>What specifically did you feel that Daggerfall was missing, that prevented it from being the perfect game?
2.Fixing hell lot of bugs
3.Content. Hell lot of content.
You see, daggerfall is perfect foundation. It awesomely implemented core of the game - you have basic world outline, you have really interesting roleplaying system, you have all basic sets of guilds, you know - core content, solid thing that may be called playable. And it is absoluetly ideal for addeding other stuff - new factions, more new radiant quests, new static classic quests, new unique models and textures and object and monsters and NPCs, you know, just more things to fill game in.
Yes, Dagerfall in many ways radiant game - you have mainquest that fully preset adventure with static quests like you may expect from every RPG game, but other contentent is radiant quests. However - radiant don't mean sandbox or boring. Basicly all other daggerfall quests are templates - they have concretic task, they have wrightings in it - sometimes funny, sometimes there are lines of quests that go one after other. The only thing radiant about them - it generates location where your target is, time you need to finish this quest and all this things. You see, what Lefay hates - is when something heavely skripted and that forcing player, when something hand made and 2nd time will be absoluetly same. In Daggerfall his philosophy was that - you see quests like in skyrim or other modern tes game - make this game have same tier quests but make game generate them on run.
No, game is not fully random where everything generated from nothing. All - and world, and gameplay, from quests to dungeons, from cities to regions is some sort of "taemplates". Like imgine that standart normal hand made game is awesome statue - you look at it, it looks gorgeous, but it is monolythic, like it was done by creator and you can not change anything. In time, you will be tired from this very short. Daggerfall on other hand - is giant awesome lego set. And computer was programmed to constantly making from lego set statues for you. Maybe not as detailed as monolythinc onces, but they fully rebuildable - you and computer can build everything you want from them.
And main problem with game that this lego set was too short. He made main thing - main lego details, main commands to computer how to build, main opportunities you how to play thic bricks, but variaty of details too short. Imagine that all set of lego is 2x2 2x3 2x4 details - and this is all you got. What DF needed - much more of this details, so computer and player had much more variations and combination to play with.
I always trought that development ended too early and if they had more time, like half of year, they'd had time to fix game and add hell lot of hand made and radiant content. But from what Lefay said - looks like he didn't wanted to do such thing. Looks like of development continued, he just continue add random things to game - new mechanics, new features, new ideas, but he never managed to polish game, add more actual content, work on making woring properly what already was made. I imagine he add multiplayer that will be buggy as hell and unplayable too, add radiant wars between kingdoms that sounds fun and have cool mechanics but has no actual content too, he also wanted implement physics... if I was director of bethesda in 1996, I'd ust taked daggerfall from Lefay and offered it for half of year to other development team - that has no brilliant ideas every 5 minutes, but who can work and make shit done.
>because 99% of that world which is 100x larger than Vvardenfell is just identical NPCs and landscapes. And yes, there are mechanics that didn't make it into Morrowind, but the problems with Daggerfall seem much more fundamental than being able to climb or have more magical effects.
You need to know, that tes2 is absoluetly different game. It like opposite of morrowind. Morrowind is "let's make as much hand made content as possible", It is probably biggest game where radiant content is absolute minimum. Exept some containers and animals spawn, this game have every little bush, every NPC (well exept guards) placed by hand, every of them have name and last name, often at least to some degree dialogues. TES2 is actual Rouge-like game, but instead of most simple graphics it had most advanced for openworld game graphics. This game tring to emulate world, with all avalible at the time technologies create not just cinematographic linear or rollecoaster scripted gameplay, but it was "what if we create as much real world as possible, without any fake downscales and limitations of player, give player maximum freedom and try to make game and other fancy things from this perspective." In other words, what in one game cutscene, in other just background that imitate reality - in daggerfall it is actuall reality. It may suffer from not be as hand maded, not such unique in every place of world, you know, like in hand maded games you go to every location and there sets of hand-maded quest epessialy for you maded you game creators, awaiting you to play. But you know - if Daggerfall can do one thnig or another - it will make it as much as you want it on run, by his stash of "lego bricks" and by ability of computer.
Tbh daggerfall have not only "some features" - despire that basic system remained in morrowind same, holy crap how this game is different how he handels hell lot of mechanics slightly different way, how it differently plays. And despire having some questionable skills, overall TES2 daggerfall system is absouetly universal, like concept really just works. There is giant world with many dangers, opportunities, features - and you have giant instrumentarium for every kind of situation. It hard to just parralel Morrowind and Daggerfall mechanics - it will requre me to make at least 20 giant posts probably to properly describe every mechanic and how it different, much easer just read it yourself or play game.
And I talk about all this because game already had half-started many things what I talking about. Lurking trought bugged and cut content I curious how the fuck they even managed to relise something that works
how much of important things was left unfinished, because looks like dev team not trought they important.
Like from recent what I found - there most probably planned another set of fully hand made quests - about Anticlere, city that heavely involved in plot and story of game, have uniqe characters as rules of region and potential for quests and there a lot rumors from NPCs you can hear about this place. But nothing in game. If they was, it be awesome chunk of cotent that truley will be very interesting to have. But well, it not finiseh and not considered important. And you know, cut content of daggerfall is theme that I can talkto infinity, because sometimes it feels that game have infinity of cut content. Only more I can talk about how millions of bugs was fixed by fans.