The Elder Scrolls: Arena

Everything About Fiction You Never Wanted to Know.
(Redirected from The Elder Scrolls I Arena)
"The best techniques are passed down by the survivors."
Gaiden Shinji

The first video game in The Elder Scrolls series, released for DOS in 1994. Originally, it was going to be an Action Game with RPG Elements, about gladiatorial combat. However, as development went on, the RPG elements grew more and more, until the arenas themselves were cut out altogether (they are still mentioned in some Dummied Out narration and oddly referenced in a few barter dialogs, though.)

The player takes on the role of a member of the Imperial Court of Tamriel. In the opening Cutscene The Emperor is trapped in another dimension by his most trusted courtier, the battlemage Jagar Tharn. The evil Tharn then uses magic to disguise himself as the emperor and take his place.

However, he is noticed by both the player character and the lesser sorceress Ria Silmane. Silmane threatens to reveal Tharn's new identity, so Tharn kills her and throws the player into the Imperial dungeons.

However, Silmane appears to the player in his/her dreams, and guides him/her to reassemble the Staff of Chaos, a weapon capable of defeating Tharn and rescuing the emperor, but which Tharn has broken into eight pieces and scattered across the Empire.

That's right, there are no arenas in this game. At all. However, as if to make up for that, this game is huge. The game has hundreds of settlements and thousands of NPCs.

The game has been released as a freeware download by Bethesda as part of their commemoration of the fifteenth anniversary of the inception of The Elder Scrolls. Get it here.

