Monday, April 6, 2026

Arena: Quarterstaff

The second piece of the Staff of Chaos waits behind a ghost.
         
During this session, I found my first (perhaps only) artifact and found the second piece of the Staff of Chaos. In the process, the game's overall approach to quests became clear, and comments from readers suggest that it will be unvarying over the course of the game.
   
Whether a stage of the main quest or a side quest, the steps are always these:
    
1. Identify the province and city where you will get the location of the quest. This might involve several stages depending on where you start.
        
For instance, I got this clue in High Rock.
        
2. In the correct city, find the quest-giver. This will involve asking the man-on-the-street about the place you're trying to find.
 
3. Go to the quest giver. The first quest you will get will be to the dungeon containing a map to the thing you're actually looking for.
 
4. Explore that dungeon. For the Staff of Chaos quest, the dungeon will be two hand-crafted levels. For side-quests (including artifacts), it will be four small, procedurally-generated levels.
      
I'm glad there were no maps to the maps to the Necromancer's Amulet.
      
5. Bring the map back to the quest-giver, who will interpret it and give you the location of the dungeon holding the actual object.
 
6. Explore that dungeon. For the Staff of Chaos quest, the dungeon will be two hand-crafted levels. For side-quests (including artifacts), it will be four small, procedurally-generated levels. Find the item, and the quest is complete.
         
Finishing this artifact quest.
       
How you feel about this will depend on how much structure you like around your entertainment, I guess. You could describe the basics of football (either one) or basketball using similar rules, but people still watch them for all the variation that occurs within that structure. The same thing is true about an episodic television series like Law and Order or really any situation comedy. But as someone who does not really enjoy sports or overly-structured television shows, I find Arena's approach a little flat, and although I didn't have a bad time during this session, I'm not really looking forward to repeating this another six times.
   
I started this session in High Rock, where I had been told that the map to the dungeon containing the Necromancer's Amulet would be found in the Fortress of Drunora. The best I can figure, the process for creating dungeon levels is based on blocks of around 10 x 10 squares, with six blocks on the horizontal and three on the vertical. The blocks are designed in such a way that there is always enough space to get into them from at least one direction. This creates an openness to the random dungeons that you don't see in the handcrafted ones. The choice of texture for a particular level is randomized independently from the layout; certain textures come with certain furnishings and decorations. 
             
Most of a Drunora level on the automap.
        
The entrance and exit from each level (stairs up and stairs down) are in fixed locations at the intersections of four regular blocks. They are surrounded on three sides by walls which override the walls that the surrounding blocks would have contained, leading to some weird shapes sometimes. I might be wrong about some of these elements; my analysis is based on a relatively small sample.
  
As for monsters, the game seems to populate dungeons randomly based on the character level. In Drunora, I faced ghouls, minotaurs, rats, rogues, lizard men, giant spiders, skeletons, mages, orcs, spellswords, and zombies. Their appearance in the random dungeons is much more annoying than in the crafted dungeons because they spawn behind you a lot more often. At least 50% of the time, I first learned about the presence of an enemy when he started swatting at my back.
        
Encountering a rogue in the featureless corridors of Drunora.
        
A few new notes on enemies, combat, and dungeon exploration:
   
  • Ghouls remain the most feared creatures. I still haven't gotten to the point at which I can defeat them with any ease. I later met some harder ones (e.g., hell hounds, zombies, ghosts, maybe trolls), but they were rare and ghouls have been common since the second dungeon.
  • I like human enemies best because they invariably drop stuff. Rogues and nightblades always have full sets of leather, the only armor a battlemage can wear, so I can replace new pieces for my damaged pieces.
  • Giant spiders are capable of paralysis, but I found I can still cast spells and use magic items while paralyzed. Until I spent the money on the "Free Action" spell, I found that a good use of this time was to use an item that cast "Sanctuary," which caused the enemy to stop attacking long enough for the paralysis to wear off.  
      
We're knocking on heaven's door?
         
  • Despite my misgivings about where they spawn, I wouldn't have minded if more enemies had spawned in the random dungeons. It would make them a more viable place to grind. As it is, you may as well just wait for night to fall in one of the cities. 
  • There are four types of attacks: a left-to-right slash, a right-to-left slash, a top-to-bottom slash, and a thrust. You drag the mouse in the appropriate direction for the attacks. I guess the different types of attacks have different levels of damage and accuracy, but it's not really palpable in combat.
      
