» Sun Dec 04, 2011 10:16 pm
Where is the quote from? I am rather pleased by this idea.
The main differences were, Oblivion "felt" very watered down in terms of the game world, it honestly seemed like it was reaching for a slightly younger audience and really doing everything they could to help you, I also noticed this with the very VERY bright and colorful themes of Oblivion's world, though Shivering Isles actually reminded me alot of Vvardenfell (With the Saturation up way high)
In Morrowind, you just got off a ship, got your class and race sorted and then you were kicked outside with your given orders, and that was it the rest was upto you. If you did a bit of talking and snooping around you learned more about where to go, you also could not fast travel anywhere, you had several options of traveling in Morrowind.
1.Silt Striders to fast travel to the Major cities.
2.Boats that traveled to most of the coastal towns/villages lacking silt striders.
3. Each mages guild in Vvardenfell had a Mage who could teleport you directly to any other Mages guild instantly for a fee (This was handy because some cities were rather large and not all of the places with Mages guilds had easy silt strider or boat access)
4. You could get spells and scrolls that teleported you to the "Nearest" Imperial Chapel (Divine Intervention) or Dunmer Temple (Almsivi Intervention)
5. Walk, yes walk, Vvardenfell was extremely large (far longer to cover than Cyrodill) so walking to towns on the roads usually resulted in finding random NPCs and the occasional roadside quest, finding a cave or tomb to loot and be distracted by or just wandering off the path and getting killed somewhere if you were careless.
Oblivion's map is very used, it marks absolutely everything and you could then fast travel to any marked location on the map, in Morrowind it just lists towns and locations only if you are told about them or if you discover them yourself, no fast traveling by map. It's other and I must say more amusing purpose was that it starts off as a brown landmass with no detail, however wandering around filled in land detail on the map as you walked, I thought this was great since it gave an extra purpose to explore the entire land.
Minimal level scaling, certain creatures didn't appear very often until certain levels, however nothing was actually weakened or strengthened or changed by your level, meaning that what you got was what you got, most NPC's and creatures themselves in the game had a set level for the most part, meaning at level 1, there was ALOT that could kill you very fast, looting tombs and caves I do believe had level scaled loot to an extent (Luck I believe made finding better stuff more common at lower levels) but there was never anything really nonsense about it, the biggest advantage of high level smuggler cave looting was for higher chance of finding grand soul gems and spell scrolls etc.
There was also only 1 or 2 Sets of Daedric Armor in the game, one on an essential NPC and the other set had it's parts scattered throughout the world. Along with these and the very serious, dark and gritter nature had Morrowind being a game of survival for the most part in the earlier levels.
It also had many more factions to join as well that were all more interesting than Oblivions (Oblivion DB and Thieves guild were awesome however)
In short I believe their point is Skyrim will be a very harsh landscape that will punish you severely if you are reckless but also reward you equally as much should you succeed.