Tropes used in The Elder Scrolls: Arena include:
  • Alien Sky
  • All Myths Are True
  • Alternative Calendar -- A very elaborate one, complete with holidays and whatnot.
  • Exclusively Evil -- Many creatures.
  • Artifact Title -- The game was originally meant to be about raising a team of gladiators. The basis changed dramatically, but the title was kept, and retconned as a nickname for Tamriel. It's a pretty accurate nickname, though.
  • Big Bad -- Jagar Tharn.
  • Conspiracy Theorist -- Randomly-generated NPCs will sometimes describe conspiracy theories they have about their randomly-generated feudal masters, which tend to be rather humorous.
  • Crutch Character -- Bards level up very quickly and have a wide variety of abilities. Unfortunately raw levels don't mean much outside of casting, and the increased level up speed isn't even that much at higher levels.
  • Dismantled MacGuffin -- The Staff of Chaos.
  • Disposable Bandits: Unusually these mainly attack the player if they wander towns at night rather than haunt the roads.
  • Dungeon Bypass: The Passwall spell allows you to destroy dungeon walls.
  • Early Installment Weirdness: A lot of the series lore hadn't quite gelled yet, leading to an Elder Scrolls game with completely human-looking Khajit, blue-skinned Tolkien Orcs no mention of the word "Daedra" whatsoever, and a Cosmic Keystone artifact that has never been seen again.
    • Later games would partially smooth over the weirdness, with the humanoid Khajit explained as a subspecies known as the Ohmes-Raht (the majority are Suthay-Raht which are seen from TES III onward), the Orcs they pretended were always depicted as green in later games, and the Daedra were given more detail from Daggerfall onward.
  • Energy Absorption -- Spell Absorption is surprisingly cheap and can easily be made 100% effective so long as you don't have full spell points. This turns casting enemies into jokes.
  • Escort Mission -- Can be found as a random quest. However the escortee is effectively an inventory item and in no actual danger.
  • Evil Sorcerer -- Jagar Tharn, plus some of his Mooks, plus a few more in the Backstory.
  • Fantastic Racism -- Rather egregious. You'll often have ethnic insults hurled at you by members of your own race.
  • Fetch Quest -- Loads and loads of them, most of which are thankfully optional.
  • Fictional Document -- The titular scrolls.
  • Freeware Games -- It is one now, anyway. Bethesda Softworks is letting anyone download it for free on their website as of 2004.
  • Game Breaking Bug -- Unarmed combat tends to crash the game. Refusing one part of the main quest and reconsidering crashes the game.
  • Goddamn Bats -- Goblins.
  • Heroic Fantasy
  • Inept Mage -- All non-casting classes fall into this: They can cast spells, and by plot were apprentice mages before the start of the game, but don't have any spell points with which to cast spells. Due to spell cost scaling downward with level this means it will eventually be possible for them to acquire a few spells that cost zero points to cast.
  • Magic Knight -- Many variants offered.
  • Joke Character -- Unintentionally Mage is strictly worse than Healer except for their (slightly) faster level up process. Every single ability of a Healer is better than a Mage thanks to an error giving a Healer a spell point pool twice their intelligence (the manual indicates this should have been 1.75), a benefit that was intended to be unique to a Mage. Healers have better health, armor and weapon options than Mages.
    • The All New Classes mod adds several of these in its attempt to create a full new set of classes for veteran players. Arena Fan can only use daggers and no armor, while the Seer is a caster that can never level up in a game where casting is heavily level based, .
  • Linear Warriors, Quadratic Wizards -- By mid-levels, a caster can easily convert enemy spells into free spell points, cure any ailment, cause massive damage, make enemies ignore them, and destroy the walls keeping the player from walking around mazes and locked gates. Non-casters get a bit more HP and attribute points that let them hit things harder and more accurately.
  • Minus World -- Entering loading doors from the back with the passwall spell sends you to one. You shouldn't save here as it's impossible to get out. A less bad version occurs if you destroy a floor tile then create a wall over it, creating a new dungeon.
  • Mooks
  • Never Trust a Title -- This game has no arenas in it. Also, the Elder Scrolls themselves are a very minor plot element.
    • "Arena" actually refers to the world of Nirn itself: the entire world is an arena of conflict.
  • Our Elves Are Different -- Really, there isn't much difference between humans and elves at all.
  • Our Goblins Are Wickeder -- Our Goblins are Goddamn Bats. Kept remarkably consistent with later games, though their threat level raised and dipped per incarnation.
  • Our Orcs Are Different -- Our Orcs are dressed like players of American football. Notably, they're a generic enemy and not a playable race as they are in the post-Daggerfall games.
  • Plot Coupon -- The pieces of the Staff of Chaos.
  • Randomly Generated Levels -- While all main quest dungeons are handcrafted, all settlements, settlement exteriors, and side quest dungeons are random.
  • Red Eyes, Take Warning -- Tharn has red eyes, for no readily-explained reason other than that he's evil!! Later games in the series would explain that he is part Dark Elf.
    • Also Orcs and Dark Elves (though the latter are not bad guys in this setting.)
  • Ruins for Ruins Sake
  • Rule of Cool -- The title "The Elder Scrolls" itself. One of the developers came up with the name just because he thought it sounded cool--and then it was decided what the actual Elder Scrolls should be.
    • Actually, that's how they named everything. Or should that be "thinged everyname"?
  • Scenery Porn -- It looks rather crude by today's standards, but back in 1994, it was clear why the name Tamriel means "Dawn's Beauty" in Elvish.
  • Sci-Fi Writers Have No Sense of Scale (Mass): Item weights are given in kilograms, but every value is clearly supposed to be in pounds and only the word was swapped. This means people with middle of the road strength can carry a hundred kilograms, a cuirass on its own with no other components weighs 16 kilograms, and a big sword weighing 14 kilograms.
  • Short-Range Long-Range Weapon: While ranged attacks have effectively unlimited range, without the light spell your view distance is only a few tiles in front of you. Unfortunately, the class that specializes in ranged combat gets no spell points and there's no other way to increase vision range, forcing the Archer to buy expendable magic items to actually hit anything not directly in front of him.
  • The Emperor -- A benevolent one! Of course, he's not around for most of the game. Most of Tamriel's other emperors have played the trope more straight by necessity, due to the Deadly Decadent Court.
  • Treacherous Advisor -- Jagar Tharn.
  • What Happened to the Mouse? -- Or rather, what happened to the Staff of God-Damned Chaos? Arena sets it up to be the Cosmic Keystone of Tamriel... and the sequels never mention it again.
  • Wide Open Sandbox -- A wide, wide, wide open sandbox.
    • It's worth noting, unlike Daggerfall, reverse engineering has revealed some interesting subversion. The wilderness is not truly connected to the world, rather it's a closed loop that cannot be traversed to reach another town, which is why travel is done via a minimap, as the wilderness is mostly for flavor. Like Daggerfall, almost everywhere is randomly generated but due to the fact the wilderness is not connected to the greater game world, is actually far smaller than it appears despite covering all of Tamriel.