I bring back my sword to slash the minotaur in the Fortress of Ice.
             
  • In addition to keyboard shortcuts for these attacks, I would give a lot for the ability to hotkey certain spells. Scrolling through the list gets old.
  • And while we're talking about wishes, I would love it if any of Morrowind's fast-travel spells made an appearance here, or if the game simply offered you the ability to go directly to the exit after recovering the quest item. 
  • Ever since I found the first piece of the Staff of Chaos, Jagar Tharn appears to taunt me when I die. He says that his servants will find my body, and that he will resurrect me as one of his servants, perhaps allowing just enough of my mind to remain intact to know how badly I failed. That's cold. 
          
Nice fingernails, Elvira.
        
As per the system outlined above, in the Fortress of Drunora, I found the map to the location of the Necromancer's Amulet (there was no talk of "robes" this time): the Hole of Annodred on Summurset Isle. That's a long distance, but of course distance means nothing in this game, so 37 days later, I wandered into Cloudrest to identify and sell my items and buy a few new spells.
   
It was dark when I arrived, and I had trouble finding an inn, so I went around killing enemies until dawn broke. Around this time, I decided that I'd occasionally do a random quest when visiting a town. Some random quests involve dungeon exploration and use the template above, but others are just a matter of carrying an item from one location in a town to another location. In this case, I was asked by Sarunar of the House  of Lovimon to go to the Concave of Blood (a temple) and bring a book back to Saurnar at the Howling Goblin. The temple was literally two buildings away, and the whole thing took me less than a minute. For my trouble, I received 190 gold and 500 experience points. I think perhaps all of these fetch quests deliver 500 experience points. It's better than a poke in the eye, as my wife's grandmother would say, but killing a ghoul is worth something like 3,000 experience points, so fetch quests are definitely not the key to leveling up.
      
I encounter my first troll.
        
A quick additional note: In two cities in a row, I was told that the king would have a special quest for me. But in both cases, when I went to visit the king, he just gave me a generic welcome and shooed me out of his throne room. 
      
I'm told that the king has a quest.
 
He did not, in fact, have a quest.
                     
The Hole of Annodred was four more procedurally-generated levels with the same types of enemies as the Fortress of Drunora. On the fourth level, I found the Necromancer's Amulet in a chest.
   
The amulet was worth the trip. It subtracts 9 points from the armor class of every body part when you wear it. When used, it adds 50 points to the maximum number of spell points, absorbs magic attacks, and (slightly) regenerates health. I haven't used it enough to get a sense of how long these benefits last. Unlike other magic items, it doesn't have an explicit number of charges. Its description indicates that it might just decide to disappear on its own someday, but I don't know how seriously to take that. I did note that after I'd used it a couple of times, it became available to "repair" in stores, but I don't know if that process restores the charges.
       
A description of the Necromancer's Amulet. Note the low armor class for my head and right arm in the background.
     
I stopped getting artifact rumors after finding the Amulet, and my understanding from the comments is that the player isn't meant to find more than one. In that case, I'm reasonably happy with the Amulet, although I don't know all the other possibilities. However, a commenter alerted me to a work-around that I might have figured out on my own: If you leave the artifact with a smith to repair, the game no longer reads it in your inventory and thus gives you additional artifact quests. I might do another one later in the game depending on how things go. I'm sure some players use this exploit to acquire all of them, but that would be more Arena than I really need. 
       
Maybe later.
        
After obtaining the Necromancer's Amulet, I decided to go for the second piece of the Staff of Chaos at Labyrinthian in Skyrim. I knew exactly where it was, of course, but I had to go through the motions. My first stop was at Whiterun, where the rulers are not yet called "jarls." The city of course looked nothing like it does in Skyrim, although I must say that its size in Arena is more realistic than the half-dozen NPC houses that exist in the newer game. (Here's a sobering thought: if the next Elder Scrolls game is not released by 2028, which frankly seems likely, it will have been longer between Skyrim and its sequel than between Arena and Skyrim.) Anyway, I wasn't in Whiterun long, as the first person I asked about Labyrinthian told me I'd learn more in Winterhold.
         
