Friday, May 1, 2026

Arena: Won!

It sounds like Bethesda originally intended for the PC to be ported into later games.
        
I was somewhat bored with Arena by the end of the last entry, so I just raced through the last few dungeons without doing any extra side quests or anything. 
    
The last few dungeons are real time sinks. Not only are some of the levels extremely large, but the player is also encountering much more difficult enemies, including liches, iron golems, stone golems, and fire daemons. These enemies might individually take five minutes to kill, even if the battle goes well.
    
I thus adopted a few tricks to make the process go faster. Down stairways show up on the automap in blue if you get anywhere close to them. So I didn't have to explore every inch of the rather large final levels, I bought a large stack of Potions of Invisibility and used them to just race around the levels, maximizing coverage, until I found the blue stairways. Even on the bottom levels, where I had to explore more carefully to find quest items, Potions of Invisibility helped ensure that I didn't have to stop to fight every battle. Unfortunately, wraiths, ghosts, vampires, and liches can see through the invisibility.
     
Fortunately, wraiths die fast.
         
Other strategies:
   
  • Commenter Vince is correct that "Shield" and "Mana Absorption" are a powerful team. You can create spells that call upon them for fairly low casting costs. Cast it, run around the level, let your shield absorb magical hits from creatures while simultaneously restoring your own mana bar, then cast again.
  • I found a Mithril Longsword of Firestorm so I could take advantage of this powerful spell without having to constantly switch my weapon to fight higher-level enemies. If there's any enemy Mithril can't hit, I never found it.
  • I also bought a large stack of Potions of Strength to enhance damage.
  • I was much more liberal with "Passwall," allowing me to explore levels more systematically. 
 
Even with these tricks, I spent far more time on the game this week than I should have, particularly where it's the last week of classes and I'm behind in grading. One of these days, my students will find out about this blog, and I don't know if they'll forgive me.     
          
The Conclave of Baal kicks off the final quest.
     
The quest for the seventh and eight pieces were, as usual, split into two parts: one dungeon to find the map to the second dungeon, the second dungeon to find the piece of the Staff of Chaos. As this session began, I entered the Vaults of Gemin to find the map to the Murkwood. The thin excuse for this quest came from the Conclave of Baal in Stormhold. The priest told me that an initiate, "thinking to impress his masters," cast a destructive spell that caused the Vaults of Gemin to collapse. A tablet that held the map to Murkwood was lost.
   
The Vaults of Gemin were a two-level dungeon in Black Marsh. I think the first level was probably the single largest dungeon level of the game (maybe it was tied with the first three levels of the Mines of Khuras). If Arena were a grid-based game, the first Gemin level would be something like 100 x 100. The map occasionally had some piles of rubble to go with the "collapsed" story.
        
Yes, clearly some foul magic brought this whole place down.
       
Enemies included homonculuses, wraiths, hellhounds, ghosts, stone golems, and skeletons. Honestly, by this point in the game, almost all dungeons had almost all enemies, so listing them all doesn't make a lot of sense. I'll just focus on the new or particularly ubiquitous ones.
   
I got a bit lucky on the first level. The last few dungeons had located their stairs from Level 1 to Level 2 towards the center of the dungeon. Here, then, I just made a beeline straight down the middle, occasionally using "Passwall" instead of backtracking too much. Since the stairway was in the south-central part of the map, I saved myself hours of enemies (and, admittedly, experience points) over my usual strategy of following the outer edge first. 
     
I was prepared for a larger dungeon, but the second level was the last. It was large, but a lot of it was water, with about a dozen large islands, connected by bridges, each holding one or two large rooms. There were a lot of ghosts, wraiths, and homonculuses on the islands, and I made significant use of "Levitate" to get around the level quickly.
    
And yet I took only this pathetic screenshot.
        
Fortunately, the room with the tablet had a riddle on the door. For some reason, I didn't write it down or take a screenshot, but the answer was ONION and the riddle had something to do with peeling off a silk layer and crying.
     
I say "fortunately" because I don't think I would have noticed the tablet on the floor if the riddle hadn't informed me that there was something important there:
     
That really blends with the floor.
      
Back in Stormhold, the Conclave of Baal marked the location of Murkwood on my map, and pretty soon I was there.
      
I don't much care for the idea of an Elder Scrolls game in Black Marsh, but this area would be cool with modern graphics and sound.
        
Murkwood was two levels. The first was very large in total space, but mostly open, with occasional hedgerows. Fog made it difficult to see far in the distance. Wolves, homonculuses, medusas, and fire daemons made up most of the enemies.
   
The center of the level had a small hedge maze that brought me to a door. As you might guess, it had another riddle. The last two lines were enough for me (LOVE).    
     
Note the homonculus coming out of the mist.
         
The second level was very small, consisting of a kind of island with a pit around it. It looks intimidating, but pits are easy to jump over and cause no damage if you fall into them. (It occurred to me belatedly that fall damage isn't a thing in this game at all.) The central room, with the staff piece, had yet another riddle:
      
It's funny how they took pains to make some riddles rhyme and then just said "screw it" with others.
        
This one took me a few guesses. I was so sure it was RIVER that when I got it wrong, it threw me, and I went down some weird paths before remembering what rivers are made of.
   
The central island also had six "cells," each with an iron golem. If I had felt it was necessary, this would have been a great place to grind. Six iron golems are worth about 180,000 experience points, and to reset them, I just would have had to go up the stairs and back down. I just grabbed the staff piece and got out of there, though.
     
That would be the golems busting out of their cages.
            
"You amaze me with your tenacity," Jagar Tharn said when he appeared in my dreams. He, instead of Ria Silmane, told me that the final piece was in Dagoth-Ur in Morrowind. Morrowind fans will know that the later game retconned the name of the mountain as Red Mountain. Dagoth-Ur is the name of the game's villain, who lives in the mountain. Nonetheless, it's a mild retcon, and you could see how the name of the inhabitant could be conflated with the place. Anyway, since it's so prominent (and visible from every city in the province), the game had to pretend that the specific entrance that I needed was hidden, not the mountain as a whole.
     
