Favorite Part of Morrowind that Oblivion Lacked

Post » Sat May 28, 2011 5:55 am

That. I can't recall how much effort I spent trying to recreate the fog in Oblivion. I think much of the reason people assumed that Cyrodiil was much smaller than Vvardenfell (it's actually bigger) is because the visible distance is much too far. I remember seeing things the other way around when I used MGE to disable Morrowind's fog which made it look tiny and not very atmospheric (pun unintentional); that lasted all of a few seconds before I turned it back on again.

So I'd quite like to see the fog make a comeback in Skyrim, please.


If there is no more landscape texture pop then hopefully natural and artificial objects will obstruct your view. I'd love for a forest to block my view from one side to the other more effectively. I think art of the issue in Oblivion was that it was a very centralized area; There was a main city in the center, ensuring every city was close to another and trees were cleared from the center of the map.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Fri May 27, 2011 5:54 pm

the fact that the plot was passable, and that the lore was fantastic. everything in oblivion felt stupid if you looked at it hard enough
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Sat May 28, 2011 2:24 am

the fact that the plot was passable, and that the lore was fantastic. everything in oblivion felt stupid if you looked at it hard enough


lol, I didn't have time to look at Oblivion's main story very hard on account of I was avoiding Oblivion Gates like the plague. The broken enemy scaling mechanic allowed Clanfears to abuse my low agility to turn me into a drunkard that staggered with each hit and couldn't recover long enough to retaliate.
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Sat May 28, 2011 1:46 am

the fact that the plot was passable, and that the lore was fantastic. everything in oblivion felt stupid if you looked at it hard enough

I suppose it's literally minutes since we had an unproductive "Morrowind is better than Oblivion" thread.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Sat May 28, 2011 3:58 am

I thought this is the skyrim forum :P

anyway I miss the great number of weapons and armor
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Fri May 27, 2011 7:58 pm

I thought this is the skyrim forum :P

anyway I miss the great number of weapons and armor


Yea, I already noted the incongruity between the thread topic and forum topic :tongue: I think it fits in a way though because showing things that should not be left out of Skyrim like the were in Oblivion is important :foodndrink:
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Sat May 28, 2011 6:26 am

Comparative discussions need not be opinion based. For instance, would you agree that Oblivion had a far more common fantasy monsters (goblins, rats, minotaur, orcs, etc. [just give examples for things you find to be 'common]) in comparison to Morrowind? Might you also agree that Morrowind had a higher number of monsters that are unique to TES (Guar, mudcrab, Netch, etc.) than Oblivion?

These aren't really opinions because they are measurable


But its your opinion that's a good thing. I personally like lower fantasy level monsters such as what Oblivion had instead of the floating jellyfish Morrowind had. Monster diversity is important in any game sure, and both Morrowind and Oblivion had just that. Morrowind was more toards the alien life forms and Oblivion was more for the general fantasy type monsters, and I like the general fantasy type monsters better personally.
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Sat May 28, 2011 5:40 am

The houses. House Hlaalu/ Redoran/ Telvanni. Not necessarily specifically them, but similar quest lines/ factions. I.E. Factions you have to choose one for each character, and doing one locks you out of the others. I SERIOUSLY expect Nord Clans to be exactly like these, hopefully with a Stronghold building quest line at the end.
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Sat May 28, 2011 5:39 am

But its your opinion that's a good thing. I personally like lower fantasy level monsters such as what Oblivion had instead of the floating jellyfish Morrowind had. Monster diversity is important in any game sure, and both Morrowind and Oblivion had just that. Morrowind was more toards the alien life forms and Oblivion was more for the general fantasy type monsters, and I like the general fantasy type monsters better personally.


As a fan of Magic the Gathering and D&D, I enjoy general fantasy monsters as well. I just think that that those monsters fit better into games of other universes like D&D or LOTR. Yes, this is mostly opinion. I do feel, however, that it is a stretch to call opinion the assertion that Morrowind had a far more unique set of monsters in comparison to other fantasy settings than Oblivion. I feel that this uniqueness and sense of exploring a world full of new, unknown creatures is more compelling than fighting the same creatures that have been around for decades. What is the point of creating unique lore for a world if you aren't going to fill it with unique creatures?