My brief time in Whiterun.
      
In Winterhold, NPCs directed me to the mage's guild. (There was no hint of the College of Winterhold.) There, I learned that "knights from the Fortress of Ice" recently attacked a caravan and stole a tablet "that would decipher a part of the Elder Scrolls." The tablet also had a map to Labyrinthian. I took the quest and got the location of the Fortress of Ice.
   
The Fortress of Ice was aptly named, with ice walls and occasionally ice floors. The enemies here were mostly new, including snow dogs capable of spitting magical snowballs (I needed to keep magical defenses activated), ice golems, and knights in armor. They were much harder than previous enemies, and I mostly survived them by making use of a Longsword of Life-Stealing with dozens of charges that I had found in some previous dungeon.
     
A wolf waits menacingly around the corner in the Fortress of Ice.
        
The tablet was behind a door with an easy riddle (WIND):
       
MY WIFE'S ITALIAN GRANDMOTHER also would have worked, but she's passed.
     
The tablet was about as hard to pick up as keys elsewhere. I took it back to the mage's guild in Winterhold (presumably it's part of the city that later falls into the sea) and got the location to Labyrinthian.
        
Just where it ought to be.
       
I wasn't really expecting any connection to Skyrim's Labyrinthian, so I was surprised when the cut scene showed multiple buildings on a raised stone platform just like the Labyrinthian "complex" in the later game. 
     
The Labyrinthian complex, looking neither the same nor implausibly unlike its counterpart four games later.
         
When I entered, I was immediately confronted with three gates, something that Skyrim pays homage to by showing three (inoperable) grates shortly after the player enters that version of Labyrinthian—although it would make more sense if the Labyrinthian dungeon in Arena were the Shalidor's Maze dungeon in Skyrim.
     
This shot was from when I was on my way out, with Jagar Tharn's nightblade assassin attacking me.
           
As I approached the three gates, a message told me to go down the center path first. Of course, I was contrary and followed my usual "rightmost wall" pattern for a while. But here, the game isn't lying. The center path has several messages relating the tale of two brothers, Kanen the Elder and Magrus the Dim, who entered Labyrinthian for their own purposes. They ended up dying on two different areas on the second level, each holding one of the keys necessary to enter the area on the first level with the piece of the staff. There's a lot that doesn't make sense chronologically here (even more when you combine this game's lore with Skyrim's), but we'll go with it.
      
Is this written on the walls? Is someone speaking? The game never really tells you.
     
The first level of the dungeon is as maze-like as its name suggests, but it's nothing compared to the two unconnected halves of the second level. They're nightmares of corridors, lakes of lava, and tunnels both raised and sunken. That the automap keeps it all straight is a testimony to its quality. 
          
I found this lucrative treasure room in one of the dungeon's corners. Note the ghost about to attack in the lower-right.
       
Since you can only have one key "active" at a time, I had to find Magrus's first, return to the upper level, unlock the first door, and then go back down for Kanen's. Both keys were in rooms with two cells barred with gates, one cell containing the key and the other containing the ghost of one of the brothers. Each ghost offered a riddle to unlock the gate to his respective key:
    
  • Magrus: More beautiful than the face of your God / Yet more wicked than a daemon's forked tongue? / Dead men eat it all the time / Live men who eat it die slow (NOTHING).
  • Kanen: Two bodies have I / Though both joined in one. / The more still I stand / The quicker I run (HOURGLASS).
       
The shape of Shalidor's Maze in Skyrim makes reference to this riddle.
    
I had heard variants of these riddles before and thus didn't have any trouble with them. Soon, I had unlocked the doors on Level 1 and had obtained the second piece of the Staff of Chaos.
        
As before, the next time I rested, Jagar Tharn appeared in my dreams to threaten me and sent a nightblade to attack me. The second time I rested, Ria Silmane appeared to tell me that the next piece would be found in the Elden Grove, an ancient home to Elves and location of the sacred First Tree. It must therefore be in one of the provinces in which elves live. This sounds exactly like the type of place you'd find in the forests of Valenwood, so I think I'll head there next.
     
I don't remember hearing about this in any later Elder Scrolls game.
     
I was going to talk more about inventory and the economy, but this entry is already reasonably long, so I'll save it for next time. I gained exactly one level in each dungeon I explored during this session and am now Level 13.
   