I should have stopped here and posted this as the winning screenshot.
          
More important, when Ria Silmane did appear to confirm the final location, she said: "The entrance to that fabled mountain has disappeared with the Dwarves that mined it." The disappearance of the dwarves—later called Dwemer—is probably the biggest mystery in the entire Elder Scrolls setting, and here they've already referenced it in the first game. Amazing. 
       
Ria Silmane plants a seed that will spawn a forest.
           
My first stop in Morrowind was in Ebonheart, here on the mainland side of the province, not on the island of Vvardenfall (as in Morrowind). I got lucky with that choice, as that's where I found the quest for the map to Dagoth-Ur. In the palace, King Casik told me that he had the Anvil of Mithas, "greatest of the Dwarven blacksmiths." But he needed the only item that could shape something on the anvil without destroying it: The Hammer of Gharen. It was to be found in a dungeon called Black Gate.
       
Arena is like Star Wars: Every single character and place later gets an extensive history in the expanded universe.
        
Black Gate took over five hours, or almost half of this entire session. The stairs from Level 1 to Level 2 were neither in the center of the level nor along its outside edges; they were in the southwestern quadrant, but away from the walls. As such, I had mapped almost all of the rest of the level before I found them. (I did continue to avoid many of the battles with Potions of Invisibility.) 
     
That doesn't make a lot of sense, but at this point, I'm not going to question it.
          
The second level was almost as big, and the Hammer of Gharen was in a room surrounded by three locked doors, each requiring a different key. I realized later that any one of the keys would have been enough (the doors are three options, not in sequence), but somehow I had the idea that I would have to find all of them, so I ended up mapping basically the entire level. The place was lousy with iron golems, which are huge, so sometimes I had to fight them just to get past them. 
   
There's not much else to report from this five-hour process, which I suppose is a big part of what's wrong with the game. I finally found the keys, got into the chamber, picked up the hammer, and returned it to Ebonheart. The king pointed me to the entrance to Dagoth-Ur. I stocked up on potions and had my blades repaired before heading off. 
       
This just makes me want to play Morrowind.
           
Dagoth-Ur was a three-level dungeon with, as you might expect, a lava theme. It introduced the first new enemy in a while: vampires. These bastards cast powerful fireballs, regenerate hit points in the middle of combat, and have to be killed with spells. If you kill them with weapons, their sprite changes to a skeleton corpse with tatters of their robes hanging on, but they soon pop back to life (fortunately, not at full health). Spells like "Fireball" and "Firestorm" end them permanently.
     
A "dead" vampire.
        
I reverted to my "right wall first" exploration pattern, which was fortunate, as I found the stairs to Level 2 before exploring more than a quarter of the level. Level 2 took a bit longer, as the stairway from there to Level 3 required me to pass through five doors locked with different types of keys. Four of them could be bypassed with "Passwall," leaving only the diamond key—which was, of course, the last one that I found. In between was a large level of lava tunnels and pools, vampires, fire daemons, and medusas.
       
Arriving in the final area.
      
The final level consisted mostly of a huge lava chamber peppered with islands, most with foes like homonculuses and stone golems. The final piece of the Staff of Chaos was in a depression surrounded by high walls. I had to climb up and then drop down.
      
This feels like a trap.
         
As  I reached for the last piece, I got a riddle:
   
From the beginning of eternity,
To the end of time and space,
To the beginning of every end,
And the end of every place . . .
    
This one took me a while. You may get it faster. By way of hints, I'll say that it helps to have experience with cryptic crosswords and I was very interested to hear how this riddle was localized in other languages. Then I looked it up and it turns out Arena only ever had an official English release. That must have saved them some trouble, not just with this riddle.
    
That's a lot of burning and brightness and cold and strength for a staff drained of its power.
          
After I found the final piece, Jagar Tharn popped up in my dreams to deliver the twist: "Have you discovered what I have known all along? The Staff is drained of all magical potential. I did it myself before scattering the pieces . . . It is a useless stick . . . Come find me if you dare."
   
So the entire quest for the Staff of Chaos was for nothing according to the game's own lore. It's still necessary, as mechanically you can't get into the emperor's palace without having finished it, but still. It's one of those tropes I hate.
        
I'm coming to kill him. Why would I let myself be "turned away"?
       
I never saw Ria Silmane again, which surprised me. Maybe the power tethering her to Mundus finally ran out.  
    
The final showdown took place in the Imperial City, the only city that the player can visit in the central Imperial Province. Imperials do not exist yet, so the populace is a melting pot of other races. I know some Elder Scrolls fans were upset when Oblivion retconned the Imperial Province to have a rather bland European climate rather than the jungle described in some early sources, but those sources post-date this game. The wilderness around the Imperial City is pretty standard northern-hemisphere forest, snow-covered during the winter months.
      
The jungles of the Imperial Province.
       
There's also no White Gold Tower in Arena, but rather a more standard palace accessible from a southern gate.
    
The Imperial Palace.
      
As I entered, a cinematic showed Jagar Tharn ripping off his Uriel Septim VII disguise and then taunting the character:
     
I have watched you as you blundered your way to this place. At one time I even considered approaching you with an offer to lead my Imperial Guards, but it is plain that you are not worthy of such a position. Be not fooled by what you would call success in your journey across the Empire, for you have never faced a being as powerful as I. Your death shall be slow and torturous, a suffering that shall span the millennium. Come, I await you in the dungeons below.
          
Great. An offer to have the job I already had 18 levels ago.
     
The Imperial Palace had four levels, but it was a bit unique in that a) the first level was fully mapped in my automap, b) there were multiple stairways between levels, and c) there wasn't a single locked door or riddle. Accordingly, it didn't take very long to get to the end, even though the creators loaded the dungeon with the toughest enemies, including a new one: liches. They can see invisibility, cast a ranged shock spell, and regenerate. When I had to fight them, I mostly spammed "Firestorm." When possible, I cast "Shield/Absorb Magic" and ran past them.
       
