Morrowind and Oblivion Game discussion

Post » Fri May 27, 2011 10:23 am

Morrowind and Oblivion Game discussion

Everyone wants to discuss the comparison of Morrowind and Oblivion but over a period of time the topics that have been made turn into a personal crusade for some members in order to bash one game which is why they have not been permitted for a while.

This topic is to talk about the two games in a constructive, orderly and informative way. Any members coming in here with their own agenda will not be allowed to post in this topic again, along with any other sanctions deemed appropriate. Yes, I will be keeping an eye on it. ;)

So guys and gals let's see if we can make this one work.
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k a t e
 
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Post » Fri May 27, 2011 6:39 am

Is this some sort of versus thread???
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Da Missz
 
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Post » Fri May 27, 2011 10:53 am

No, I think what Rohugh means is that we compare the two games in a Orderly and constructive fashion. Comparing the weaknesses and faults, and seeing how these could be improved/combined into future bethesda games.
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James Potter
 
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Post » Fri May 27, 2011 12:33 am

Is this some sort of versus thread???


No, we don't do vs threads although I have never seen this kind of topic as such. Now, Batman vs Superman - who will win? That's a vs thread. :D

No, I think what Rohugh means is that we compare the two games in a Orderly and constructive fashion. Comparing the weaknesses and faults, and seeing how these could be improved/combined into future bethesda games.


Exactly. Both games have their strengths and weaknesses, the idea as Mirelurk21 says is to discuss those in the hope that it will give the Devs some ideas of what to implement in the (fingers crossed) next game. :)
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Ash
 
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Post » Fri May 27, 2011 5:17 am

Aaah okeey.... well..

In my my opinion Morrowind has the quantity (that isn't spelled correct.. i guess, but you know what I mean XD) while Oblivion has the quality....

While Morrowind has more (and more unique) guilds, their missions are most of the times the same without a connection... (I'm mostly referring to the Morag Tong and Thieves guild, but others to) sometimes they do have a connection but They still feel often that you're doing constantly the same...
The guilds in Morrowind also have this guild conflicts wich is pretty cool as realism ( since you would never be able to join two Great Houses).... But how Oblivion handles it, isn't bad either.. Although most complain that they can join every guild... they're just whining for no reason.... You don't need to join them.... but in real you would be able to since membership of both DB and TG are secret.... So a mercenary for the fighters guild can easily have a secret agenda as being a thief or assasin.... Anyone would understand that there wouldn't be a conflict between joing the FG MG and Arena (that conflict also doesn't excist in Morrowind) What I DO miss in Oblivion is skill requirements for a high rank...... If someone is an asssasin, or mage (as class and guildmember) it would be strange to lead a guild of Heavy armored fighters (Although it's possible in Morrowind, You need to work on it like hell... wich is more realistic...) But Oblivion does have very cool and unique guild quests... Every guild has a good story where in the player plays a major role (with the exception of the Arena) and most quests also find their origin in the troubles the guild deals with (aka the story).....

Another thing The above rule implies is combat.... Although Morrowind has (ALOT) more armor and weapons, Oblivion has the better combat system.... Although I still miss the crossbows, Throwing knives, - darts, - stars, Broadswords, spears and halberd and smackable staffs combat is alot more fun... Besides the really cool skill perks and power attacks you are allowed to block wich makes combat alot more fun instead of just some skill calculation if the damage of one attack is ignored or not..... It's also good that the attack misses were removed for Oblivion and that attacks only miss when... well.. when the weapon or ammo doesn't touch the enemy....

The combat was a good example for leaving out those skill calculation and replace it for the skill of the player.... but this also has some bad examples... The two minigames.... both the Lockpicking skill and the speechcraft skill became almost useless in Oblivion for stealth characters (while they were really needed in Morrowind) with a bit training you can pick a very hard lock while your lockpicking skill is at 5..... and if you don't you just waited for lvl 10 to come and got the Skeleton key... and the same goes for speechcraft (except the Skeleton key that is....)

Cyrodiil looks way and way better then Vvardenfell (due the years between the two games) But Cyrodiil does look a lot more the same then Vvardenfell and actually really boring (Although this was corrected with SI wich added a beautifull yet original landscape)....