I'm not feeling as positively about Arena as at the end of the last session, but it still works reasonably well in juxtaposition with Star Trail: low complexity versus high-complexity, action-oriented versus tactical, can-play-it-while-watching-a-lecture-series versus requires-full-attention. If I had to put down Arena for a couple of months, I could pick it up again without having to re-orient myself. I don't mean that as high praise, but there is a place for such games, and Arena fills that niche well.
   
Time so far: 14 hours 
   

44 comments:

  1. I had the same click area problem with the gates in Labyrinthian. Took me a minute to get out of the middle secton again, that's when I decided I had enough of it for now. But it is a game I can see myself picking up again in a month or two and play another dungeon.

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  2. Oh I do really think it as a high praise - I hate that games treat me like a jealous lover. No, babes, I did not take exhaustive notes and I did not bring you flowers, you are just a game, you should make me happy.

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  3. It's a shame that the quests are all the same because the artifacts themselves show some pretty conscious asymmetrical design that's quite cool and would continue forward into the rest of the series.

    Not sure who told you you were only supposed to find one, as I got many of them back in the day and never had any trouble?

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    1. I thought I covered this in the entry. My sense was that the character is only meant to have one artifact because the game stops giving you hints for artifacts once you've found one. You have to purposefully drop it or temporarily leave it with the blacksmith (I don't know; there are probably other ways) to get a clue to a different artifact quest.

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    2. Furthermore, the artifact quest clues/locations are randomized, so there's no way to access any of those quests or destinations if you currently have an artifact on your person.

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  4. The main quest feels like it should allow some tricks, workarounds or skill checks to bypass parts of it in a role-playing manner, but all the skips are programming bugs.

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  5. I think you passed the point where I stopped playing the game. Once I understood that I was going to go through the exact same motion 8 times in a row, I reckoned I would just be wasting my time. To be fair, I was not enamored with the rest of the generic world (I did not love Daggerfall - the game I started TES with - either).

    I am happy to play the game through you, and see you describe all the little nods from later games (eg the 3 gates, that I had forgotten in Skyrim).

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  6. The Necromancer's Amulet is basically the second best artifact for non-fighters. Not really any need to change it out, other than experimenting. It adds the equivalent of plate armor ac to all body parts, making up for the lack of specialized materials for non,plate wearers

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  7. What are the surefire signposts whether a dungeon is procedurally generated or hand-crafted (except being told so by the wiki)?

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    1. There are a lot:

      1. The handcrafted dungeons usually have title cards.

      2. The handcrafted ones have messages when you arrive and sprinkled throughout, plus special encounters like riddles.

      3. The layouts of the handcrafted ones make more logical sense. They'll have living quarters, jail cells, throne rooms, etc.

      4. More furnishings in the handcrafted ones.

      5. Usually an obvious "theme" like the white walls of the ice palace or the twisty corridors of Labyrinthian.

      6. Locked doors in the handcrafted dungeons lead to things that would make sense to have a locked door for, like treasure chambers. In the random dungeons, locked doors often have nothing behind them.

      7. Monsters that make sense for the setting rather than just drawn from the random pool.

      I'm sure there are others. It was quite noticeable to me, even for a first time player, and I didn't consult the wiki.

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  8. Editing note: in your list at the beginning of the post, you have two #4 items, and the first of those is almost an exact copy of #5, so you probably meant to delete it.

    Elder Scrolls Online has a capital city in the form of Elden Root in Valenwood (the zone in the game is called Grahtwood because there are multiple Valenwood zones in the game), but Elden Grove specifically is not mentioned, and UESP suggests it only comes up in Arena.

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  9. "More beautiful than the face of your God / Yet more wicked than a daemon's forked tongue? / Dead men eat it all the time / Live men who eat it die slow"

    in my mind, this was a riddle in a BaK chest near the end of the 3rd chapter. It's funny how the brain plays tricks on you!

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  10. Elvira the wizard looks much like Raistlin Majere... Although I could be reading too much into the common trope of fantasy wizards. But, I mean, that ain't no Gandalf.

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  11. Only a guess, but the king-related caption said, "if you're really tough." Maybe you're failing some level/stat/skill check?