These liches may be undead, but they have strangely full-bodied hair.
            
It didn't take me long to reach the fourth level, another huge lake of fire surrounded by corridors that force you to go around the entire perimeter before you can enter. Fortunately, they were wide enough that I could just blow past most enemies.
   
Jagar Tharn, looking not much different than a vampire, was by himself in a structure in the center of the lava lake. I got my buffing spells up and attacked as soon as I entered. I soon discovered that he was completely immune to all physical weapons. He casts a variety of spells. I had to defeat him by casting my own spells, but by this time, I had plenty of my own, plenty of Potions of Restore Magic, and plenty of items capable of casting spells. I just had to keep up with Potions of Healing. As with the liches, I mostly defeated him with my sword's "Firestorm."
    
Hey, I'm a BattleMage, too!
      
Technically, he never died. He just stood still and stopped attacking. I was confused about some things later and checked online, and I guess he was supposed to surround himself with a protective bubble, but I never saw that. I just saw him stiffen and go inert. I took the opportunity to scout the area. His little building had four cells, two with treasure, one with a Mithril Key, and one (opened with the Mithril Key) with a heretofore-unmentioned Jewel of Fire.
       
Mondain's Gem . . . uh, rather, the Jewel of Fire.
       
The Jewel of Fire was apparently the key to defeating him, as when I touched it, I got a little cinematic of the jewel itself, then the congratulations message at the top of this entry.
       
This is all I got from the endgame cinematic.
       
It turns out, I was robbed somehow. This video shows what I was supposed to see: the aforementioned cinematic of the character approaching the Jewel of Fire, Jagar shouting, "You must not! The Jewel holds my lifeforce!" before melting, a portal opening, and Uriel Septim VII returning to thank the character for his assistance and naming him Eternal Champion. On a reload, not only did I not get any of that, but the game didn't even show me the first part of the cinematic. It just jumped from me touching the Jewel of Fire to the final message above. Must be some video setting.
       
Part of what I was supposed to see.
       
A few final notes:
   
  • Apparently, you don't even need to fight Tharn; you can just run to the key, grab it, unlock the gate, and touch the Jewel of Fire.
  • The ending I was supposed to get is from the CD-ROM version of the game. The original floppy version had a different cinematic, in which Uriel is shown portalling out of Oblivion with his guard captain, Talin, who I thought I was supposed to be. That's definitely how the manual begins. I haven't been able to find a version that does not begin that way, but I presume that one exists.
     
The original game also has thanks from the guard captain.
      
  • The voice of Uriel Septim VII in the CD-ROM version is uncredited, but it sounds plausibly enough like Patrick Stewart (who did the voice in Oblivion). The two versions of Uriel look quite different, of course.
  • I was Level 19 when I finished the game, about one million experience points shy of Level 20. 
  • After the winning message, my character was returned to the Imperial City, where I could keep playing.
  • It would have been nice to have a closing message from Ria Silmane, just to bookend things. 
  • I somehow have 9 pieces of the Staff of Chaos in my inventory. 
          
This screenshot also shows how much I overdid it on potions.
        
I look forward to rating this one. I don't expect it to do terribly well despite its landmark status. While it set up so much for later games in the series, the gameplay that it offered was relatively bland. I enjoyed it a lot better in the opening stages, when dungeons were smaller and individual battles quicker.
   
Final time: 43 hours 
 
***
 
 
05/06/2026 

108 comments:

  1. >homonculuses
    *homunculi

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    1. Whatever it's a strange choice of name for the specific enemy. These are called imps in some other games. A homunculus to me evokes the image of an artifical humanoid like creature, like a flesh golem or something.

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    2. Oh, I was just pointing out the typo expecting the comment to be deleted as per the FAQ.

      But yeah, same here, when I think of homunculi it's either the medical one (the cortical homunculus), or some artificial flesh grafted monstrosity from a mad scientist/wizard.

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    3. The plural "es" was intentional. It was mentioned in one of the previous entries due to Arena spelling "homunculus" wrong.

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    4. I see, I missed that post. I don't think compounding misspellings is the way to go , though.

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    5. Is the misspelling the only thing you get from so many paragraphs of text? The only thing you want to comment on?

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    6. @Risington, given what homo used to mean, it's one of the things people tend to notice.

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    7. I don't like to delete comments when there are are valuable replies, and I think fireball's reply has some value. So I'll let it stand with some comments of my own:

      1. Even when the term is correctly spelled, modern American English dictionaries almost always offer -es as a valid alternative to -i for words ending in "us." Focuses, cactuses, etc. Some words that formerly would have ended in -i in Latin are almost always rendered as -es in American English (e.g., bonuses, campuses). So ending a plural that way is never really "wrong."

      2. Since the -i ending is on its way out anyway, I don't see any reason to apply it to fictional words that aren't Latin in the first place. Homonculus isn't just a misspelling of -homunculus; it's clearly depicting a different thing.

      Thus, it stays homonculuses.

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    8. I am pretty sure some people read blogs just to find things they regret about reading them

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  2. Congrats. I admit I had to look up a walkthrough for the boss fight. I played a warrior and although I almost did completely explore all main quest dungeons the game doesn't seem to let you do any damage to him with a physical weapon. The intended way seems indeed to just ignore him and destroy the jewel. I found this almost infuriating because what did I explore all of the way too big and boring dungeons and kill gazillions of enemies for. In the end it seems like this game doesn't really want you to do that.

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    1. You see, all of this have been no more than a test.

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  3. I don't think I am going to finish this one. I had fun in the beginning when everything was still fresh and I was just learning how the game works, but after you figure the game out, it loses it's appeal. The illusion is broken, the spell loses it's power. You see the strings on the puppet. It's not Ultima Underworld. Exploration is not rewarded, but to be avoided as unnecessary annoyance.

