I don't agree with this. There are as many regions in Cyrodiil as there were in Morrowind, for example (I can't speak about Daggerfall). In my opinion the difference between Vvardenfell and Cyrodiil is that Cyrodiil's regional differences were more subtle. Cyrodiil's regions aren't abrupt, color-coded, WoW-style "zones." They blend into one another with a great deal more taste and artistry than they did in Morrowind. The transition from flat swampland in southern Cyrodiil to hilly, deciduous woodlands in central Cyrodiil to snowy mountains in northern Cyrodiil (and rolling grasslands in Western Cyrodiil) was gradual and realistic. In my opinion Oblivion's game world is more "advlt."
There's a spot near the Fields of Kummu where the player has only to take a couple of steps to move from lush Ascadian Isles to the barren rock of the Ashlands. There's nothing that crude in Cyrodiil. Maybe that's the problem. Maybe it's too subtle for many people to pick up on. I don't know.
As much as I love Morrowind, I can't deny the objectivity of your statement on this matter. Morrowind's regions didn't blend together as gradually or artfully as Oblivion's did. In fact, your example of the fields fo Kummu is a prime example (I know exactly the spot you're talking about because I, too, noticed how abrupt the change was). I think that you are correct in your observation that Oblivion's regional variety may have been a little too subtle for its own good, though. The differences in the colors and textures in the grass, rocks, flowers, wildlife and trees (et al) can be difficult to pick out from region to region, especially if you are not paying attention and just charge through the province looking for the next fight / quest. Which is why we frequently see people describe Oblivion's landscape as 'repetitive, generic, cliche, boring', etc.
I have at least two reason not to prefer Daggerfall.
First, I don't like randomly-generated game worlds. I don't mind a game world that was created with input from software (as Oblivion was) but, once created, I want that game world to be stable, "finished." I don't want the game world to change every time I exit a dungeon. One of the main reasons I play open-world games like the the Elder Scrolls series is because I like to explore. If the world is constantly being re-invented it ruins any feeling of accomplishment I might feel when I explore.
I don't know for
certain, but I don't think that is how Daggerfall works. I think the gameworld in Daggerfall was randomly generated
when it was first created. But when it ships, it is consistent for everyone who plays it. What I mean by that is that the gameworld doesn't seem to change each and every time you exit a dungeon, or start up a new game. The reason I believe this to be true is because I've played two different characters in Daggerfall, and many of the buildings and dungeons are in the same place whenever I play either character. Either that is a phenomenal coincidence, or it means that the gameworld is static when shipped.
Second, is the combat system of using a mouse to swing a sword. That alone is enough to keep me from playing Daggerfall. In my opinion, it's an utterly hideous system and I'm glad they dropped it
.
Heh, I think I actually prefer Daggerfall's combat over any other in the series. To each his own. :shrug:
Yes, but Bethesda has continually changed lore - changing lore did not begin with Oblivion. What happened to the Vvardenfell towns of Stonewood and Star Wound, or The Great Scathes region? How did Ebonheart magically get transported from mainland Morrowind to Vvardenfell? How is it that Solstheim suddenly appeared out of nowhere (displacing a great chunk of northwestern Morrowind and requiring that all future maps be redrawn)? The list of changes Bethesda made to lore before Oblivion came along is a long one.
In my opinion it's unfair to single out Oblivion for this complaint.
Once again, you speak the truth. But, I have a feeling that it wasn't
just the change in lore that people had a problem with, but rather, it was the fact that Bethesda chose to give the die-hards a big middle fing... I mean, 'hand wave', in regards to the setting and political atmosphere of the province as it was previously described. In exchange, what we all got instead was yet another "generic LotR fantasy setting". Basically, a lot of people were pissed because Cyrodiil ended up being absolutely
nothing like it was described, but also offered nothing new or fresh. It was a huge let-down, and a big, juicy FAIL on Bethesda's part. That, combined with the level-scaling, FT, streamlining of the game, etc., just rubbed the old fans the wrong way. And to be fair, that is a whole lot of disappointment after four years of waiting.