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    1. AlphabeticalAnonymousApril 7, 2026 at 11:03 AM

      That was my impression from the text, too. Any way to check, beyond just coming back later?

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    2. Wondered about the same. The manual (Player's Guide) says, in its 'General Hints and Tips' (p.83):

      "It seems like there aren’t any noble quests to participate in.
      When do I get them?

      Quests are earned based upon your reputation and level. At low levels, Kings and Queens will seldom look to you as their champion. Be patient and work hard. Once you begin getting into the higher ranks, your reputation will proceed
      [sic] you and you will find that rulers of different cities will try and enlist your aid."

      The UESP Wiki is a bit more specific. ROT13 just in case, though I wouldn't see details on underlying game mechanics as spoilers if they are not disclosed or at least hinted at in-game and can only be discovered through extensive testing, code diving or inside knowledge - as I understand is the case here.

      Gurer vf n svir cre prag punapr cre [cynlre, V haqrefgnaq] yriry sbe n ehyre gb unir dhrfgf ninvynoyr sbe lbh. Vs abg, gel nabgure frggyrzrag, be gel yngre. Cnynpr dhrfgf ner bayl ninvynoyr orgjrra fvk NZ naq fvk CZ ba rnpu qnl gurl ner trarengrq.
      Dhrfg ninvynovyvgl nyfb unccraf gb or zhghnyyl rkpyhfvir, zrnavat gung jura n cnynpr dhrfg vf ninvynoyr, vaa dhrfgf ner abg sbe gung qnl naq ivpr irefn.
      Gur rkcrevrapr erjneq rdhnyf svsgl KC K cp yriry sbe vaa dhrfgf, naq svir uhaqerq KC K cp yriry sbe cnynpr dhrfgf.

      And without ROT13 as this refers to bug:

      Failing a palace quest will result in the ruler changing name and gendered appearance. The ruler will also not give you any more quests, apparently ever. What actually happens when this bug triggers is the replacement of the entire palace, including its general layout, placement of guards and NPCs, etc.

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  12. More than most, Arena feels very much like a "you had to be there" kind of game. All of the other TES games, including Daggerfall, feel pretty playable today, but this one just seems feels as much a tech demo as a game.

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    1. That's pretty much how I felt while playing it, too.

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    2. That was my impression as well. I didn't play it back in the day; then tried it from Steam some three years ago. I play a lot of retro games and (imho) this one doesn't hold up today.

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    3. I enjoyed it for quite a while. Getting out of the opening dungeon was fun, levelling was frequent, you keep finding better stuff. Experimenting with spells was interesting.

      The biggest problem is that I know Daggerfall, and Daggerfall is a very similar game that does a lot of things much better. But I can see that someone who likes the general idea of Daggerfall, but hates its dungeons, might actually prefer Arena.

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    4. I nearly said, "Almost any game suffers a bit in comparison to later games," but I reminded my self that in my mind, the Might and Magic, Bard's Tale, and Gold Box series have not improved on their first outings. So I'll just say that Arena feels a bit "basic" in comparison to later games, but I find it authentically enjoyable for 1994. I imagine a GIMLET of around 50.

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    5. Looking over your master list: Abandoned Places, Dark Designs, Dungeon Master, Eye of the Beholder, Lord of the Rings, Magic Candle and Quest for Glory all give a lower (or at most equal) GIMLET rate to later games in the series.

      Looks like there's lots of series that don't manage to match or improve on their first installment.

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    6. I don't know, in my "back in the day" Arena was relegated to the lowest rungs of RPGs, definitely below M&M and the like. People I knew found the action part very silly and the procedural part very lazy. Shadowcaster was quite a bit more popular.

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    7. I played Arena back in the day and bounced off it pretty early into my experience with it, it just didn't "click" for me. Even though I played a bunch of them "at the time" I don't have much memory of what "the buzz was" about these sort of mid-90s CRPGs. It's sort of a Dark Age for me in between my childhood when everyone and their brother wanted to talk about NES generation games at school and early adulthood when Internet discourse was available and everyone was raving about BG1. The local teens weren't talking about things like Elder Scrolls much at my high school.

      But I can say my own personal reception of the game as an individual was "yeah this looked cool at first but there doesn't feel like there's anything here". I think it's really hard to play Ultima Underworld -first-, and then go from that to this.

