Spells left in the past

Post » Wed Nov 21, 2012 8:01 am

Ok I was looking on this site


imperial-library . info / content / daggerfall-spells


And wondered why some of these Awesome spells were left out of the games esp Skyrim?
Is there a good reason for that or just they didn't feel like working them out. I really miss
some of them and remember using them a LOT in Daggerfall. . . oh how I miss that game
even if it is cheesy compaired to what we have now! Lol I don't have a computer that is old
or slow enough to play it now! Not to mention running with DOS!

So any info would be greatly appricated! Thanks!

:blink: :stare: :shocking:
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Stephanie Nieves
 
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Post » Wed Nov 21, 2012 3:14 pm

Many spells were left out becuase they were redundant with other spells/systems, or that there just wasnt a large enough need for the spell to warrant its inclusion.

Like water walking, its not in the game becuase there is no need for it.
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Isaiah Burdeau
 
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Post » Wed Nov 21, 2012 11:12 am

Don't they have an emulator so you can run Daggerfall on a modern PC? I downloaded it to my fiancee's laptop a couple years ago and I think that's how I did it. It was a free download on Bethesda's website. Not sure if it is still there.

It looked like a neat game, but I am not good with keyboards and could never get the hang of the controls. So, I never played it past the first rat, which kept killing me cause I could not hit it or even move the character around to take a good swing at it.
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Gavin Roberts
 
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Post » Wed Nov 21, 2012 5:55 pm

http://www.uesp.net/wiki/Daggerfall:Running_Under_DOSBox#Daggerfall_.28free_release.29
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[Bounty][Ben]
 
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Post » Wed Nov 21, 2012 1:06 pm

Many spells were left out becuase they were redundant with other spells/systems, or that there just wasnt a large enough need for the spell to warrant its inclusion.

Like water walking, its not in the game becuase there is no need for it.

See you have just illustrated the problem with Skyrim. A streamlining to the point where there is only one way to do something and an attitude that having a variety of ways to do things is "redundant." Variety is the spice of life my friend and it is what makes games fun.
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Christine Pane
 
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Post » Wed Nov 21, 2012 12:50 pm

See you have just illustrated the problem with Skyrim. A streamlining to the point where there is only one way to do something and an attitude that having a variety of ways to do things is "redundant." Variety is the spice of life my friend and it is what makes games fun.
Choice means nothing if the choise does not have a real affect on gameplay.

Having 10 weapons that all swing at the same speed, have the same stagger chance, and the same reach, with the only diffrence is that one looks like a sword, the other a mace, the other an axe, the other a spear etc. etc. means you really only have one weapon to choose from.

Skyrim reduced the number of spells, thus reducing the number of choices you have, yet it in turn made the choices to make actually mean something, becuase the spells actually DO something uniue now.

three meaningful choices > 100 pointless ones.
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james reed
 
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Post » Wed Nov 21, 2012 4:20 am

God....I miss waterwalking....and mark and recall.....and levitation......well we got inferno...eee....runes....eee.....waterbreathing....there is nothing under the water....I am going to cry a bit now.
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ZzZz
 
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Post » Wed Nov 21, 2012 11:11 am

Choice means nothing if the choise does not have a real affect on gameplay.

You confuse meaningful choices with meaningless ones. The spells that were deleted were not like 10 different weapons that were identical but for their appearance. You used waterwalking as an example of a redundant spell. But waterwalking is quite a different way to cross a waterbody than swimming. Fishes can't bite you very well if you are waterwalking. The feel of water walking is different than swimming. Much more dignified. The spells that were deleted are completely different than a bunch of identical weapons.
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Niisha
 
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Post » Wed Nov 21, 2012 3:27 am

You confuse meaningful choices with meaningless ones. The spells that were deleted were not like 10 different weapons that were identical but for their appearance. You used waterwalking as an example of a redundant spell. But waterwalking is quite a different way to cross a waterbody than swimming. Fishes can't bite you very well if you are waterwalking. The feel of water walking is different than swimming. Much more dignified. The spells that were deleted are completely different than a bunch of identical weapons.
Except there is nowhere to water walk to, and no dungeon that needs walker walking to complete. Its a spell that has zero purpose in the game,it lacks a meaigul gameplay mechanic.

Its similar to crossbows, spears, and throwing weapons, from Morrowind, they were removed becuase they lacked a meaingful gameplay mechanic, and Bethesda only added Crossbows lack in becuase they found a meaingful gameplay mechanic to give them.

Putting in thigns that lack a interesting gameplay mechanic = bad game design 101.
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Jessica Raven
 
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Post » Wed Nov 21, 2012 5:38 am

Except there is nowhere to water walk to, and no dungeon that needs walker walking to complete. Its a spell that has zero purpose in the game,it lacks a meaigul gameplay mechanic.

There are plenty of waterbodies to cross in Skyrim. Ever explored the islands to the north of Winterhold? Ever tried to cross the water just east of Solitude. Near Riften? Lots of little lakes all over the map. Sometimes you need to cross one to get to the dungeon you are going to, and your choice is to swim or walk around until you find a bridge. A waterwalking spell would add an interesting gameplay mechanic.

Its similar to crossbows, spears, and throwing weapons, from Morrowind, they were removed becuase they lacked a meaingful gameplay mechanic, and Bethesda only added Crossbows lack in becuase they found a meaingful gameplay mechanic to give them.

I miss the variety in spells much more than weaponry.

Putting in thigns that lack a interesting gameplay mechanic = bad game design 101.

You have an overly narrow view of what constitutes an "interesting gameplay mechanic."
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Julie Serebrekoff
 
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