetti in three hits.
I mean, I know they were still working out how this kind of game should function, and back in its day this was the best anyone could really get. But I remember how happy I was that Oblivion had largely done away with this stuff- where if you hit something with a sword or arrow, it fucking counted for something no matter what.
I mean, I know they were still working out how this kind of game should function, and back in its day this was the best anyone could really get. But I remember how happy I was that Oblivion had largely done away with this stuff- where if you hit something with a sword or arrow, it fucking counted for something no matter what.