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    8. I'm surprised to hear people would find the action part of Arena "silly" when this is the grand era of third-person shooter action games.

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    9. Shadowcaster is built on a FPS engine while Arena has a lot of flaying around with the mouse and unclear hit-detection. When you see the sword hit, it is harder to accept a miss from a hidden diceroll.

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    10. @Anonymous, by "this is the grand era", do you refer to 1994 or to 2026?

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    11. @James Neal, based on my "back in the day" BG1 took a back seat to Fallout 1 and particularly Fallout 2. TES series did not click until Morrorwind, and that was largely because of Morrorwind's graphic engine, with each subsequent addon getting worse and worse reviews. In my personal "back in the day" people didn't care about D&D much, though.

      Another thing about TES was that it was quite resource intensive, if my memory serves me right, and most people around me did not play it when it came out, but rather when the hardware priced dropped around 1996, and then it had to compete with a bunch of stuff that came over several years (this being said, Daggerfall wasn't popular either). Perhaps it dampened the WOW factor, since Arena's 3d engine is quite good for 1994 (but, on the other side, I can't really judge how well it ran on contemporary hardware).

      I don't think a lot of games do combat the way Arena does it: first-person sword swinging doesn't work well, and third-person action games don't work well with sprites.

      This being said, that personal "back in the day" should have no influence on the merit of the game itself: Arena was at least known and played; Dark Sun and BaK were known, but I don't know a single person who played them; and RoA was a complete unknown. I also don't know a single person who played a single Ultima back then, while I know a lot of people who played M&M and Wizadries. In pre-Internet times, those local bubbles could be very peculiar.

      Out of all the stuff from 1994-1995 I'm really curious about two games: Druid: Daemons of Mind and Blind Justice, because for some reason I ended up playing them, even though I didn't get very far.

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    12. Arena's combat system, while not good, isn't the real problem. Morrowind does basically the same thing (and admittedly some people do complain about that) and that hasn't stopped it from being considered one of the greatest CRPGs of all time.

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    13. Also Ultima Underworld before it, also considered one of the greatest CRPGs of all time, also did the same thing.

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    14. @James Neal, I think that most people played Morrorwind for open, expansive, interesting, immersive world - something that this game just doesn't have. And the awfulness of hand-to-hand combat was partially softened with less restrictions on spellcasting and bigger role of the environment (i.e. have high acrobatics, find high spot, rain arrows).

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    15. While I agree that Morrowind's combat system offers some complexity over Arena's, I will say that when you "miss" in Arena, you at least get a "clank" for feedback, indicating that maybe your attack hit but didn't do any damage. You don't get the "whiff" of Morrowind which always jars with the visual image of the weapon connecting with the enemy.

      (Not that I ever had a huge problem with that anyway. Have such complainers ever played another RPG? That's how most work: one roll to determine if the attack connects, one to determine how much damage if it does.)

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    16. On the other hand, we're talking about nuances at this stage. I think that Mr. Neal's larger point is that combat in Arena is not THAT different from UU or Morrowind, and therefore if the game isn't as great as those titles, it's for reasons other than combat. I agree.

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    17. My comparison was between Shadow caster and Arena as FPS games like anon was commenting and why one was seen as more favourable according to them.
      I liked Arena at first (played it some years ago) but it got to less variations for my taste and after sometimes with the game I thought I got the full experience.

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  13. I've played ahead a bit, did a few artifact quests because of a comment left here on a previous entry: Gurer'f bar dhrfg gung trgf lbh 50 cbvagf gb obbfg lbhe nggevohgrf, naq lbh pna ercrng gung bar, fb vg frrzrq n tbbq bar gb qb. Nsgre gung V tbg Nhevry'f Fuvryq orpnhfr vg gheaf bhg fcryy ersyrpg vf irel irel hfrshy.

    I found the Ice Fortress probably the hardest of the dungeons so far, I ended up going artifact hunting (see ROT13 above) so I could finish it. It was a real step up in difficulty, and the ranged spellcasting enemies really are the worst.

    In the final room, the ice golem died right next to the tablet, which made that very annoying to click on. The mouse interface is routinely awkward like that, between keys and doors.