On a more personal note, I never saw Morrowind's monsters as 'alien' in any way. They seemed believable to the world they were in. It's actually a monument to Bethesda's skill at worldcrafting that they could make such interesting creatures and not have them seem like outsiders in their own environment. Sad that they threw such a great accomplishment into the trash
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Sat May 28, 2011 10:01 am

If I remember correctly, each melee weapon in Morrowind deals three type of damage - slash, blunt, poke(?).
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Fri May 27, 2011 9:26 pm

If I remember correctly, each melee weapon in Morrowind deals three type of damage - slash, blunt, poke(?).


slash, blunt, poke pierce, lol!
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Sat May 28, 2011 4:53 am

The houses. House Hlaalu/ Redoran/ Telvanni. Not necessarily specifically them, but similar quest lines/ factions. I.E. Factions you have to choose one for each character, and doing one locks you out of the others. I SERIOUSLY expect Nord Clans to be exactly like these, hopefully with a Stronghold building quest line at the end.

Amen! The Houses and their rivalry and their distinct feel were a good part in Morrowind's coherent world.
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Fri May 27, 2011 6:19 pm

The fact that you couldn't quaff a levitate potion and find a Daedric bow with a few arrows in the most unlikely of places.

The fact that you couldn't dive into a pool after entering a cave, which then joins onto a Daedric shrine. And in that Daedric cave you find an amazing piece of kit after a difficult fight (Eleidon's Ward).

The fact that you couldn't by chance happen upon a Daedric Dai-Katana while exploring a Kwama mine.

The fact that there was no large mystical structures in caves over a hundred foot high.

The fact that you had to bash goblin #486 in corridor #315 in generic cave #13

Admittedly some of it is nostalgia but Oblivion just wasn't in the same league in terms of discovery, story, equipment and mystery.

edit: Oblivion went from an average game to a great game after about 18 months when the mods really started to bite.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Sat May 28, 2011 2:43 am

I missed a lot from Morrowind in Oblivion. I hated Oblivion at first, and it sincerely took me a couple of years before I could come to terms with it and play it.

If I had to pick one thing that I missed the most, it'd be directions. You know - "follow this path north until you come to the mountains, then turn to the east and keep the mountains on your left until you reach the pass marked by a stone pillar" as opposed to "blah blah blah Daedric shrine blah blah blah" .


Yeah me too :unsure2: Though I thgouht I would never admit it..... And yeah I had fond memories of those directions as well. The thing I most missed was the aligning ones self with one of the houses. I really enjoyed the gameplay and story around the houses, and how cool it felt to "belong" to one.
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sat May 28, 2011 8:46 am

I suppose it's literally minutes since we had an unproductive "Morrowind is better than Oblivion" thread.



NO, have some reason.

dagon just wanted to smash things, dagoth wanted to oust a group of false gods and get rid of foreigners (a view shared by many) and thus had a reason to be a dike. i find a plot so much better when the bad guy has nice reasons

and the way they did the guilds in oblivion :brokencomputer:
fighters guild are noble warriors, mages guild are noble mages fighting evil people who like to wear black, thieves guild people are noble thieves, and hail sithis
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Fri May 27, 2011 11:24 pm

As a fan of Magic the Gathering and D&D, I enjoy general fantasy monsters as well. I just think that that those monsters fit better into games of other universes like D&D or LOTR. Yes, this is mostly opinion. I do feel, however, that it is a stretch to call opinion the assertion that Morrowind had a far more unique set of monsters in comparison to other fantasy settings than Oblivion. I feel that this uniqueness and sense of exploring a world full of new, unknown creatures is more compelling than fighting the same creatures that have been around for decades. What is the point of creating unique lore for a world if you aren't going to fill it with unique creatures?


:shrug: I agree Morrowind had a more unique monster types. I however just don't think its my cup of tea. I'd rather fight those general fantasy type monsters in first person to experience those epic battles with the same beasts you always read about or watched your avatar fight pixalized representations of. That's really cool for me, when I can pick out what a monster is from other stories, and while I'm fighting it I can think how it is to go toe to toe with a minotaur.