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  4. "There's not much else to report [...], which I suppose is a big part of what's wrong with the game."

    ...or with procedural generation in general?

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    1. The main quest dungeons, where he spent most of the time, are not procedually generated.

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    2. No, but they're so devoid of anything truly interesting that they may as well have been.

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    3. Buck, still many of its shortcomings can be backtracked to the procedural framework, that's why I thought to ask.

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    4. That's what I would disagree with. The pre-generated dungeons are significantly different from the main quest ones. The first non-starter main quest dungeon is interesting in parts, when you follow the tracks of the retreating defenders. It would have been simple to close of some of the other parts.

      I think the designers fell into the trap of making it big instead of making it interesting. I'm not saying procedural generation doesn't have this problem - the procedural dungeons are probably worse. But the boring (for some at least) main quest dungeons are the designers fault.

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    5. I'm wondering, BTW, why Dungeon Hack works so much better here. Dungeon Hack has mind-numbinly boring generated dungeons that always fill out a square map completely, no structure, keys leading nowhere, etc.. Yet the Addict found playing it reasonably fun, and so did I.

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    6. Dungeon Hack is considerably shorter, Arena has the issue of stretching too little game over way too much length

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  5. I am surprised nobody's complaining about the sheer amount of riddles. Is it possible to bypass them all using passwall? I would certainly quit on the first unskippable one.

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    1. Full agree, I commented on it on a past entry, not a good design decision imho.

      Today you can have even a chatbot solve them, but in 1994 without a guide it would have been quite frustrating to get stuck on some of the most cryptic ones.

      I think riddles were handled nicely in Krondor, with the option to brute force in the worst case and mostly blocking out loot.

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    2. I believe all of the riddle-locked chambers have walls around them that cannot be passwalled.

      You can usually use it to avoid various other things, like collecting keys for other doors, and skip right to the riddle door though. There's a passage above where Chet mentions collecting keys, and in that dungeon I passwalled past all the key doors straight to the riddle one.

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    3. I didn't complain about them because they broke up a lot of otherwise blah gameplay. I thought they were mostly fair, at least for an English speaker. I don't think any of them are so hard that they'd be impossible to guess if you had even two or three other people to bounce ideas off.

      Andy, I got around at least one riddle door with "Passwall," in an early dungeon. I agree that it's usually not possible, though.

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    4. I don't see how a difficult riddle should ever make you quit.

      Back then, there were fewer games, they were more expensive, and a lot of them had obtuse puzzles... you might end up spending a lot of time figuring it out, asking friends, maybe hitting up BBSes or Usenet or finding the solution in a magazine or a guidebook. The alternative might be worse - there were no Tiktok, Youtube, addictive free-to-play games to suck up your time instead.

      These days, you can look up the solution on GameFAQs or Youtube.

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    5. The problem with riddles is how unbalanced they can be with respect to different kind of players. Somebody who enjoys solving daily New York Times cryptic crosswords might find them trivial and for others they might be an insurmountable block. They would be perfectly find if they gated optional content only, like Vince said above.

      In any case back in the day I quit Arena long before I encoutered the first riddle :)

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    6. With the vast majority of obstacles you might come across in a video game, you can experiment with different strategies or try to interact with nearby things in every possible way.

      Whereas with a riddle, if you can't solve the riddle, you're just stuck. The process of solving a riddle basically has nothing to do with the game mechanics. And the worst part is when you come up with a word that solves the riddle but the game's looking for something else instead!

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    7. I am absolutely godawful at riddles, and any time they come up in a game it just leads to me spending a few minutes trying and failing to come up with what the game wants before I go see if I have a guide saved

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    8. @CRPG Addict, not even the age one?

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    9. I have pretty much the same thoughts as Static4444 on riddles in games. I vaguely recall Might and Magic as having a riddle that's required (something about getting a key for the astral plane?), and I didn't have the faintest idea of even the general ballpark of what it might be going on about. If I didn't happen to have a friend who got it straight away (and thought it was obvious, at that), I would've had absolutely no recourse within the game to progress.

      It's worse when it's not even clear whether you the player are supposed to be solving it or whether there's something in-game you're supposed to find with the solution. (Or worse still, Sandor II doing both.)

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    10. Agree that riddles should either only gate optional content, the respective objective have alternate means to be reached or at the least the game should offer additional clues to be found which (each time) make it significantly easier to solve.

      It reminds me of some less than stellar adventure games where the parser is so limited it only recognizes one specific word as correct and/or which have puzzles with a single obtuse solution (unless you can try everything on everything, not a satisfactory approach either), so you have to read the author's mind each time.

      That's even before we get into the whole language / localization issue for players not familiar with the respective linguistic and cultural context or markets different from the game's original one. Yes, that may not be the initially targeted main audience, but it adds another layer for anyone outside of the latter.

      Witness some difficulties encountered on this blog with riddles in e.g. Antares, Die Drachen von Laas or, more recently, the already mentioned Sandor II. Not saying any of those games was great, but having to solve riddles created in a different language (and country) added to the challenge.

      And that was with modern translation tools and today's internet ressources, plus a commenter community of native speakers willing to help.

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    11. At least the riddles they use seem to be very well known ones, so you're likely to have come across them before. I must have seen "The beginning of eternity..." in a dozen different places. And "Thieves break in to steal the gold..." will always stand out to me as having a whole chapter of Alison Uttley's Adventures of Tim Rabbit dedicated to it.

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  6. One answer for that riddle sprung to mind immediately, but it's not a word, and I assume the game wants a word?

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    1. Lets just say its a lot shorter than a word. Imho this is the kind of riddle more appropriate for eleven year olds trying to impress other eleven year olds.

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    2. It is the letter e, right? It has to be the letter e. So just type “e”?