    I have enjoyed seeing the unique dungeons though, they are at least interesting enough to look around in. I'm less enamoured by everything else, and this is why I never managed to finish it in the 90s (and might not manage it here either).

    My choice to play as a Knight I thought would be nice to use all the available equipment, but the choice in most stores is very lacking, and I've had poor luck in the dungeons. I should have gone with a mage, at least the spellcasting is potentially interesting.

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    1. Agreed on the Ice Fortress, but also agreed on spells. My "Shrug Off Spells" spell was vital in getting me through that dungeon, though it's expensive to keep going constantly, and mostly I only successfully used it after first meeting the spellcasting enemy and dying.

      I had the same problem with the golem dying on the tablet, but if you just go a short distance away, spin around three times, and spit, enemy bodies disappear.

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    2. Glad to see I wasn't alone in struggling with some elements of this! and yeah the bodies do disappear after a while thankfully.

      I feel like the artifact I got to see me through is really becoming a bit of a crutch... but then I don't really see any other way to mitigate certain enemies.

      That said, I really wish I could figure out which stores would have good equipment. I had it in my head that it was vaguely going to be about city size and maybe store name, but sometimes that doesn't help at all.

      Delete
  14. It would be nice to read about how the thieving skills and magic system work in more detail.

    ReplyDelete
  15. I'm a rogue and I use Wizard's Fire (marks and bracelets) to kill the ghouls and ice wolves easily.

    I actually have stolen enough magic items from various mages guilds that I'm prepared for most surprises.

    Finding about the Passwall spell really changed how I approached these two dungeons. Instead of exploring patiently, this time I just boom-boomed the walls (bought several daggers of passwall), turning this game into an almost Minecraft like experience.

    Yes, Labyrinthian doesn't let you skip to the final door (imagine that, if that was possible), but you can still passwall in Kanen's and Magrus's levels.

    Speaking of: I don't know what the game said to you, but I got both Magrus's and Kanen's keys before I went down the middle path (like you, I was also a contrarian). It let me have both keys and open both doors in one go.

    I also share the same sense of "oh, this is how it's going to be for the rest of the game, huh" semi-ennui that you're getting.

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    Replies
    1. The next main quest level is quite different from this one, but yeah it's hard to shake off the feeling that you're gonna have to do it all again, and again...

      Delete
  16. I think your point about structure and entertainment is a good one. That said, I am curious how you would explain your enjoyment of crossword puzzles considering your comment about not liking sports or TV shows with a lot of structure, and by extension, Arena's approach.

    Crossword puzzles seem like they fall pretty firmly in the definition of entertainment that involves variation that occurs within a structure. The basic parameters, and conceptual outcome, of every crossword puzzle are the same, it's only the clues and words that vary.

    Possibly, an extension of your definition could include how the resulting gestalt of the parts within a structure appeals to people differently. A person's enjoyment of the challenge inherent to a gestalt could probably be a determining factor. For example, avid chess players derive a lot of enjoyment from the challenge that different opponents provide. On the other hand, a TV show with little variance in jokes, or a game that involves continual "fetch and return" quests, can become rote and unappealing.

    ReplyDelete
    Replies
    1. For me (though I probably do a different kind of crossword than Chet), crosswords aren't very long. You can knock out a crossword as part of your morning routine, or afternoon routine maybe. Also they sometimes have themes to cross them up, and usually have a difficulty curve where they get harder as the week goes on.

      The Arena quests sound a little too involved to provide a comforting routine, and also the formulaic structure seems like it would break any immersion you might have had in the story or world. Doesn't even try to hide the clockwork that's propelling everything.

      Delete
    2. It's a good question, and I think that Matt's gave a perfect answer.

      But also, I was probably being a bit disingenuous. I probably wouldn't be interested in sports even if it had less structure, and I probably enjoy "formulaic" films and TV shows more than I'm letting on. I also don't seem to mind structure in music; to me, the worst type of jazz is free jazz.

      Delete
  17. "In addition to keyboard shortcuts for these attacks, I would give a lot for the ability to hotkey certain spells. Scrolling through the list gets old."

    Heh, in my playthrough I took a cue from the newspaper classified ads of yore and recreated my most frequently used spells in the spellmaker naming them like "AAA Heal, AAA Levitate, AAA Passwall...", so to have them at the top of the list :)

    ReplyDelete

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