Monday, April 13, 2026

Arena: Not Completely Entertained

I could have sworn that "in a flash of blue light" was a song lyric. I can even hear the melody. But Googling gives me nothing.
        
Arena is a good game to play in small chunks. Its predictability makes it ultimately a bit boring, but if you just focus on one quest at a time and take a few days' break in between quests, you don't really start to feel the boredom until the end of each session. That's what I thought going into this session, anyway, although I noticed that my boredom and impatience started to arrive a little bit earlier with each new dungeon, and I'm afraid by the end of this game, "small chunks" is no longer going to do it. 
      
I found two more pieces of the staff during this session, which means I'm halfway through the main quest. The quest for the third piece started when I randomly chose Eldenroot as my destination in Valenwood, home of the Wood Elves (called Bosmer in later games). I arrived about a month later. The city had more greenery, fountains, and open spaces than the cities in the other provinces, but the native Wood Elves didn't look anything like their later appearances in the series, or indeed even anything like elves.
     
A Valenwood city.
         
I immediately started asking about Elden Grove (where Ria told me I'd find the third piece of the staff). NPCs responded that I should ask at the palace.
 
There, Queen Ulandra told me she'd tell me where to find the grove if I first completed a mission for her. Her people have recently been plagued by Selene, "High Priestess of Shagrath, the God of Spiders." Selene has demanded that the Wood Elves surrender Valenwood. "We are not a fighting people," the queen pleaded, "and have no standing army." She asked me to travel to Selene's Web, find the jewel in which Selene had infused her lifeforce, and bring it back to the queen, after which, "She would not dare attack us with her life in the balance." I wondered if maybe "Shagrath" was an early version of Sheogorath, but I don't really see any connections. Also, the Wood Elves not being a "fighting people" was definitely retconned in future games.
       
Based on later Elder Scrolls lore, I think this should be happening in a tree.
        
"The dank, moldy corridor leads to Selene's Web," a message read as we entered the dungeon. "The smell of wet earth lingers in the air." It was a standard stone dungeon of corridors and rooms. Spiders were definitely the default enemy, but there were also a lot of rats, skeletons, and minotaurs. Spiders can paralyze, and I spent a lot of spell points on "Free Action."
 
The dungeon had a curious lake in its center, with multiple rectangular islands. I didn't find anything important there. The stairs to the lower level were protected with a magically-locked door that wanted a gold key. I never found the key; "Passwall" worked fine here.
     
The dungeon was, not surprisingly, full of spiders.
        
The lower level was more of a twisty maze with checkerboard walls. In addition to lots of spiders, I faced ghosts, barbarians, and rogues. The Heart of Selene was behind a door locked with a diamond key, but I found the key first this time. Eventually, I found the Heart of Selene, snatched it, and got out of there.
       
The game has no quest markers, but it does frequently remind you where you have to go.
            
Back at the palace, Queen Ulandra thanked me for the jewel and marked the location of the Elden Grove on my map. I spent a few days in town getting my Ebony Sword repaired (at Legolas's Quality Merchandise), then headed out to the location. 
      
I enjoy these pre-dungeon title cards.
         
The top level of the Elden Grove was outdoors, with fog instead of darkness and hedgerows instead of walls. The level was large and open, patrolled by wolves, ghosts, and wraiths. Wraiths and ghosts have magical attacks, which are really my big problem with this game. Magic missile attacks halve my hit points, so I can stand up to maybe two of them. I don't have enough spell points to go around with a resist magic spell active all the time, so what inevitably happens is that I run into a ghost, get killed, reload, and know to activate the spell the second time. Late in the entry, I found that "Force Bolt" paralyzes them, and I had a Mark of Force Bolt, so that made things a bit easier.
     
In the "corridors" of the Elden Grove.
            
The second level was underground and more like a standard dungeon. The staff piece was behind a locked door with this riddle:
   
My second is performed by my first,
And, it is thought,
A thief by the marks of my whole
Might be caught.
       
The best I could figure was FINGERPRINT (the print is "performed," or left, by the finger), and by leaving fingerprints, thieves are caught. I mean, not in a quasi-medieval world, but still. Anyway, it was wrong. So was FOOTPRINT or SHOE PRINT. Unable to figure it out, I tried "Passwall" and was surprised to find it worked.
      
Screw your riddles.
         
To get out, I had to answer another riddle:
   
Elvish mithril and Argonian silver, crumble I can.
But first, I improve all created by man.
I devour all things,
Bird and beast, serfs and kings.
Though my pace is even, men curse my speed,
Wishing I were lazier in their hour of need.
I can creep and crawl, or rush, even fly.
I am all thou hast. Tell me, who am I?
    
I found this one easy (TIME). On the way out, I rested a couple of times, and again Jagar Tharn appeared to taunt me, and again Ria Silmane appeared to give me the clue to the next piece. It is in the Halls of Colossus, "a structure built to honor a race of giants," located somewhere along the south coast of Tamriel.
      
I didn't get a screenshot of the final riddle, but here's a paralyzed wraith.
         
Because my character is a battlemage, I haven't been doing much with thievery. I open doors and chests with spells and by bashing them. But for characters of that bent (i.e., acrobat, assassin, bard, burglar, rogue, thief), there are real rewards for crime—perhaps more than any game so far in my chronology. These sub-classes make up for limited weapon and magic skills with cold, hard cash. These mechanics are technically available to all classes, but I guess thief classes have an easier time (there are no explicit skills, so it's hard to say exactly what the advantage is).
       
