Other History Lessons posts can be found here. You should read my first post about Daggerfall before proceeding. Also, as always, you may click on images to view larger versions.
In part 1, I discussed Daggerfall’s absolutely massive open world, filled with thousands of towns and dungeons, with players free to travel in any direction they wish. It lends an incredible sense of scale to the game, but shows its limitations all too soon, lacking many ways to meaningfully interact with that world. I was left wishing for a modern game to take inspiration from Daggerfall and build a similarly vast world that has a little more to find in it. Let players travel the land, work for different kingdoms and duchies that are vying for power in the region, and stumble upon cool places in the countryside. In short, a game that would capture some of Daggerfall’s early magic.
But there are two things about Daggerfall that remain compelling even after the world loses its charm: designing and growing a character, and following the main story. Let’s tackle those in order.