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    3. It remotely reminded me of Aziza's door riddle in Quest for Glory 2 (which was more clever), I got it fairly quickly.

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    4. E is indeed the answer. I think Adrian is being a bit harsh; I liked it.

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    5. I encountered that riddle in a book my dad gave me when I was eight or so. I was way too young to figure it out but can’t tell you how excited I was to flip to the back of the book and see what incredibly awesome thing was the answer. And then the sheer disappointment. It stuck with me, even after 40 years lmao

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    6. Yes, I was trying to dance around it without giving it away, but I got E. I've seen a very similar riddle somewhere else ("My first is in X but not in Y") which is probably why it jumped out, but I don't recall where I saw it.

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    7. While I'm sure they appear in other places as well, the Might & Magic series has a number of riddles of the form "my first is in X but not in Y".

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  7. I have to say that the ideas they already have for the province of Morrowind are even here quite evocative. There's something about a blazing volcano in the background that really evokes something mythic.

    I want to play Morrowind again.

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    1. I recommend doing so. With the OpenMW engine and maybe the Tamriel Rebuilt mod (that step by step adds the whole province of Morrowind) it's a real joy.

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  8. Congrats! I guess my prediction for the gimlet (50 or 52 or something) was a bit optimistic. Looks more like a solid mid 40s rating now.

    I wouldn't be surprised if the dwarves' disappearing wasn't well planned world building, but rather them realizing too late that they didn't have any dwarf sprites and just coming up with a last minute excuse.

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    1. I'd be surprised if it didn't hit the 50s. 50-52 sounds like a good prediction. The game might get boring towards the end, but it checks too many boxes on the Gimlet and I only see one really weak category.

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    2. If Arena gets same score as Ultima VII, Gimlet is broken.

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    3. I don't know, by my count, it would also score somewhere around 52, but that somewhat depends on how charitable Chet will be towards in-game NPCs and equipment, both of which suffer from appearing better than they really are.

      Personally, I can't get into Arena's world at all. Like, are we even the good guys here? Is this Septimus guy a good ruler to begin with - I mean, if the locals call their land Arena, it does hint that things aren't quite OK, right?

      Not to mention that the major quest plot - "I need a clay tablet to translate a portion of Elder Scroll" - not only looks like a copy of Book of Mormon the musical, but begs the question how the "bad guy" even managed to find the place to find the portion of the trembling ebony staff there to begin with.

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    4. There's a lot of random fantasy stuff in Arena, some of which is referenced or retconned later, and some is forgotten. So I'm not really sure I'd give it any credit for setting anything up, but rather credit later writers for taking this grab-bag of lore bits and creating some interesting stories.

      Delete
    5. Maybe half-and-half. Anyway, it feels like a mid-40s game to me. There's definitely an extent to which I admired it more than enjoyed it.

      Delete
  9. Okay, dumb question: Any chance the way you win the fight (by grabbing the jewel) is a reference to the Mondain fight in Ultima 1?

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    1. All I can tell you for sure is that my caption was 100% a reference to Mondain in Ultima 1.

      Delete
  10. What happened to Buio! on the upcoming games list? Did it get briefed or was it kicked off?

    ReplyDelete
    Replies
    1. It really wasn't an RPG. I wrote a BRIEF on it, but it was so short, I put it aside until I have another BRIEFable game to combine with it.

      Delete
    2. That occasion might present itself already with the now current Arena of Death. At least based on your first impression when initially checking it out in the discussion of upcoming games.

      Speaking of which, I know there will be a separate post for the next ones, but I have a suspicion that The Odyssey (1993) for Mac may turn out to be identical to The Odyssey (1994) for Mac, also on your list (but not selected for 1994 at present).

      Delete
  11. If I had immortality that could only be undone by fire damage I would choose to live pretty much anywhere other than a volcano.

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  12. Congrats for another cleared game!

    I had the weirdest time with Arena. I was half-bored for most of the playthrough, on the other hand I felt it flowed pretty smoothly; with other stuff in background it was almost relaxing and I kind of sleepwalked through most of it (the Shield+Absorb "God Mode" removed almost all challenge past mid-game).

    I could not find any reason to keep playing but also reasons not to finish it, once I spent already many hours on it. Talk about sunken cost fallacy.

    I still think some of the technical achievements are quite impressive. Had I played this in 1994 I would have been blown away by the sheer size of the world and freedom, even with its "fake movie set" shallowness.

    I definitely favor more curated content and welcome how the series has evenutally evolved, although I look forward to check Daggerfall (now the only ES game I have not completed).

    ReplyDelete
    Replies
    1. Your second paragraph describes my experience perfectly except for the "god mode" part; even though I used those two spells, I guess I didn't create them optimally enough. But I put on a Teaching Company course while I was playing, got in the zone, and the hours just flew by.

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  13. "If Arena were a grid-based game, the first Gemin level would be something like 100 x 100."

    It is grid-based in a sense, just with free movement instead of tile-based movement. And that level is exactly 100 x 100 tiles:

    https://en.uesp.net/wiki/Arena:Vaults_of_Gemin

    The levels look like they were quickly "painted" in a simple level editor, which is easy to do for a grid-based game with few level features: a room here, another room there, a few more rooms there, all without any distinguishing features, which makes them feel repetitive.

    But considering that they wanted to make a huge game, then this whole game seems to be very efficiently developed. They couldn't have made each level unique like in Ultima Underworld. Bethesda continued making huge games very efficiently, with relatively small teams, up to and including Skyrim, with approaches like these:

    https://www.gamedeveloper.com/design/skyrim-s-modular-approach-to-level-design

    ReplyDelete
    Replies
    1. The problem with this huge 100x100 level is that from looking at the map I can't figure out where they were going gameplay-wise: it looks just like a collection of rooms that might as well be procedurally generated.