Each of these crimes has a chance of summoning town guards who regard all offenses as capital ones. The player either has to kill them all or reset the town by leaving and returning. 
     
The law arrives as I ineptly try to break into a building.
        
  • Burglary: The character can break into any generic building during the day or night, or into any shop or service location during the night. Once inside, he has the run of the place and can often find piles of treasure or chests inside the location. Breaking in can be accomplished by bashing, casting a spell, or using the "pilfer" button on the main interface window.
    
Looting a house. A peasant's house, apparently.
        
  • Shoplifting: All shops have a "steal" button that gives the character a chance to lift an item.
     
It just never works for me.
        
  • Defrauding an Innkeeper: The character has an option, when staying at an inn, to try to burgle a vacant room and sleep there without paying.
  • Pocketpicking: The player can use the "pilfer" button on regular NPCs to try to steal their things.
          
Do you have to look at me while I'm doing it?
         
  • Murder: While regular NPCs and shopkeepers cannot be targeted with attacks or spells, the same is not true of guards. They can be killed and looted, either by a high-level character or by using the environmental tricks that I covered in an earlier entry
      
In most games that offer criminal options, their attraction is muted by the economy—it's either horribly broken, or it rewards non-criminal adventuring as lucratively as crime. Arena isn't quite like that. Characters that can buy magic items (including marks, crystals, and potions) have a far easier time surviving the dungeons. I don't mean to suggest there aren't any problems or that the system is fully formed. There's no sneaking, for one thing. Characters pickpocket NPCs while staring them right in the face. There are no tools (e.g., lockpicks) or traps, no charming or wheedling. Thievery jars with the heroic nature of the main quest. But the game still offers more authentic options for thieves as thieves than most other games I can think of so far.
       
Healing potions can be an inexhaustible resource if you have enough money.
       
Ria had suggested that the Halls of Colossus would be on the south coast. I was already in Valenwood, so that left Elsweyr and Black Marsh. I went to the adjacent Elsweyr first, home of the Khajit. I picked the city of Orcrest at random, arrived in the middle of the night, and was attacked by rogues. I defeated them and a troll, then found a juggler who directed me to the closest inn, Flying Helm.
   
In the morning, I did my normal round of shops and the Mages Guild. The developers definitely had not figured out Elsewyr and the Khajiit yet. The NPCs don't look any different than the ones in Valenwood, and nothing about the terrain suggested savanna or jungle.
    
Not at all what I had pictured.
        
Rumors said that the location of the Halls of Colossus had been discovered in Corinth, so I was soon in that city. Scuttlebutt pointed me to the Mage's Guild, where Turamane ap' Kolthis gave me essentially the same quest as I got two pieces ago: recover a stone tablet that can decipher part of the Elder Scrolls. This time, it was stolen not by goblins, but warrior-priests from the Temple of Agamanus.
   
I was going to do a town quest, but no one had any leads on work, so I went directly to the temple. The first level was a standard dungeon of white-gray walls. Enemies were armored knights, spiders, and hellhounds. The second level was much the same, with hellhounds definitely taking the lead. They often kill themselves with their own "Fireball" attacks, but they kill me often enough, too—especially if I don't see them in time to cast "Resist Fire."
    
One down, one to go.
         
The level had lots of jail cells with treasure. I was dismayed when I found another stairway down. I had thought all the handcrafted dungeons were two levels, but this one and the Halls of Colossus bucked the trend by offering three. 
       
Level 3 offered numerous battles with skeletons, ghosts, and wraiths, plus parts of the level connected by rivers. The tablet was in a room blocked by a door with a riddle:
   
I daily am in Elsweyr, and in Skyrim,
At times do all the world explore,
Since time began I've held my reign,
And shall till time is never more.
I never in my life have strolled
In garden, field or park,
Yet all of these things are sad and cold
If I'm not there and it is dark . . .
   
I had this one on the second line (SUN). Very obvious.  
          
The tablet and a pile of gold.
         
Some other notes on the game that occurred to me this session:
    
  • The importance of resting on an elevated surface cannot be overstated. You hardly ever get interrupted, whereas on a regular dungeon floor, you almost always get interrupted. It's worth noting furniture on the map for this reason, as some dungeons have precious little of it.
     
A bed at last!
        
  • Treasure in dungeons is weird. Most of the time, it's a couple dozen gold pieces and/or some regular equipment. Every once in a while, you find a magic item worth several thousand gold pieces. Almost all wealth comes from reselling these magic items rather than from finding literal gold. I guess, come to think of it, a lot of RPGs are like that.
  • I only leveled up twice during this session. While leveling up does make the character stronger, the fact that your only choice is how to allocate 3-6 attribute points makes it a little unexciting.
  • The dungeons have offered a recurring problem (this was particularly annoying on Levels 2 and 3 of the Temple of Agamanus) in which I'm unable to progress from a water square because I'm blocked by an enemy above me. I guess a character and an enemy cannot occupy the same square, even on different planes, so one floating in an empty space above the water is enough to prohibit forward momentum. A couple of times, I had to use "Passwall" to cut holes around the obstacle, often from some distance away (requiring multiple castings). 
             
I cannot move forward because of a ghost floating above me.
         
