The first entry, The
Elder Scrolls: Arena, had a simple premise; the player, after being freed from
prison, must put the eight scattered pieces of the Staff of Chaos back together
to defeat the evil mage posing as the Emperor. Each piece is located at the
bottom of a large dungeon, the location of which is only found by finding a
special item in another dungeon at the location-giver’s behest. Other than
these dungeons, any other dungeons the player explored were randomly generated,
similarly to the miscellaneous quests the player could receive. Arena had no
tutorial, so players had to discover their abilities through exploration of the
interface and random button-pressing. After its release, Arena became a cult
classic, which allowed Bethesda to create the second entry, Daggerfall.
Daggerfall, released two
years after Arena, had a similar feel to its predecessor, but with certain key
differences. First, the graphics received a much-needed overhaul. Second, the
storyline became much more player-driven: there were multiple endings which
varied based on which faction the player supported during the game (this
variation in endings was explained in later entries as “The Warp in the West”,
in which all of the endings mysteriously occurred simultaneously). Factions were
a new addition to the game, and each had a reputation system, allowing the
player to be loved or hated by various organizations. After Daggerfall,
Bethesda released its third entry in 2002: Morrowind.
Morrowind’s release marks
the Elder Scrolls’ transformation to what it is today. The third entry in the
series made many changes, not the least of which was to the graphics. The
aesthetics were astounding at the time, and the music, written by the same
composure who would write Oblivion’s and later Skyrim’s soundtrack (Jeremy
Soule), denoted the style that later game’s background music would take (although
songs tended to replay too often). Perhaps the most notable change in
Morrowind, however, was its environmental consistency. Previous entries had
randomized dungeons, but all of Morrowind’s dungeons were predetermined; human
enemies even had the same unique names.
Four years after
Morrowind, Oblivion was released, with Skyrim releasing five years after that.
Oblivion and Skyrim followed Morrowind’s example, with established dungeons and
quests (although Skyrim’s Radiant Quest system allowed for some randomization
through quest type and location).
The Elder Scrolls’
graphics have seen an overhaul with every release, but the gameplay has evolved
each time as well. These changes reflect not only the series’ change in focus,
but the design of role-playing games in general.
*Dalton Irwin also maintains his own blog, Preparation for College Play Auditions, covering many of the necessities and tips for upcoming performers. If you have interest in the subject, I highly recommend checking out his blog here.
*Dalton Irwin also maintains his own blog, Preparation for College Play Auditions, covering many of the necessities and tips for upcoming performers. If you have interest in the subject, I highly recommend checking out his blog here.
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