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Darklands inspiration?


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Just a curiosity.

 

The developers claimed that they took inspiration from Darklands. Is that really true beyond the cosmetic things like loading screens? 

 

The most awesome feature of Darklands was, of course, its skill system, the likes of which has never been reproduced. The second was its historicity, which has little relevance here. So what else is there from Darklands?

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Health - endurance system is copied with some modifications from Darklands

Firearms role in game is inspired by how they worked in Darklands

Event screens (or what ever they call those screens where you can decide what you do)  have drawn their inspiration from Darklands.

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Health - endurance system is copied with some modifications from Darklands

Firearms role in game is inspired by how they worked in Darklands

Event screens (or what ever they call those screens where you can decide what you do)  have drawn their inspiration from Darklands.

The HP/Endurance system in Darklands is now more like the one in PoE as they now do not regenerate stamina. Although that was never a charming aspect of that game, you are right. Firearms "role" is pretty cosmetic as the mechanics are different. Event screens as I mentioned are really cosmetic. 

"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."

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I would really dig a true Darklands remake.  There were so many frustrating and self-destructive things in Darklands, but the game itself is still great.  I bought it when it was first released and bought it again recently on GoG.  If you can get over the many flaws, the fun factor remains.  However, for the folks who complain that PoE isn't enough like the IE games, Darklands is *nothing* like them.  The closest would be the primitive real time with pause combat, I guess.  Also, I think it'd take a really gutsy developer to tackle the quasi-historical nature of the 'divine' magic system and depiction of medieval Christianity.  Darklands was a brilliant concept with some bright highlights and a *lot* of missed opportunity on top of which the designers applied a healthy number of appalling bugs.

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The most awesome feature of Darklands was, of course, its skill system, the likes of which has never been reproduced.

 

Well, given that we're only getting five skills, that won't be reproduced in PoE either. Unless it is somehow being implemented via talents...

"It has just been discovered that research causes cancer in rats."

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The most awesome feature of Darklands was, of course, its skill system, the likes of which has never been reproduced.

 

Well, given that we're only getting five skills, that won't be reproduced in PoE either. Unless it is somehow being implemented via talents...

 

Darklands is kind of like Morrowind in that you increase your proficiency by using a skill, which included combat skills.  In a PoE analogous example, it would be as if you could gain skill in bladed weapons by using a bladed weapon to fight folks.  ...But there isn't any XP or XP bar that the player sees filling up in Darklands.  I never knew the math behind the skills, but every now and then you'd see your skill increase for doing things.  Alchemy was could be increased by creating potions or hiring a teacher and using your time to study.  Virtue, however, could only be improved by doing virtuous deeds.  For example, if you meet up with pilgrims traveling to a shrine and go out of your way to escort them safely to the shrine, there was some chance that one, some, or all of your people might gain virtue.  For big virtuous acts, such as destroying a demonic altar, you could get even more.  Speak common could be increased by convincing the city guard to let you pass through the gates without paying, talking your way out of fighting with bandits, or other common sense activities associated with speaking.  Combat and non-combat skills weren't treated differently in terms of range or proficiency, but when and how often they were rewarded was not always the same.  There is no way the design team is going to *entirely* scrap the current system to implement anything remotely like Darklands at this point because it's not 'skills' as defined in PoE that had such a system in Darklands, but everything.

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Fionavar's Holliday Wishes to all members of our online community:  Happy Holidays

 

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Remembering tarna, Phosphor, Metadigital, and Visceris.  Drink mead heartily in the halls of Valhalla, my friends!

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That's interesting. I always thought the Elder Scrolls way of doing skills was pretty interesting. Did TES get their ideas from Darklands, perhaps?

lol I was hoping you going to explain how the numbers work in Darklands, Matt.

 

...But I think it may have been.

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Yes, that skill increase method probably works better with a single character game like TES; for a party-based system like PoE or W2 you pretty much need a synergistic approach to skills.

"It has just been discovered that research causes cancer in rats."

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That's interesting. I always thought the Elder Scrolls way of doing skills was pretty interesting. Did TES get their ideas from Darklands, perhaps?

 

Todd Howard one of the designer of TES series has said that Darklands was one of the game that influenced them.

 

 

 

How did the Idea for The Elder Scrolls series begin 15 years ago? (What was the inspiration behind it? What did it develop from? Etc.)

Arena actually started as a gladiator game, and over time morphed into a giant RPG, as more and more elements got added to it. It even featured a party system at one point. The main inspiration for The Elder Scrolls comes from games like Ultima Underworld, Darklands, and Legends of Valour. And of course, D&D. The whole idea was to do a grand RPG, where you could do pretty much whatever you wanted.

 

https://web.archive.org/web/20090711210304/http://planetelderscrolls.gamespy.com/fullstory.php?id=159095

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