The first thing that springs to mind is Invisible War, the Deus Ex sequel we all like to pretend never happened (bonus points for it, as it's both bad
and dated!). I tell people that game was made up of good ideas done badly, bad ideas done badly, bad ideas done horrendously, and spiderbot grenades. For those who didn't play it, they were a type of grenade that, instead of exploding, transformed into a small spider-shaped robot that ran about zapping enemies. They didn't do much damage, but they were a wonderful distraction tool and served as a means of salvaging a failed stealth attempt- and part of the reason they tended to work for that was that the games loading zones were so tiny you could often dodge past the newly-distracted enemies and into somewhere safe. Granted, they also helped when you needed to run away and heal up, but the way they were made useful by one of the Invisible War's more glaring flaws (a phrase akin to "one of Earth's wetter oceans") was something I found fascinating.
trunkage said:
Darth Rosenberg said:
008Zulu said:
Dated game: Morrowind. It was an open world game, with many sidequests that didn't overshadow the central quest.
I was about to suggest Morrowind, but specifically as an example of a [relatively] dated open-world narrative done right in terms of giving almost complete freedom for RP (it is a true RP'er), alongside a superb MQ that's organically and seamlessly interwoven into the world and story. None of Bethesda's open-worlders since have got
close to it, and Fallout 4 seems to be a flat out contradiction of defined/forced narrative and game design.
I'm not disagree with you but I hope you realise why they changed? It was so easy to break the game. If I had a choice between quest dependant unkillable NPCs or that stupid message about breaking the prophecy come up, I would forever and always choose the former. Because the latter is far more world breaking to me. How would I know what would break the prophecy? How does that even make sense. I don't know if you remember that also being a huge problem in Daggerfall where you couldn't progress and you probably didn't know why.
And the idea of NPCs who should've been killed just inexplicably "falling unconscious" is supposed to be better? It accomplishes the same thing, though I'd argue it's more immersion-breaking that these people can't be killed- especially since the game doesn't even bother trying to come up with an explanation.
And the only way to permanently remove your ability to progress in Daggerfall was to refuse to meet up with Lady Brisienna; the first quest of the game. I'll grant you that it was sometimes unclear what you needed to do- unless you went to the various palaces and talked to the prospective quest-givers; then they'd tell you "you need more experience", which made what you should do rather blatantly obvious.
trunkage said:
I also didn't like how you had to pick one House in Morrowind. You were missing out on content and I eventually just made myself part of every house.
Having to pick a single house was the point, though: being able to do everything and be everything makes it all kind of meaningless; when that happens, you're not playing a character, you're playing a game. You're not part of a larger world, you're the thing the whole world revolves around- the biggest immersion-breaker of them all. That change was a big part of why Oblivion sucked so much in comparison.
Anyway, it's funny that you mention Daggerfall, since that's the other one I intended to bring up. It's certainly not a bad game, but a great many of its elements are outdated, both for better and worse. One of the positives we lost (from the Elder Scrolls specifically; though it'd be interesting almost anywhere) was language skills. I was deeply disappointed to see that Morrowind stripped them out. I once made up a character whose primary, major and minor skills were all languages (well, half of the minors, but there were only so many languages to choose from). The way language skills worked in Daggerfall was that whenever you met a creature of the given type, the game made a check- if you passed, the creature was non-hostile. I died many, many times as that character, but by the end, I didn't have to fight anything (well, okay, aside from animals and undead) if I didn't want to. I can't think of any other game- before or since- that's allowed that kind of thing; not as a "this boss fight is optional", but as a core strategy.