


Still, it's easy to see how influential these games were to not only future Elder Scrolls entries, but also to gaming as a whole. However, these titles haven't necessarily aged well, with many modern gamers noting their clunky controls, obtuse mechanics, and unforgiving difficulty. In 2004, a downloadable version of the game was made available free of charge as part of the tenth anniversary of the series.As first-person action-adventure games in the vein of a fusion between DOOM and Ultima, the first two Elder Scrolls games were among the earliest to feature such a large scale, with Arena actually being nearly infinite with its procedurally generated worlds. Although not as popular as the later games, Arena generated a cult following and was successful enough to spawn a popular sequel, Daggerfall in 1996. The game set a new standard for this type of CRPG and demonstrated just how much room was left for innovation. The game received praise from critics and would go on to win several awards such as Computer Gaming World 's 1994 "Role-Playing Game of the Year". Īrena would spawn later sequels that created a series, which has gone on to become one of the biggest western RPGs of all time. Role-playing elements were added to the game, and the game expanded to include towns outside the arenas and dungeons beyond the cities. As development on the game progressed, side quests took more importance, and the tournament aspect of the game took a back seat. Development for Arena was initially planned to have the player travel in towns across Tamriel, fighting other teams in their arenas until the player became "grand champion". The game features a day/night cycle and includes a spell creation system that allows players to mix various spell effects. Arena takes place on the entire continent of Tamriel, complete with wilderness, towns and dungeons which are procedurally generated.
