» Mon Dec 12, 2011 8:41 am
Personally I don't find Morrowind any more complex than Skyrim or Oblivion. More armor slot=/=complexity, more weapons=/=complexity, spellcrafting=/=complexity, attributes=/=complexity, 27 skills with no uniqness=/=complexity.
The sad truth is that you Morrowind Lovers(or Morrowhiners if you complain just because something isn't Morrowind or exactly like it) most likely have a bad case of nostalgia.
Having more armor slots are well and fine, but other than letting you mix your appearance more it does not add any real complexity. The only thing about Morrowinds armor I think they did better is that the heavy armor isn't useful at all in sneaking due to its great weight comparred to light.
More weapon designes are also well and good and I am for bringing them all back, but in actuall gameplay the only difference between a katana and a longsword is the name and design. Once again no complexity is lost, just quantity. The only thing I can say have actually affected the character is the removal of short/longswords which I do not support.
Spellcrafting is not a bad idea IMO, but I didn't feel like it added complexity. It added a cheap way of making stronger spells, which is fine by me, but saying that you could make a stronger version of the spell does not give you more complexity. The same thing could be achieved if Bethesda made a patch that moved the destruction spells around in their rank and introdused new spells to take the expert and master rank, or made destruction scale somewhat similar to the melee skills or archery.
The attributes in MW was simply a grinding mess, and rarely made an actuall impact on how you end-game character would be. All characetrs of all classes would have no trouble maxing everything without even putting much effort into it, with the 70+ levels you could get from you class skills. Yes, they added a set of eight fancy numbers to your log, and were vital to your character, but I always felt the only attribute that mattered to raise quickly was endurance.
The amount of skills in Morrowind seems pointless. Short-blade, long-blade, blunt weapons and axe worked axactly the same, only that the weapons had different pint-jobs, namely to give you a better chance of hitting. Having three main types of armor worked well enough, but always seemed like less -powerful heavy armor rather than a unique armor-style. If they had made some major differenses in the three skills they would have worked great.
The system used in Skyrim seems more complx to me for a few reasons:
The Perks. Having a limited amount of perks to define your character was probably the best thig that happened to the series, on line with the right/left hand set-up. A warrior that takes up destruction as a second thought will not be able to cast as many spells or do as much damage. The warriors spells will, most likely, cost twice as much, have no damage bonus and he will likely not have the magica to use them very much. The warrior will however excell at f.exs. 2-handed melee, only matched by those who have put equally many perks into it as himelf. This was not the case in OB and MW where the skill number alone determined if you had mastered the skill or not.
The Health/Stamina/Magica selection. This forces you to chose what is important to your character. Two warrior could end up with very different amount of stamina and health based on how much they rely on armor, blocking, power-attacks. Warrior/Mage hybrids also have to chose how they will do it. They will have less stamina, health and magica than a more "pure" class, but more flexibilety.
The limited enchanting. I think this is a good thing, since it forced you to think about what is most important for your character to put on those boots. More 1-handed damage or extra magica or maybe increased carrying load? The fact that you have to heavily have to invest in enchanting to get the real sweet effects is also good.
Crafting in general. Simple: Adding a crafting for each archetype can't be bad for complexity(even more so when it require you to use of your limited perks to have it be actually usefull).
The only thing I can think of that Morrowind and Oblivion did better was the Birthsigns. While equipment degradation made sense it only forced all melee characters to level up armorer, which again push your character towards a generic "King-of-ll-Trades" character.
In concluton I will say that numbers alone doesn't make a game more complex. Adding permanent choices that will affect you for the rest of the game does.