      Delete
    2. I agree. Even the "hand-crafted" levels have so little interesting and unique content that they mostly bored me

      Delete
    3. I was curios and did the math with the maps of my favourite games to have a comparison:
      Chaos Strikes Back has altogether, including prison, 9088 map tiles or a square of 96 and Dungeon Master 12004 (about 110²). A typical level has about 30*30 tiles and none is larger than 32*32.

      Some parts are even locked off from the player, like the giggler powered item randomizer on level 7 in CSB: http://dmweb.free.fr/games/chaos-strikes-back/solutions/maps-christophef/level-07/

      DM shipped on a DD disc, so they had to cut all the bloat, but I think it's also a form of art to have the right amount of everything. Neither Arena nor Strail Trail managed that.

      Delete
  14. Congrats on the win!

    I had a similar issue with the ending video (playing the GOG version), but for me it crashed during the ending cinematic. So I had to reload and redo the imperial palace.

    After the first few hours of the game, the charm mostly wore off, unfortunately. But I did manage to push through to the end. Helped massively by doing the Oghma Infinium quest twice to boost my stats, and then later doing the Auriel's Shield and Ebony mail quests. Both were lacklustre in terms of actual armour class (not as good as the ebony they are supposed to be), but the shield spell on auriel's shield is basically invincibility, and with enough passwall and some healing items, the rest of the game was a breeze.

    I cannot imagine doing the game without some sort of shield or magic reflection, those enemies that can fire magic spells at you do so with such rapidity that regular armour and health is never enough.

    ReplyDelete
    Replies
    1. Your comments illustrate how the game had a lot of the right elements, but with bad balance.

      Delete
    2. Yeah I would definitely agree with that, the mid-to-late parts of the game require very limited strategies to deal with. When I was younger I never really noticed because I didn't get far at all.

      Delete
  15. Funny coincidence that this and Star Trail both bait-and-switched their big McGuffin. At least in Arena you actually got to acquire the Staff, so you at least have a nice walking stick now.

    ReplyDelete
    Replies
    1. Yes, thought the same. One game's (unnecessary) 'Star Trail' quest is another one's ('fake') 'Staff of Chaos' quest.

      Imagine if they had named this game after the latter (not that its actual name connects strongly to its content or otherwise makes much sense, being left over from the initial concept).

      Delete
    2. the ending cinematic does show the staff alongside the crystal, indicating it was necessary? but then the ending cinematic also shows a green crystal, when in-game it's red so...

      Delete
    3. Sure, it's 'mechanically' required as Chet writes, but it's not in and by itself what solves the problem. You need the jewel, too, which is a last-minute addition out of left field. For 95% of the game you think putting together the staff is the sole quest and item needed to beating the big bad. So yes, 'fake' might be too strong a word, but at least misleading.

      As for the differences in appearance: in the original disk version, including the end cut scene (see the 'different cinematic' linked by Chet), the jewel was red and roundish. For the CD version, they changed it to green and with a different shape in the end scene, but not in-game, so there is indeed an inconsistency.

      Delete
    4. At least in Star Trail it was a side quest, not a main one.

      Delete
    5. Let me guess, the manual mentions that Ria fell on her ass, and from that you should have concluded that the entire quest is fake? Again?

      Delete
  16. Congratulations on the win.

    Somehow, I initially misread the text on the screenshot as saying "Around you, occasional -tires- erupt". Interesting image.

    Ria Silmane not showing up once more before the final dungeon and the Jewel of Fire not being mentioned before are connected.

    After you pick up the last Staff of Chaos piece in Dagoth-Ur there should be a (final) message from Ria, but a bug causes the game to not show it; in it, she talks about the Jewel of Fire, saying among other things: "If you can touch the Staff to this Jewel, the release of that combined energy may be enough to destroy the Staff of Chaos and open the gate between worlds. If you are successful, Tharn will no doubt be destroyed as well."

    The full text of her message can be found here.

    ReplyDelete
    Replies
    1. I imagine myself cursing, because I definitely would not have got the idea to go for the jewel without that direction.

      Delete
    2. That seems like a pretty important message to have suppressed by a bug.

      Delete
    3. So that's why I needed a walkthrough for the boss. At least I know now it wasn't the game actually expecting you to just guess the solution.

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    4. That simultaneously diffuses Chet's frustration at the magical staff not being magical, and explains the ninth staff piece in the inventory.

      Delete
    5. Bethesda's penchant for serious bugs goes way back, it seems

      Delete
  17. This ended up pretty similar to my experience of the ending, except I had no magic and never bothered getting any magic weapon either, so I just made it harder for myself overall. Mostly just rushed the last few dungeons, running for dear life, and skipping as much as I could. Overall I agree with most everything, the fact this is my first Elder Scrolls probably helped because I have nothing to compare it unfavorably to, I'm close to starting Daggerfall and I'm a bit worried since I've heard it's even bigger in size.
    Congrats on finishing.

    ReplyDelete
    Replies
    1. I believe the Unity Daggerfall remake adds a “reasonable dungeon size” option. And that it helps prevent unreachable objective bugs you might otherwise risk due to randomizing large complex spaces.

      Delete
    2. Oh interesting, thank you!

      Delete
  18. I think the students will find "Prof is behind on grading because he was playing video games" relatable. Maybe too relatable for comfort.

    ReplyDelete
  19. “It sounds like Bethesda originally intended for the PC to be ported into later games.”

    The Designer’s Note at the beginning of the manual does say:

    We plan to dedicate further expansion and adventure modules to giving people new areas to explore or other mysteries to solve.

    Obviously they didn’t: I wonder to what extent they actually considered doing it.

    ReplyDelete
    Replies
    1. According to the UESP Wiki, the Daggerfall text files feature a personal history (reprinted in full in the Wiki), unused in the released game, recounting the PC's story from Arena and leading into the start of the sequel, that would indeed have most likely been used to allow importing your character from the first game.

      A March 1996 Usenet post by Ted Peterson describes this feature as being planned and people at Bethesda just having differing opinions on whether to put a 'ceiling' on such a character's development due to the different character development systems of both games.

