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>> It was, for all intents and purposes, an almost-blank slate and was created basically from scratch. In Arena, they introduced the provinces, the races, and
by Vaskivo 12y ago
>> It was, for all intents and purposes, an almost-blank slate and was created basically from scratch.
In Arena, they introduced the provinces, the races, and some other bits.
In Daggerfall you are introduced to many of the important features of the setting, as you can see by the list of in-game books [0]:
- The story of Tiber Septim and the Septim dynasty,
- The Aedra, the Daedra and Oblivion
- The MAges Guild, Fighters Guild, Dark Brotherhood and The Psijic Order
- And you already have some glimpses into some bits that would be expanded later (Like the Dwarves and the Numidium)
Now, you can argue that more was added in Morrowind that in the any other game. I agree, and add that more was added in Morrowind that in all other entries together.
Sure, they are awesome, weird, and generate most of the modern discussions about TES lore. And don't forget that the Dragon Break only exists because Daggerfall has multiple endings.
About the "things aren't like they used to", I disagree. There is more text and fluff in modern games than before. Yes, in the 80's you has massive instruction manuals full of lore, and feelies, and other stuff. But the games themselves were many times lacking. Nowadays you have lot's on in-game logs and books. Almost every item has some flavour text associated.
And, IIRC, King's Quest has a framework pretty much similar to Mass Effect. You follow a linear path, with well crafted setpieces, but not much store about "other stuff". How big is the kingdom? What to they believe in? Who was the previous king? And the One before that? Were there any wars? etc..
[0] http://www.uesp.net/wiki/Daggerfall:Books http://www.uesp.net/wiki/Daggerfall:Books