  • I kept wondering why my spells wouldn't cast sometimes. It appears you cannot cast while moving. 
  • The dungeons often have what we might call "set pieces" with no payoff. For instance, the Temple of Agamanus had a lake of lava with islands on the surface and nothing,  not even treasure, on the islands. Other examples include a square room with a large pit in the middle, and lakes of regular water with different island patterns.
         
Clearly some kind of importance was planned for this screenshot.
         
  • I don't know how I didn't notice this before (probably because of my exploration pattern), but levels completely respawn when you leave and return, including treasure. 
  • Trying to back away from enemies while swinging straight-up doesn't work. If they initiate their attacks while you're in range, the attack connects. They close the gap too fast for missile weapons to be any kind of real option. Missile weapons are solely for when they can't reach you. 
  • Secret doors are nearly impossible to detect visually, but are annotated like regular doors on the automap. I realized towards the end of this session that there are sometimes carpets in front of them. 
  • I didn't get a single equipment upgrade this session. My battlemage can only wear leather armor, and I guess there isn't any enchanted leather. Rather than worry about its condition, I've been selling my entire suit (plus my round shield) after each dungeon and purchasing a new set. I was briefly excited by an Adamantium Sword, but it turned out to be worse than my existing Ebony Sword. I'll talk more about equipment next time, but it appears that like Might and Magic III-V, equipment can either be a) made of a durable material like mithril or ebony, or b) enchanted, but not both. So magic weapons always under-perform regular weapons made of tough material. However, sometimes their spell is worth it. Late in this session, I found a long sword with 1,667 castings of "Firestorm." That's a pretty powerful spell. The store will buy it for nearly 20,000 gold pieces.
    
Even if I use it for every attack in every battle, it will probably still be here at the end of the game.
       
  • By the end of this session, it was clear to me that the great "money sink" of the game (and the way to break it) is with potions. They have no weight, and they stack, so you can buy as many as you can afford. If you've been selling most of the looted magic items, by this time in the game, that's a lot of potions. 
               
Are these giants ever mentioned again?
       
The Halls of Colossus, like the Temple of Agamanus, had three levels, but Levels 2 and 3 were relatively small. As might be guessed by the name, the authors were clearly inspired by the Colosseum. Level 1 contained the gladiators' cells, complete with iron gates and chains hanging from the ceilings. Monsters included orcs, ghouls, zombies, lizard men, hell hounds, and a couple of ghosts.
   
Level 2 consisted mostly of a huge central hall with tall Doric columns. There were seven separate stairways from Level 1 down to that hall. The hall was swarming with rats, the only enemy on this level. At its far end were a series of doors that had to be unlocked with six different keys found on Level 1. So although the entire dungeon had less physical space than the typical two-level dungeons, it took longer because I had to exhaustively explore every corner of the first level. I think I actually could have bypassed all or most of the doors with "Passwall," but I figured if I resorted to that too often, I'd be under-leveled at some point.
     
The Halls of Colossus.
        
The first level required a lot of swimming. One long channel in the southeast took me to a large, open area with the only hard enemies (a couple of ghosts). A statue of a dragon in the middle of this area had a name: "Theodorus." This turned out to be the answer to a riddle that followed all of the locked doors:
   
I am the architect of this hell,
whose name is forgot in the dust of time.
Yet, where there is no dust,
where the river would speak,
there is my name.
        
Note that I have four keys at this point.
           
The third level soon brought me up against a door with another riddle:
    
I am twice as old as three times the age of
the Sphinx of Gazia, Agamamnus,
divided by one-ninth the age of the Sphinx of Canus, Igon,
who left this world twenty-six years ago.
What then is my age?   
          
The absurd riddle.
          
I couldn't figure it out at all. Knowing that Igon died 26 years ago doesn't help at all with how old he was when he died. I assumed the answer must depend on a clue I had missed somewhere. "Passwall" wouldn't get me around the door. I nearly ended the session here asking for a hint, but I figured that maybe I could narrow it down by just trying multiples of six. I thus started plugging in multiples of 6 starting at 30. (I figured the speaker had to be at least 26.) The first time I got it wrong, a secret door opened next to me and a skeleton attacked, but every time after that, I was fine. I was just about to give up when I got the answer correct at 108.
   
That was a bit lucky on my part, as I later realized that the "divided by one-ninth the age of the Sphinx of Canus, Igon" part meant that the actual factor multiplied against Agamamnus's age could be literally anything. For instance, if Igon was 54, the two multipliers would cancel each other out, and the speaker's age could thus be any positive integer. By that time, I was done and had looked up the solution online, which is to add up the positional values of the letters in the names "Agamamnus" and "Igon":
 
A=1
G=7
A=1
M=13
etc.
 
This gives us 90 for Agamamnus and 45 for Igon. 90*6/(45/9) = 108. How the hell was anyone supposed to figure that out in 1994? Did I, in fact, miss a clue somewhere? Also, is "Agamamnus" supposed to be the same person as "Agamanus"?
   
The door opened into a large area with floating platforms and a new enemy: homonculuses. (I realize the plural of homunculus is homunculi, but I don't see any reason to apply the same logic to the game's misspelling.) These are floating imps that shoot spells. I mostly took care of them by charging into melee range and then casting "Firestorm" from my sword a couple of times.
      
Blasting a "homonculus."
       