      "Only one feature needs to be fully implemented: Arena Character Import. We intend to make it possible for players who own Arena and have a saved game to "port" their Arena character over to Daggerfall. Because Daggerfall handles characters differently (it is a skills-based system instead of a class-based system, for example), the port will not be perfect. Obviously, we will try to make the port as perfect as possible, but our contention lies with characters of enormous power who are ported over."

      This is also confirmed in magazine previews of Daggerfall, e.g. here
      or here.

      Based on later Usenet posts, it then apparently moved from a feature in the initial release to a later downloadable stand-alone patch, but in the end that was also dropped due to the abovementioned differences in character development and the problems it would have created.

      Delete
    2. "According to the UESP Wiki, the Daggerfall text files feature a personal history (reprinted in full in the Wiki), unused in the released game, recounting the PC's story from Arena and leading into the start of the sequel"

      According to that, they envision Arena taking place over ten years??? How long did this playthrough last?

      "A March 1996 Usenet post by Ted Peterson describes this feature as being planned and people at Bethesda just having differing opinions on whether to put a 'ceiling' on such a character's development due to the different character development systems of both games."

      It's interesting that he notes the immersion-breaking of an advanced character having to regularly fight " an army of ancient vampires" as a random encounter just to have a challenge. Guess their philosophy on that point had changed by Oblivion.

      Delete
  20. As for the question about Talin being you (the PC) or the guard captain coming back through the portal, that's indeed a bit confusing.

    In the intro, Talin, head of the Imperial Guard, is summoned by Jagar Tharn together with the Emperor. The image of the latter then being transported to another dimension seems to show at least another person, in an armour (though not with the helm), suffering the same fate with him.

    According to the UESP Wiki (see the bottom of this page), a cut slide still present in Arena's files explains that General Warhaft was originally intended to be the legal guardian of the player. In this slide he is formally addressed as "Talin Warhaft."

    Meanwhile, in the manual, the PC - indeed also called Talin there - is quoted saying "I am but one, and not skilled in much of anything. Why not go to General Warhaft, or the Imperial Guard?” with Ria replying “They have been captured along with the Emperor [...]. Tharn will not search for you as he would someone he considered a threat.”

    So it seems he's not supposed to be the head of the Imperial Guard (an experienced and capable warrior, I'd assume, and as such and due to his position a potential threat to Jagar Tharn), rather his ward. However, using the same name (were young wards in reality sometimes called after their guardian?) plus cutting the explanatory slide does not help. Maybe it's another result of the game's development history.

    ReplyDelete
  21. So I guess it would be more or less similar rating to Legends of Valour? I think LoV wins in gameworld, NPC interaction, quests and perhaps gameplay categories (mostly by numbers than by KO). Arena has slightly better combat encounter design (marred by uninspired dungeon gamedesign), better and more challenging combat in general, and therefore - slightly better economy and equipment. Gameplay is more or less a tie (with LoV better (?)) - easy combat in LoV vs blah dungeon crawling and shallow open world in Arena.

    ReplyDelete
    Replies
    1. In general I guess, Arena is better at "how" it plays (through combat, economy systems) and LoV - at "what" you are playing - adventuring in more interesting gameworld, performing guilds' quests etc.

      Delete
  22. Congratulations on the win! It's been really fun to read and follow.

    When you started this series, I started a new character in Morrowind for the first time in 15 (?) years (a Nightblade Breton), and this time I'm making sure to read all the in-game books. It what was quite fun/meta when I found a book that charted the events of Arena.

    (Never played Arena or Daggerfall - Morrowind was my first Elder Scrolls game, and probably the one [only?] game that I'll return to again and again.)

    ReplyDelete
  23. Congratulations. I think this one is a product of its time more than any rpg of lasting merit. I see a lot of your commenters hail from Europe, were more into the 'geek' side of things (no offense intended,but the people who played the type mag games and go on about Plato and usenet weren't your average gamers in 1994), or just had different preferences. No problem there. I can't stand Ultima games but enjoy reading you play them. One reason why I suggested Nightblade or Bard over Battle Mage is critical hits. Anyone classified as a rogue gets the ability to do so. I played a Bard on my first playthrough about '95~'96. They get a 1% chance per level to crit. By about 15 or so you could shake the mouse so fast that enemies just vanished. I never ran into combat difficulties after the beginning because of that. Maybe something changed in the cd rom version or just running it on modern hardware. Another thing I'm not sure if anyone mentioned is that spells made in the spellcreator have reduced costs every time you level. My Disentegrate wall spell cost 90 spell points when I made it. It cost 3 to cast by the time I beat the game. Similarly you can create a damaging spell at low levels with enough gold and spam them end game. I had never played an open world game before so the shallowness was pushed aside by the scale. You can run around the wilderness finding dungeons that then get added to the world map. Random quests seemed that never ran out seemed cooler than some rugs that had about half.a dozen. I could play a dark elf! I managed to.find an Ebony Saber somewhere and combat became easy. I find it ironic that Chet found the two best artifacts in the game by accident

    ReplyDelete
    Replies
    1. What I meant with the second sentence above was that your readers are more likely to have been in the thick of the computer craze, thus more likely to have played many more games on this list, from Europe where this might easily have been eclipsed by Star Trail, or just had different preferences than to enjoy shallow open world games. Not to try to insult anyone, who does or.does not like this. From a 14 year old in 94 this game occupied many hours in a way that the gold box games couldn't because of their relatively linear nature

      Delete
    2. Some of us were not around in the early 90's to play games. We're just fans of the genre and it's history. :)

      Delete
  24. Allow me to eat my words. In the previous Arena post I joked that Ria Silmane's "I will say no more" would immediately be followed by screens and screens of additional dialogue - but it seems that in fact she was being quite truthful!

    ReplyDelete
  25. The real Staff was inside you all along!

    ReplyDelete
    Replies
    1. We should award a monthly "Kenny" trophy for the best comment made in his spirit.

