The Elder Scrolls: Arena

Keywords: RPGThe Elder Scrolls3DDOSVGA1994

There are some games that are overshadowed by a more famous and popular sequel. Warcraft for example. Or Arena. Arena will probably always be known mainly as the predecessor of Daggerfall.

This changed a bit in 2004, when Bethesda released Arena for free to celebrate the 10th anniversary of the Elder Scrolls series. Now Arena was readily available while Daggerfall was not, and besides it was fully supported by DOSBox, while Daggerfall was not.

But since 2009, Daggerfall is available for free as well, and it is supported in the newer versions of DOSBox. I guess things are again as they were. In any case, while I have played Daggerfall quite a lot, I never really played Arena. I could never get it to run on a real computer (try getting 603kB base memory free when you need a CD and want sound), in DOSBox I created a character once but something went wrong when the actual game started, I can't remember what. So this page just contains info gathered from various sources.

The Official Blurb

Confront fearsome adversaries as you make your way to the Staff of Chaos… Battle Monsters of the netherworld, using any of 2500 magical items… Travel the world of Arena, from the fertile fields of Summerset Isle… To the frozen mists of Skyrim. Over 8 million square kilometers to explore!

18 character classes and 8 races let you adventure as any one of hundreds of characters—from a Dark Elven Assassin to an Argonian Battle Mage! Adventure through forbidden crypts, where cries of the forsaken echo through ancient tombs and mystical guardians hold secrets of ages past!

The Elder Scrolls: Arena is the first chapter in one of the most all-encompassing CRPG's ever created. Nine man years in the making, Arena heralds a new level of CRPG interactivity and depth. From its first person, full screen, 360 degree rotational movement; to the over 150,000 word story; to the unique Spellmaker™ system where you create thousands of spells from over 80 combinable effects, ARENA includes full character generation, 18 unique character classes, 2,500 magical items, and over 400 cities, towns and villages for you to explore on your quest to find the Staff of Chaos. THE ELDER SCROLLS: ARENA is the next generation in CRPG entertainment. Prepare thyself, for the adventure begins…

Main Differences to Daggerfall

  • A rather rigid D&D-style class system. Only Thieves and their subclasses can pick locks or pockets, and there is not a single class that can wear plate armor and cast spells. Unlike Daggerfall, there are no custom classes in Arena.
  • Skills do not increase with usage, but are increased by the player at level-up.
  • The 3D-engine is a lot simpler. Dungeons are reminiscent of Wolfenstein 3D, the countryside has no elevations at all.
  • While graphics are in general simpler (differences are not all that big), the water was done better. Ponds and puddles would actually reflect. In Daggerfall water (including the sea) was done rather badly.
  • The gameworld is larger than the one in Daggerfall, you can travel all of Tamriel.
  • The wilderness is not empty as in Daggerfall, but interspersed with small villages and single houses. Many players liked the Arena wilderness best from the first three Elder Scrolls games.
  • The appearance of NPCs changes with the weather, e.g. hoods turned up against the rain, something that was sadly left out of Daggerfall.
  • NPC interaction is a bit better, there are more dialog options.
  • There are no guilds or groups to join.

History

Originally Arena was supposed to be a gladiator fighting game, hence the name:

Arena started, as the name might suggest, as a medieval-style gladiator game. You had a team of fighters and went around the world fighting other teams in each city's arena until you became grand champion in the Imperial City.

Then for a while it was supposed to be a party-based RPG (one screenshot from that phase shows a flying dragon!) till it finally became the single character game it now is. This still reflects in some of the character classes like healer, which would make a lot of sense in a party-based game but not much in a single character game.

Some Trivia

These were posted on the German blog antigames.de (first comment) in March 2006.

  • The first sequel was supposed to be named Mournhold and situated in Morrowind.
  • Arena's lead designer, Vijay Lakshman, started work on Mournhold but then left Bethesda and was not involved in the further Elder Scrolls games.
  • Mournhold was supposed to have features not even present in Oblivion: No loading times between houses, dungeons, and the world map, and the ability to look through the windows of houses into the interior.
  • The developers of Arena themselves aren't sure if it is possible to walk from one city to another, they have never tried. That's how huge the game world is.
  • The stars and the two moons move in regular patterns and could be used for navigation.

Links

Reviews

  • A good game, but be prepared to put in many weeks to solve it and tolerate the bugs, Michael Thompson says. He preferred Arena over Daggerfall.
    The world of Arena is huge, there a scores of dungeons, towns, cities and mines. You can actually travel freely around this virtual world. Unfortunately there is little reward to venture outside the bounds of the quest itself. The game could have been improved out of sight had some rewards have been hidden in the countryside, like magical weapons or items. I don't know what went wrong, but theres a virtual world full of towns, villages, people and dungeons, but outside the bounds of the quest there is little point in exploring it. A real missed opportunity for the game designers.
  • Deserves to be on every RPGer's shelves, Home of the Underdogs says, despite repetitive dialogues, awkward interface, and tough battles.
    One of the most all-encompassing RPGs ever created didn't succeed commercially due to hefty hardware requirements for its time. Nine man years in the making, Arena heralds a new level of RPGs: 3D gameworld with realistic weather effects, cool spellcasting system where you can create thousands of spells, and best of all — 8 million kilometers of terrain to explore on your quest to find the Staff of Chaos.
  • It certainly isn't a perfect game, but even now, it is a ton of fun to play, Patrick Gann thinks (2006-04-15):
    Aesthetically, the game wasn't too impressive, even for its time. However, there was something special about this game, and that something special is what has drawn gamers into each successive title. Well, friends, it all started here. Cut away the fancy layers of trim on your copy of Morrowind, and what you're left with is Arena. Bethesda has simply been expanding and improving a wildly successful formula that they put together over a decade ago.

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Last modified 2011-10-02
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