With all the floating platforms, I thought there would be a final jumping puzzle, but the fourth piece of the staff was just hanging in the air at ground level. I grabbed it and made my way out. Jagar Tharn didn't appear in my dreams this time (or, at least, not yet), but Ria Silmane made her usual appearance and said that the fifth piece would be in the Crystal Tower. More about that location next time.
      
What was this about?
                
Even though I'm eager to get on with it, I'll make an effort next time to try some side quests and to more thoroughly explore village life.
   
Time so far: 20 hours 
 

78 comments:

  1. I think the riddle mentioning 26 is supposed to make you think of the letters of the alphabet; that plus there's clearly not enough information to solve it otherwise.

    Of course, a riddle with not enough information could just as easily mean you have to search the dungeon for clues; or bring a character with better intelligence or skills; or guess randomly; or even read the official hint book. So yeah, not a good riddle overall.

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    1. 26 is also the number of weeks in half of a year, the number of red cards in a deck, and it used to be common for a season of television to be 26 episodes. So just seeing the number "twenty-six" doesn't make me immediately think "alphabet".

      To make matters worse, I/J and U/V were considered variations of the same letter* prior to the invention of EBCDIC, so the alphabet would have had 24 or 25 letters (sometimes they threw "&" in there, even though it is not used to spell any words).

      *The alphabetical index of saints in the 1824 Perennial Calendar and Companion to the Almanack sorts "Joseph" before "Isabel", "Veronica" before "Ulrick", and most jarring of all to modern-day readers, "Ivia" between "Jude" and "Julia".

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    2. My first instinct with this riddle was to add some restriction that uses the fact that the second sphinx died 26 years ago (i.e. the two of them are brothers) and treat the whole thing as a system of Diophantine equations.

      Boy, would I be wrong...

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    3. Like I wrote, "not a good riddle overall".

      Bvt J'm svre that most players (and desjgners) of thjs game were born after 1824!

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    4. The other odd implication is that the name would have to change each year. So would Agammamnus have been Agamamnur the year before and Igon change to Igoo on his birthday, or would they be frantically spending the week before their birthdays trying to see what letter they can advance by 1 without sounding silly or painting themselves into a corner? Or do they just figure (expression that rhymes with bucket) and pick a new one each year?

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    5. Also to note not all alphabets have 26 letters - Portuguese for example has 23.

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    6. Also, 26 are the first two digits of the zip code of the lead developer's cousin!

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    7. That riddle reminded of the infamous "Rumplestiltskin backwards" puzzle in the original King's Quest in terms of obtuseness.

      In general, gating the progress of the game's main quest with mandatory riddles is not a very sound design decision, imho.

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  2. Guess the devs were lazy and didn't draw the eye patch for the helmed rag doll character.

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  3. Maybe you're thinking of 'Spanish Train' by Chris de Burgh?

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    1. I was thinking the theme song of Flash Gordon, by Queen.

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    2. From a search of genius dot com, the phrase "a flash of blue light" appears in the lyrics of "Summer Shakedown" by Slow Club, "Crash and Burn" by Pallas, "A Star Named Desire" by Bill Nelson, "Cosmonaut" by Bullpup, and "The Pure Destructive Power Of His Eminence" by Blazfemur. Somehow I doubt Chet was thinking of any of these.

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    3. beg pardon, that's "ov his eminence" with a v

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  4. You're now further ahead in the game I am. I haven't touched it after arriving in Valenwood. Visited the Imperial City on my way (because of my mad method of stopping in a select few locations on the way).

    There were a few interesting things about it: the names and racial appearances of the citizens suggest something else than the Roman Empire vibe the later games have. I'm not sure exactly what: something Persian or Hindustan maybe. It's more exotic than I expected.

    I think this is also the moment to consider what Richard Garriott considered back in the early 80's: how to motivate the player not kill and steal everything in sight in their quest to save the world.

    I've killed some city guards, I've definitely robbed too many Mages Guilds... but I do it because it helps me in the game, like a lot. I sell loot, and keep some of the more useful things for myself. I have 40 000 gold, a lot of potions, always sleep in Emperor Suites... I'm not really afraid of anything anymore.

    I'm definitely getting a feeling that in some sense Elder Scrolls: Arena proves the necessity of Ultima 4.

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  5. I have only played a few Bethesda games (Morrowind, Oblivion, Fallout 3, and Elder Scrolls Online), but they all seem to encourage theft more than I am comfortable with. I feel a bit handicapped when I play these games, because I don't steal anything.

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  6. You've passed me by, I got stuck by one of the issues you faced.

    I was in the Temple of Agamanus, and on the third floor there's a section I think you have to swim through, and I keep getting stuck because of enemies above me. With no way to kill them, and no way to get past, I don't have many options other than maybe to leave the dungeon and find a passwall item. It's a bit frustrating, and I wonder how often it will happen through the rest of the game.

    On the more positive side, I did find a few of those firestorm swords, so I have more money than I know what to do with. Would be nice if the shops sold more expensive items, but most shops have just basic stuff.

    As a little side quest, I got myself another artifact (rot13)
    V qrpvqrq gb trg gur Robal Znvy, naq fb chg zl fuvryq va sbe ercnve naq tbg gur ybpngvba (abgr: erzrzore gb trg lbhe vgrz onpx sebz orvat ercnverq fjvsgyl! vg pna whfg qvfnccrne vs lbh jnvg gbb ybat!).