      Delete
  26. Maybe each game going forward could be separately and subjectively rated by Chet for its intangible “fun” factor; was this an enjoyable experience, or was it a slog despite being technically strong in GIMLET categories. This would be a non-GIMLET rating so as not to throw off previous games.

    ReplyDelete
    Replies
    1. We've had this discussion before, and I suggested an 'Addict Seal of Approval' unrelated to the GIMLET, but the idea hasn't caught on yet.

      Delete
    2. Not sure how much it would add. It might help if you enjoy exactly or mostly the same things Chet does (including a strong in-game economy, on the other hand music not being much part of the equation). Otherwise, the comments on the different GIMLET categories should still give you a decent indication whether you'd like it or not (a reason to keep them, for me).

      'Gameplay' is probably the closest when it comes to how much 'fun' a game is, though admittedly a high score might mean an addictive 'one-more-turn' nature and replay value instead of a 'great CRPG I enjoyed a lot as such' one.
      Witness e.g. the scores in 1993 for non- or only quasi-RPGs like strategy titles Warlords II (8, highest that year) or Stronghold (7), or earlier in the blog's history the classic Pirates! (9). Again, checking the other categories will add to the full picture there as well.

      Delete
  27. "The last few dungeons are real time sinks. Not only are some of the levels extremely large, but the player is also encountering much more difficult enemies, including liches, iron golems, stone golems, and fire daemons. These enemies might individually take five minutes to kill, even if the battle goes well."

    Maybe Chet is a bit jaded, but it seems to me like Bethesda made an effort to make the last few levels suitably epic - and that most players would want that.

    ReplyDelete
    Replies
    1. I’d imagine that’s what they were going for. But spamming an attack for five minutes instead of thirty seconds or wandering through fifty rooms instead of twelve sounds more tedious than epic to me.

      Delete
    2. Yeah, Q's reply is exactly what I would say. There just isn't enough variety in gameplay (including enemies and combat) or enough interesting with the visuals and story for a huge dungeon level to elicit anything but a groan.

      Delete
  28. Playing this game prompted me to start Ultima Underworld again. It’s funny, I’d say that in the first hour of the first level, I already encountered more gameplay features than I did in several hours of Arena.

    This doesn’t mean that Arena’s more straightforward approach is uninteresting.

    I think a game in the style of Arena, but with level design and fast combat like in Doom or Heretic, could be great.

    ReplyDelete
    Replies
    1. I think that's what style of game Amulets & Armor was intended to be - it's got the trappings of a real time 2.5D first person RPG with a quest list to pick from, statistics, experience, inventory, equipment, character classes and magic, but it's really more of a straightforward action game where you (and perhaps a coop friend) are assaulting various locations, killing enemies, flipping switches and opening doors to get to a finish line so you can tackle the next level. (Not quite Dark Messiah of Might and Magic Elements, but close). It isn't procedurally generated like Dungeon Hack but it has that breeziness to it.

      Delete
  29. If you'd like to see 'next-gen Murkwood', I think the hub world of Mortal Shell would interest you!

    ReplyDelete
  30. unrelated to Arena, but you might be interested:

    https://nethack.org/v500/release.html

    a version 5 of NetHack just released! and apparently it has a tutorial now.

    ReplyDelete
  31. Greatly enjoyed reading through your experience of this, especially as it's the only main series Elder Scrolls game I never played. It seems like the game design is still dungeon-crawly which kind of makes sense for the time, but with neither all the tricks and traps or good crawlers nor the more expansive mechanics and open world of later games it tracks that this could become a slog.

    It'll be a while but I anticipate the day Daggerfall gets here, mainly for nostalgic reasons but in 1996 it felt special. I don't expect it to get high marks but it addresses a lot of the complaints with Arena (certainly not all), not the least of which is truly being able to roam the map. And what a map... one of the largest we've seen in an RPG even today, though history has proven bigger isn't necessarily better in this case. And for most players the experience is probably very much like Arena with little physical travel between places -- but you can, and that's the point. And of course Morrowind improved on this inasmuch as feeling like a true game of exploration.

    I assume since vampires show up so late in the game you can't contract vampirism?

    How ironically fitting for the game to end buggily, including some quest item duplication.

    Excellent writeup as always, in particular where you noted consistencies/inconsistencies in the world and lore. I can't imagine the makers of this game had any idea where it was headed.

    ReplyDelete
  32. Procedural generation.... perhaps they hoped that Starfield can be the first part of a future hit franchise as well.... the world building is very wide, but only puddle-deep. Back then, people must have been impressed with the procedural generation. It was still the age when bigger equalled better.
    In hindsight, I do wonder how the first two games became surprise hits.

    ReplyDelete
    Replies
    1. It is a good question if people were actually impressed with procedural generation.

      I do remember people itching for a Master of Magic remake, which did have procedural generation; but I don't think anyone particularly wanted another Arena.

      But, again, maybe that's just my bubble.

      Delete
    2. Master of Magic is a 4X game, and that genre has had procgen maps since 1977. Roguelikes have had it since at least 1980. Procedural generation is _old_.

      But that doesn't necessarily mean that procgen is the part of the game that impresses people. MOM would still be a great game if it played on handmade maps.

      Delete
    3. One of the best selling games in history is built entirely on procedural generation, and nobody complains except for "after dozens and dozens and dozens of hours, I'm getting a bit bored with Minecraft".

      Procedural generation is a tool, and the framework you use a tool in matters a lot more than the tool itself.

      Delete
    4. I think on balance I am more easily impressed by unexpected breadth than unexpected depth, so long as there's still coherence. I wonder if this is because it's a common beginner's mistake to try to make their first project too big. A glut of barely-functional games that boast hundreds of screens or thousands of locations results in a pushback whereby games which are respectable and well-regarded are more likely to be more tightly crafted, so a game that feels competent but is ALSO huge is a novelty

      Delete

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