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Daggerfall

A Bethesda open-world fantasy RPG from the Elder Scrolls series, released in 1996.

1 source2 tips

Where Daggerfall comes up1 episode or test

Gcreator of Game Maker's Toolkit testPlaying Past Your Mistakes
In short

Daggerfall's 1996 manual asked players not to reload saves, arguing they would miss the game's most interesting moments unless they played through mistakes. Reloading was still allowed, even after a caught pickpocket or failed quest, so the request enforced nothing. The lesson: build the play style you want into the game's design, and protect the stories that come from recovering from failure. No metrics are given.

At a glanceDaggerfall's manual pleaded; only game rules can enforce play style
Manual plea
  • Asked players not to reload saves
  • Promised better stories from mistakes
  • Enforced nothing
Rules and structureWon
  • Intended play style built into game
  • Reload allowed on character death
  • Not for pickpocket or failed quest

Build the intended experience into the game itself.

From Mark Brown on Daggerfall's 1996 manual

What was said about Daggerfall

  • Daggerfall's manual begged players not to reload, but could not enforce it. The 1996 manual asked players not to replay saves, claiming they would never see the game's most interesting aspects unless they played through their mistakes. A plea in a manual enforces nothing, so the lesson is to build the intended play style into the game's rules and structure.

    The game still allowed reloads on character death but not for a caught pickpocket or failed quest. The anecdotes it wanted to protect come from near-failure and recovery, such as nearly dying and winning anyway. Mark Brown's line: "If you've got an intention for how players should experience the game, you've got to build it into the game itself."

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