    Ubjrire gur Robal znvy qbrfa'g ernyyl bssre nalguvat gung gur nhevry'f fuvryq pna'g nyernql znantr, naq sbe fbzr ernfba vg'f nezbhe pynff vf jbefr guna zl qjneira phvenff (-9 sbe robal znvy naq -11 sbe qjneira phvenff).

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  7. As a lot of times with fantasy names, Shagrat is from Lord of the rings..... and the stage name of a Norwegian Metal musician.

    https://lotr.fandom.com/wiki/Shagrat

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    1. Well, at least the game puts an h at the end of Shagrath so that it's not exactly the same. I find it worse that Selene is just straight up the name of the Ancient Greek goddess of the Moon.

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    2. The naming is all over the place. The game never goes anywhere with all the "us" suffixes to names (in Latin, -us is the ending of nominative case for some decletions, so it is a tricky case of a grammatical ending that is mandated by the language structure), yet it uses cases in some, ahem, cases, with the whole thou/thee business - that it also uses inconsistently in some places.

      I know that Latin grammar is hard, but this is truly the, ahem, case of a game that bit more than it could chew.

      And no, it doesn't help that Selene uses the same mandated nominative ending but from Greek rather than Latin.

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    3. Well, Agamamnus looks like a variant (or typo) of Greek mythical king Agamemnon, and the sphinx of Gazia is probably named after the pyramid of Giza. I agree that the naming is all over the place.

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    4. The name of the shop is Legolas's.

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    5. WellTemperedClavierApril 15, 2026 at 7:00 PM

      I'm pretty sure that Morrowind's name comes from Terry Brooks's novel "The Elf Queen of Shannara" which takes place on a volcanic island called Morrowindl. Arena's Tamriel is generic enough that they felt pretty comfortable wearing their influences on their sleeve; it's hard to imagine later Bethesda being this brazen.

      Granted, by the time we actually get to Morrowind, it shapes up to be a unique and memorable place (more so than most fantasy). Though I do wonder if Terry Brooks is ever sore about Bethesda's Morrowind having wider name recognition than his Morrowindl.

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    6. Since Brooks built a lucrative carreer by being "inspired" by Tolkien, I'm sure he is fine with it :)

      Jokes aside, as I read that novel before, I had to do a double take when first hearing about Morrowind.

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  8. I find it interesting how this game spawned a massive franchise, while other (better) games ended up being dead-ends. I know there are a lot of factors that go into the franchise success (many which have nothing to do with the game itself), and I guess that the CRPG landscape did look a bit barren at the time - but if you asked me in 1994 which new series entry I'm looking forward to in 2034, I'd assume Lands of Lore, Ultima, or Krondor, not Elder Scrolls VI.

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    1. Sure, but if you jumped forward five years and asked whether you were looking forward to a sequel to Lands of Lore: Guardians of Destiny, Ultima IX: Ascension, Return to Krondor, or Daggerfall, things would get a lot more obvious. All those early-90s games did well enough to merit another installment, but all the others flubbed their late-90s entry, and given that that was when the market was changing, development budgets were increasing, and technology was shifting, it’s not surprising that the one that was in good position then maintained that advantage.

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    2. If I jump over 5 years ahead and open MobyGames, then I'll see that RtK was marginally worse received than Daggerfall, and Lands of Lore 3 had a higher score with critics.

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    3. Huh? The critic review averages on MobyGames are 81% for Daggerfall, 74% for Return to Krondor, and 68% for Lands of Lore 3. And this is definitely a case where a straight average of the review scores from a heterogenous grab-bag of magazines spanning multiple countries is underplaying the differences in how these games were received -- for all that Daggerfall had more than its share of bugs and puzzling design choices, it had massive, multi-year hype leading up to its release and it was the consensus CRPG of the year despite its flaws, while those other games were all justly pilloried for being stodgy, low-effort, and/or completely broken.

      Anyway my broader point was just that I agree that it would be hard to predict long-term franchise success from the vantage point of 1994, but by the turn of the millennium structural shifts made that a much easier -- though by no means easy -- feat of prognostication.

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    4. You are right about Lands of Lore III - I looked at the wrong game.

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    5. @tetrapod, I thought about what you wrote, and I'm quite curious about how things worked out financially.

      It is no secret that by the time of RoK Sierra was winding down, and Westwood in the age of Lands of Lore was made focused on RTS's. Similarly, Ultima IX also was in an interesting position from the priority perspective. As I understand, particularly from Digital Antiquarian blog, the RPG sales were down across the board. New World Computing clearly didn't have that much money to do a new 3d engine for M&M series, and rode it well past the expiration date into M&M9, which pretty much killed the series as well. Fallout, a clear RPG powerhouse, also went nowhere, also due to financial reasons - I've heard that the sales were not that great.

      Yet at the same time, Bethesda poured a lot of resources into Morrowind, and comes out on top.

      I wonder what the logic behind it was. Did Bethesda had some secret sauce in form of, perhaps, partnership for XBox? Were their sales that much better (or, perhaps, dev costs that much cheaper)? Did they know how to do 3D much better than the competition? Not only Morrowind was one of the most technically advanced game at release - if I remember correct, it held the crown for quite a while, until Far Cry came out.

      Perhaps it was a passion project that was funded no matter what, and it was an end goal all this time, where obvious gaps in technology were plugged in by lazy yet cheap procedural generation? I don't know, but it would be curious to learn.

      I, personally, would never have guessed back then that Bethesda would outlast all that competition, and I wonder what was the reason behind it.

