Frederik König’s Post

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Narrative Designer & Game Writer

The Elder Scrolls: Daggerfall - a love letter. I just watched this documentary about Bethesda and it reminded me of my first encounter with The Elder Scrolls. The year was 1998 and there was a computer shop near my violin teacher's flat. One Tuesday afternoon, while waiting for my class, I found The Elder Scrolls: Daggerfall (1994) in this shop, forgotten on a dusty shelf at the very back, still in its original packaging. The box and the screenshots on it immediately captivated me and never let go. Looking back, I'm pretty sure there was magic at work. Even though it was a four-year-old game, it was still too expensive for me. It hurt but I had to be patient and save every bit of pocket money so that I could eventually buy it. Unfortunately, money came in very slowly back then and so the weeks went by and the tension grew: would it still be there next time? What if someone bought it? (it was kind of a unique opportunity, because old games were hard to get back then). Finally Christmas came round and I was lucky enough to persuade my mum to buy the game and put it under the tree - that Christmas I was the happiest elf in the whole of Hamburg. For weeks I blocked the families computer, moved to Tamriel and ignored my brothers calling me - once again - a total nerd. I joined the Dark Brotherhood, bought a house, became a Lycranthrope and fought my way through endless dungeons. As in the pen & paper games, I was completely free to make my own decisions in Daggerfall. I could go where I wanted, do what I wanted, and be whoever I wanted to be. Since then, few games have given me that feeling - even the following titles of the series felt a little limited compared to Daggerfall. Don't get me wrong, the game was far from perfect. And of course this freedom came at a price, especially in a time when the performance and possibilities of games still depended on CD-Rom and a few megabytes of RAM (and apart from the monotonous enviroments & textures, swinging a sword in a computer game never took so long) - but it was still very immersive on the "social" level: You could be a law-abiding citizen, an outlaw or a wolf in sheep's skin. But no matter which path you took, every decision counted. People reacted differently to you, depending on their attitude and your actions, background, reputation and behaviour. Looking back, it all makes sense: I was already looking for a playground for my own stories. No wonder I later became a storyteller & writer for films and games. And no wonder the only logical cure for my Daggerfall fever was the discovery of the Duke Nukem 3D level editor. Suddenly I could build my own dungeons full of deadly traps and hidden doors to battle my brothers and friends for days and nights at local Lan parties. But that story is for another time... #daggerfall #elderscrolls #bethesda #duke3d #leveleditor #narrativedesign #gamedesign #videogames #rpg #openworld #tamriel #teso #adventure #fantasy #storytelling #childhoodstories #skyrim

The History of Bethesda Game Studios

https://www.youtube.com/

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