In Skyrim I expect monsters that fit the landscape. Sure a floating jellyfish was interesting to fight for sure, but it would be kinda strange to find one in Cyrodiil. Cyrodiil came off as a more general fantasy level area, so I would expect general fantasy monsters. Skyrim is more snowy but still lower fantasy, so I expect monsters that are low fantasy and fit the area. Like mamoths and saber tooth tigers, or snow vampires.
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Sat May 28, 2011 3:17 am

NO, have some reason.

dagon just wanted to smash things, dagoth wanted to oust a group of false gods and get rid of foreigners (a view shared by many) and thus had a reason to be a dike. i find a plot so much better when the bad guy has nice reasons

and the way they did the guilds in oblivion :brokencomputer:
fighters guild are noble warriors, mages guild are noble mages fighting evil people who like to wear black, thieves guild people are noble thieves, and hail sithis

To be fair, I don't disagree with your list here (or can at least see your point), it was just the "everything" that I thought was rather too broad. I'll take my usual stance here which is that both games had their own strengths and I enjoyed playing both an awful lot: I just hope that Skyrim takes their best elements and leaves the not so good bits behind...

And for me, that includes the reintroduction of fog. :P
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sat May 28, 2011 7:24 am

The underlying tension between the factions. Morrowind had a gritty feel to it. Being treated as an outcast, the standoffish, yet proud Dunmer society, I guess the atmosphere in general appealed to me a bit more then Oblivion.
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Sat May 28, 2011 7:04 am

Political and religious strife. Morrowind felt like a living, breathing world where different NPC's had different opinions and beliefs and there were plenty of gray areas, whereas Oblivion felt black and white and NPC's had the "OH HAY LETS SMASH DE BAD GUY DERP!" stance on everything related to the main plot.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Sat May 28, 2011 5:54 am

What I missed most from Oblivion which was in Morrowind is the original Dunmer voices.

Yes, something this small ruined the entire Oblivion experience for me.

Whereas this probably won't affect most players out there, I very much doubt I'll even buy Skyrim if the Dunmer don't have their original voices. I won't fall into that hype trap again.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Fri May 27, 2011 11:15 pm

What I missed most from Oblivion which was in Morrowind is the original Dunmer voices.

Yes, something this small ruined the entire Oblivion experience for me.

Whereas this probably won't affect most players out there, I very much doubt I'll even buy Skyrim if the Dunmer don't have their original voices. I won't fall into that hype trap again.

That's an odd thing to decide whether or not to buy a game over.
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Sat May 28, 2011 7:24 am

:shrug: I agree Morrowind had a more unique monster types. I however just don't think its my cup of tea. I'd rather fight those general fantasy type monsters in first person to experience those epic battles with the same beasts you always read about or watched your avatar fight pixalized representations of. That's really cool for me, when I can pick out what a monster is from other stories, and while I'm fighting it I can think how it is to go toe to toe with a minotaur.

In Skyrim I expect monsters that fit the landscape. Sure a floating jellyfish was interesting to fight for sure, but it would be kinda strange to find one in Cyrodiil. Cyrodiil came off as a more general fantasy level area, so I would expect general fantasy monsters. Skyrim is more snowy but still lower fantasy, so I expect monsters that are low fantasy and fit the area. Like mamoths and saber tooth tigers, or snow vampires.


Fair enough. I don't mind utilizing some common fantasy creatures, it's always nice to see familiar entities. I just wish they weren't so wholesale about it in Oblivion. It just struck me as lazy in a way. I'd love for them to bring typical common cold climated fantasy creatures to the table with Skyrim but I also want them to come up with just as many creatures that are unique to TES so I don't have to always go "oh look, another troll/giant/goblin". Instead I want to see a creature and say "Oh look, another... wait... what the hell is that thing?"
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Sat May 28, 2011 9:00 am

Oblivion was too easy period. When I played Morrowind, it was tough to get higher level equipment and fight higher level enemies. But in Oblivion they scaled it all and it was waaaaaay too easy to go through the main quest at level 1. It was also too easy to level up and get your hands on daedric armor.

Also I miss the great variety of armor and weapons in the game.

Edit_
Come to think of it, I missed variety period. Oblivion lacked variety and uniqueness that was seen in Morrowind.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat May 28, 2011 7:43 am

That's an odd thing to decide whether or not to buy a game over.


No the basis on which I decide whether or not to buy a game sequel (or any film sequel for that matter) is how true it stays to itself - very important.

The Dunmer race are exactly that; Dunmer. They won't suddenly lose their culture or tradition by living in another part of their world.

You don't provide such an important characteristic feature of a race in a prequel then suddenly take it away in the sequel because of some technicality or to save money or time.

It's another reason why players felt such a lack of immersion in Oblivion; every male elf was just some British guy.
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Fri May 27, 2011 10:51 pm

Uniqueness, discovery, dunmer voices, Morrowind's fast travel system and the way quests were handled.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

PreviousNext

Return to III - Morrowind