      Delete
    6. I read a lot of gaming magazines (in the store, while parents were shopping) back around that time and let me tell you, part of Daggerfall's advantage was the massive amount of hype that game got. Felt like everything was talking about it, it was mentioned off-hand even in console mags like GamePro. There was a lot of excitement there, though I couldn't tell you if it was astroturfed by a huge marketing budget or not. I don't think it was, BethSoft was still pretty small then. This is right around the whole "adult matter/violence in games" thing too, so the nudity and random sex jokes in Daggerfall were also driving up some press.

      I did not know what Return to Krondor or Lands of Lore were until many years later when they were put on gog.com, so let that tell you why Elder Scrolls survived and those didn't.

      Helps that Morrowind is just one of the greatest games of all time, an absurd level of craft and detail even before you get into the easy modding giving it the same longevity advantage games like Doom have.

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    7. @Robert K., I simply don't remember that hype. Maybe the hype was an American thing, maybe the lack of it was my small childhood bubble thing. I didn't have the PC that could run it until late 1997 anyways.

      This being said, between Daggerfall and Morrowind there was Redguard, and it definitely was treated as "meh", particularly given the competition. I mean, nobody seems to ever mention it in context of Elder Scrolls series.

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    8. I will note that this discussion quickly shifted from Arena to Daggerfall, which was indeed a much superior game. But that was my point: Arena in itself seems pretty unimpressive, one of the "well, I guess that game existed" games that fill the release lists every year and will be forgotten a few years later. The fact that they even did a follow-up was curious to me when many other games didn't, and just from Arena it's pretty hard to predict that this would turn into a mighty franchise.

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    9. Yeah, could be regional -- I'm just one more data point, but I was a teenager in the US in the mid-90s and very clearly remember the hype. My memory is that a lot of that was due to the fact that Daggerfall took a long time to develop by mid-90s standards, so there was a lot of time for people to get excited for it, and relatedly, it had *really* cool E3 demos -- the giant world and huge feature list (Horses! Buying property! Procedurally-generated dungeons and quests! Vampirism! Spell creation!) made for a pretty compelling half-hour pitch -- so that filtered down into multiple years of breathless pre-release coverage.

      Obviously getting reliable sales data is tricky, but from a quick look it seems like Daggerfall sold something like 700k copies. UIX, by contrast, comes in at around 75k. I didn't find hard numbers for Return to Krondor, but in 2000 Desslock says it was a notorious flop that never cracked the top 10 sales list for a single week, and I didn't even find that level of detail for LoL III.

      As for Redguard, yeah, I think it was well reviewed but not a breakthrough hit by any means. I actually really liked it though! It's the missing link between the boring procgen worlds of Arena and Daggerfall and the hand-crafted map of Morrowind, albeit on a much smaller scale, the Tomb Raider style set-pieces are really fun (I loved the orrery), and the mix of RPG and action-adventure mechanics were well balanced. So definitely a hidden gem so far as I'm concerned.

      Battlespire, now...

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    10. It may seem weird but actually isn't and the key is in OP "there are a lot of factors that go into the franchise success (many which have nothing to do with the game itself)". Other games may have been better crpgs but Bethesda was a mid-sized well administered company that self-published. After a few mediocre Terminator games (and one hokey game) they found decent success with Arena and didn't let it go to their heads.
      They went on doing their own things and keeping their investors happy enough.

      Delete
    11. Oh yeah, and the pack-in lore book that came with Redguard, the Pocket Guide to the Empire, was also the first public view of some of the wilder bits of TES lore, like the sadly-retconned jungles of Cyrodiil, the Tiber Septim magic-words powers, and then a preview of the awesomeness to come in Morrowind. Definitely an underrated TES spin-off!

      Delete
    12. I actually liked Battlespire, and I'll note that it took decades for anyone else to deliver a multiplayer/LAN 1st person RPG.
      Their fault was adopting IPX instead of TCP/IP, otherwise the game was fun as a dungeon romp with friends

      Delete
    13. The Daggerfall discourse is surprising and fascinating to me. I lived in a Macintosh household in the 90s, but I knew a lot of fellow CRPG fans, and I definitely was following new releases (and wondering if they'd have a Mac version, or when they would be ported), and I had definitely never heard of Elder Scrolls before Morrowind.

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    14. Per Wikipedia:

      > In 1997 and 1998, Bethesda released two The Elder Scrolls spin-offs based on Daggerfall's code,Battlespire and Redguard, neither of which were as successful as Daggerfall and Arena. The downturn in sales affected many of their games, and the company considered filing for bankruptcy as a result.[9]

      This is the essence of the question in hand: where did they get the money to develop Morrowind? If Bethesda received some sort of capital injection that New World Computing or Virgin did not, this answers the question "Why was this franchise successful?" better than a regression line through quality of multiple games.

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    15. https://en.wikipedia.org/wiki/ZeniMax_Media

      ...and an injection they did receive, to the point that the original founder lost control of the company and was kicked out. There were a bunch of very, very familiar names involved, including a certain Trump.

      This is nuts, plain and simple. I wish someone would write about that better.

      Delete
    16. Seems likely the Digital Antiquarian will cover it, either as part of his 1999 coverage, or as lead-in to a later Bethesda game release.

