The Elder Scrolls 6 video game
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A common theme in the lore is that a chosen hero rises to defeat an incoming threat, usually a malevolent being or an antagonistic army.
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A common theme in the lore is that a chosen hero rises to defeat an incoming threat, usually a malevolent being or an antagonistic army. Since debuting with Arena in 1994, the series has produced a total of five main games as well as several spin-offs. Designer Ted Peterson recalls: "I remember talking to the guys at Sir-Tech who were doing Wizardry VII: Crusaders of the Dark Savant at the time, and them literally laughing at us for thinking we could do it." Ted Peterson worked alongside Vijay Lakshman as one of the initial designers of what was then simply Arena, a "medieval-style gladiator game."" Peterson and Lakshman were joined by Julian Lefay who, according to Peterson, "really spear-headed the initial development of the series". Peterson, Lakshman, and LeFay were longtime aficionados of pen-and-paper role-playing games, which greatly influenced the creation of the world of Tamriel. The player, and a team of his fighters, would travel the world, fighting other teams in their arenas until the player became "grand champion" in the world's capital, the Imperial City. As the process of development progressed, however, the tournaments became less important and the side quests more. Eventually it was decided to drop the idea of tournaments altogether, and focus on quests and dungeons, making the game a "full-blown ". Although the team had dropped all arena combat from the game, all the material had already been printed up with the title, so the game went to market as The Elder Scrolls: Arena. Lakshman, who then worked at Christopher Weaver's Bethesda Softworks, came up with the name of The Elder Scrolls and the words eventually came to mean "Tamriel's mystical tomes of knowledge that told of its past, present, and future". Ted Peterson was assigned the role of lead game designer.Daggerfall's plot was less clichéd than Arena's and involved a "complex series of adventures leading to multiple resolutions." With Daggerfall, Arena's experience-point-based system was replaced with one rewarding the player for actually role-playing their character.Daggerfall came equipped with an improved character generation engine, one that included a GURPS-influenced class creation system, offering players the chance to create their own classes, and assign their own skills.Daggerfall was developed with an XnGine engine, one of the first truly 3D engines. Daggerfall realized a game world the size of Great Britain, filled with 15,000 towns and a population of 750,000.

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