      Delete
    17. the podcast They Create Worlds also just did Arena / Daggerfall / Morrowind episodes

      https://www.theycreateworlds.com/

      Delete
    18. @Bruce Benneise: Based on his intended program for that year as laid out and discussed in mid-2025, he does currently not plan to write about Daggerfall as part of his presently ongoing 1999 coverage.

      When the question of an article or series thereof about TES/Bethesda came up in the comments back in 2020 as he was starting into 1994, he answered he'll likely pick up that thread as backstory when Morrowind comes up. So that will probably have to wait until he gets to 2002.

      Delete
    19. For what it's worth, I learned about Arena and Gothic thanks to Home of the Underdogs. Not sure if they provided downloads to any of them.

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    20. I also remember Daggerfall as more niche than widely hyped. Its sales, although very respectable for the time at 700,000 copies, didn't hold a candle to Baldur's Gate (2 million+ copies in about the same period of time) or the much more widely played Morrowind (at 4+ million).

      Delete
    21. Just because it's not the #1 top seller doesn't make it "niche", though. It's a pretty big stretch to call 700k copies "niche".

      Delete
    22. @Anon, while 700k copies is certainly impressive, given underperformance of Redguard/Battlespire, I wonder how many of them were people buying "3D RPG" because of "3D" part, and not being impressed enough to cough up cash for the sequel.

      Delete
    23. I gotta say either I ducked out of the gaming magazine world at just the wrong time or the hype was not evenly spread because I also learned about Elder Scrolls from Morrowind despite having been into CRPGs since the 1980s.

      Granted seeing Daggerfall came out in 1996 does make things line up, as I am pretty sure I stopped reading video gaming magazines in 1993 and got more heavily into tabletop gaming for a few years (buying Dragon instead of Computer Gaming World, naturally) until Ultima Online brought me screaming back (permanently, it turns out) into CRPGs in 1997

      Even a big marketing push in the 1990s was undoubtedly not terribly significant by modern standards. In fact I would love to know if they did anything outside running ads in a handful of magazines, which granted still counted as trying hard at that point

      Delete
  9. For looking up song lyrics like that, I like to use the wildcard in case I forgot a word.

    So, I'd look up
    "* a flash of blue light"
    "a * of blue light"
    "a flash of * light"
    "a flash of blue *"

    With the quotes around them so it keeps the order despite having a wildcard.
    And I'd probably put lyrics (no quotes) after it as well.

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  10. Ghost of T.S. EliotApril 13, 2026 at 8:22 PM

    Your obscure allusions in the captions always make my day. So if there is even a chance I can help you complete this association, I'll take it. Here are some songs whose lyrics mention "a flash of blue light":

    Slow Club – Summer Shakedown
    Vocaloid – Notification
    Bill Nelson – A Star Named Desire
    Bullpup – Cosmonaut
    Varnok – Tickling The Dragon's Tail
    Pixelate – Marigold - Fade Away

    ReplyDelete
    Replies
    1. I appreciate the effort, but I'm 99% sure I was thinking of "Good Golly, Miss Molly," and just misremembered "house of blue light" as "flash of blue light."

      Delete
    2. Ha, I should have scrolled down before posting my list above. We got about half the same ones but I have the most ridiculous one (the Blazfemur song whose title I refuse to type out again).

      Of all these, Bill Nelson is the one I've heard of, from Be-Bop Deluxe and some later albums that I think may have been kind of ambientish. But this seems like a particularly obscure track (it's track 37 on some limited edition double-CD that isn't fully available for streaming).

      Anyway "House of Blue Lights" is much more classic. It looks like there was a 1946 boogie-woogie song by that name by Ella Mae Moore (with Freddie Slack) which gave the lyric to Good Golly Miss Molly and a few more songs.

      Delete
  11. Wow potions have no weight? I've constantly been frustrated by how heavy they weigh in later installments. I don't know if 0.5 is realistic but I'm constantly shedding misc potions in Morrowind and Skyrim where possible

    ReplyDelete
    Replies
    1. I kind of like that part of later TES gameplay: heading out on a mission way over-encumbered by potions, slowly shedding weight as you go along.

      Delete
  12. Additionally, it's super interesting how familiar this game feels. It's so like Daggerfall, but with enough of these problems fixed. I honestly had not expected to get decent immersion into DF, but it happened.

    I can see why Passwall didn't make it forward tho, hah

    ReplyDelete
    Replies
    1. Passwall would be a lot harder to implement in environments that aren't voxel grids.

      Delete
    2. This approach to "Passwall" would be hard to implement, but a potion or spell that temporarily disables collision detection strikes me as somewhat easy.

      Delete
    3. Of course, the best implementation of the Passwall spell is Portal!

      Delete
  13. I think the answer to the first riddle might be (ROT13) "sbbgfgrc".

    ReplyDelete
    Replies
    1. I was thinking ""guhzocevag"

      Delete
    2. I feel foot is the right direction, just because as Chet notes, fingerprints are somewhat incongruous in this setting.

      Delete
    3. Spoiler pages say that you're right. I was almost there, I guess.

      Delete
    4. You were indeed; sbbgfgrc was just the next, um, step in that line of thinking.

      Delete
  14. "But the game still offers more authentic options for thieves as thieves than most other games I can think of so far."

    Surely the Quest for Glory games do more in this regard? Or is that a little different, since they change the game mechanics and story if you choose to play a thief?

    ReplyDelete
    Replies
    1. While the QFG games do offer solid thief options, there are a couple of major differences with what I'm talking about:

      1. In the QFG games, those thief options are more like special side quests than a regular and repeatable part of gameplay.

      2. Although you can steal and fence things for money, the character doesn't really need that money, so it doesn't provide much of a leg up over the other character classes.

      Delete
  15. i got stuck in the age riddle in 1994 :(

    ReplyDelete
  16. Seems like they inherited the inability to spell "homunculus" from AD&D. The original monster manual has a "homonculous."

    ReplyDelete
  17. This was probably lost on Chet, but the colors in the second screenshot strongly evoke the flag of a particular country that recently had an election.

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  18. Chet, you might want to experiment more with spells and the spellmaker if you are having trouble with combat. The combination of spell absorption (refills MP in addition to resist spells thrown at you) and shield (which absorbs damage) effect is kind of broken, and can be made very cheap with the right parameters at high levels.

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  19. This post really got me thinking abut the thief/rogue class and how the RP potential of this class struggles to materialise within the game engine of most CRPGS.

    I think the prospect of a thief or mercantile class being able to steal/buy their way to the best equipment, and leapfrog over mage and fighter classes is something that I would like to see more of in games.

    As someone who leans into the RP potential of thief classes, reality soon hits in most games when (a) the stealth mechanics don't work or are eclipsed by the equivalent spells, and (b) ranged combat doesn't work. From the CRPGs I've played, Baldur's Gate 1 has been one exception, partly because the thief skills are both necessary and not easily replicated by other classes - try surviving Durlag's Tower without a thief in your party. Stealthy, sniper based combat is also a viable play style in that game. I think the Dragon Age series did a good job at making rogues high damage glass cannons and fighters tanks, giving them distinct and complementary roles in combat.

    I can't think of a lot of other games, off the top of my head, where playing a thief character didn't end up a dissapointment. I'm wondering if commenters can think of other good examples - or RPGs that build on Arena's potential where a thief's advantage was their capacity to acquire the best equipment before other characters.

    ReplyDelete
    Replies
    1. The worst is when a game has trap detection and lock picking, but a thief risks setting off the trap, while the mage just goes lolTRZP without any risk.

      Delete
    2. I don't mind it so much in Wizardry, where spell slots are precious resources, so there's a real cost to casting CALFO instead of relying on the thief. But otherwise, yeah, thieves often get the short shrift.

      I'd love a true Robin-Hood style game in which you could justify your crimes by robbing from the rich and giving to the poor, or actually weaken an opposing faction through stealth, theft, and guile. I need someone to come along and fund Downfall.

      Delete
    3. JRPGs in the Final Fantasy tradition often have a mechanic whereby certain rare equipment, items, or crafting materials are obtainable primarily or exclusively via the thief's special skill, but that's a party-based so it's not a matter of "The Thief gets early access to things via theft" so much as "There's a reason to sometimes put the thief in your party".

      It's interesting that you bring up a mechantile class in this context. To once again return to my beloved Octopath Traveler series, the thief and the merchant perform equivalent "Path actions": the action of acquiring items (some mundane, some rare, some unique) from NPCs. The thief's skill is the "rogueish" version (Can be employed at lower levels but failure exacts a penalty) while the merchant's is "noble" (Outright forbidden until the player reaches the appropriate level, and costs money, but once allowed, always succeeds).

      Delete
    4. Yes, but Final Fantasy is not so much stealth-based gameplay, but rather that the thief has a special move (stealing) in combat that obtains loot that the monster doesn't drop when killed (for no explained reason). Not quite the same angle.

      Delete
    5. Great responses! Ross, I haven't come accross the Octopath Traveler series, I'll have to do some research.

      I'm totally with you Chet. I would love a 'Robin Hood' style game. I've also been imagining a kind of 'Harpers' adventure, where the aim is to achieve true neutrality in the world by playing the factions against each other, without any of the factions finding out. It would be fascinating playing a game flexible enough where you could win as a standard melee fighter and have a great time, but have a completely different world experience to a character who pulls the strings through stealth and subterfuge.

      I get the sense that stealth combate requires its own particular game engine for it to work effectively. 'Thief' and 'Assasin's Creed' come to mind. When the engine tries to accomdate a broader CRPG experience, it seems that thief classes get brushed over or flatlined. For any developers out there, I wonder if this has been your experience - it is just really difficult having a thief class shine in a 'everything goes' game engine?

      Delete
  20. To me the phrase "house of blue light" immediately makes me think of Deep Purple's "Speed King". (This is all I have to add to this discussion). Che era!

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  21. Interesting, they switched the jungle province from Cyrodiil to Elsweyr. In return, Cyrodiil got a more classic feel, and in Arena, it seems like Elsweyr was a representation of classic antiquity. Especially the Roman Empire in its full glory, when it contained Egypt and Greece (Agamnenon, Gizeh).
    It's interesting to me how the inspiration for the provinces come from different eras, classical Rome vs. late medieval France (Bretons). Hell, the Dwemer even represent the steam power age.

    ReplyDelete
  22. "Trying to back away from enemies (...) They close the gap too fast for missile weapons to be any kind of real option. Missile weapons are solely for when they can't reach you."

    I dunno, it seems to work alright if your character's speed attribute is high enough. I'm playing a spellsword and have put almost all of the upgrade points so far into the speed attribute. Using a bow while running backwards works well enough; I do get hit but it's a decent game balance so far. The game is rather similar to a classic first person shooter when played like that.

    ReplyDelete

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