Although Morrowind wasn't voiced I liked the dialogues more, besides that you can talk alot more with a person the dialogues are ALOT more mod-friendly... But i still prefer Oblivion's voiced dialogues....

Theirs also the fast travel system.... Well sortly said.. they're different (very different XD) but I like them both so I don't really mind....
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hannaH
 
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Post » Thu May 26, 2011 11:31 pm

Morrowind's benefits:
  • More varied and interesting environments.
  • More character customization, including skills and apparel.
  • Less leveled creatures and items. Many hand-placed unique items.
  • Races were unique from each other.
  • Many unique and interesting creatures.

Morrowind's bad points:
  • Many quests were very generic and quick.
  • Graphics and AI aren't in-line with today's standard.




Oblivion's benefits:
  • Better graphics and AI.
  • Quests were less generic and more captivating.

Oblivion's bad points:
  • Less customization of character, including skills and apparel.
  • Environment was much less varied.
  • Quests did not have many choices.
  • Not enough political struggles.
  • Less hand-placed loot and creature/item leveling in-line with the character.

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Philip Lyon
 
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Post » Fri May 27, 2011 9:02 am

I was talking to my friend today, and i was asking him why all the hostility to Windows Vista.

His reply was " Well, comparing XP to Vista is like comparing MW to OB "

Without knowing much about Vista, i instinctively seemed to know what was wrong with it.

I'd give people my $0.02 on the matter, but i'm sure people have stuff on their computer that they're just going to cut and paste onto this thread that's going to say it better than i ever could.

I'm just waiting for TES5 to come out to maybe end this argument once and for all, and that the new TES will give the lore scholars something to digest. Something that MW did, but OB failed miserably to do.
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Eire Charlotta
 
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Post » Fri May 27, 2011 1:00 pm

I went through Fort Empire in Oblivion today. I've been hearing a lot of objection to the idea that Oblivion's dungeons are more on the generic side (no clearly-defined rooms, not enough usage of extra architectural elements such as tapestries or rugs, miscellaneous clutter/static objects, etc, and elements that are present being somewhat copy-pasted), and I wanted to start thoroughly testing my opinion that the statement is largely true.

So. My impressions:

The entrance was a hallway that led into a high-ceiling square room, with stairs criss-crossing up to an alcove with an empty brazier. There was the occasional spot of rubble on the ground, and arches came out of the central column and connected to the walls, but other than those few things, the room was architecturally void of detail (other than the repeated detail in the interior-cell room building blocks, of course). I had very little to go on to try to parse out what that particular room would have been used for. A first-defense guard room, perhaps? But then why was there no evidence of a gate or other obstruction to entering? No weapon racks, or scattered weaponry? No banners or tattered rags of banners (heck, not even a few rails to suggest there might once have been some) to have formerly displayed the glory and honor of past Cyrodiil?

Another winding hallway led to another large room with two columns and a very high ledge with another brazier. Below the ledge was a statue of a hooded individual holding a sword, which was placed on a stone altar. On the other side of the ledge was another altar, this one containing two chests. No other architectural details, aside from arches sprouting from the central columns. A worship room, perhaps? Or a monument to past heroes? Who is the statue of? Is it of Al-Esh? Or of some other hero of the Reman Dynasty? No objects at all ring the statue, giving us absolutely no direct clues as to its significance or importance. Is the brazier above simply to provide light? Or is it part of some honoring ceremony, tied with the statue and the altar? Again, no real clues to build a hypothesis either way.

Beyond that, the corridor split down two paths, both leading to loading-doors that led to the same room: "Fort Empire Barracks." I now had a name to associate with the following series of rooms.

After entering the next interior cell of the Barracks, the corridor I was following got increasingly more rubble-filled. It emptied out into a tall room with a centrally-raised platform with rails on the left and right sides. A stairway led up to it, and an arched bridge led off the other side into a recessed hall carved high up in the wall on the other side. The left side of the room also had a small recessed area, across from the central platform. Thick ropy cobwebs hung from various places, and piles of stone and rock-dust were everywhere. And yet for the place being a barracks, I saw little evidence to suggest it beyond name only. The only non-architectural objects in the whole room was one lone broken and battered crate, with a worn-looking chest next to it; both under the bridge. I followed the hallway to a sharp corner (containing two more chests) and out into another room, very similar to the previous one. An archway-bridge, a centrally-raised platform with rails, some stairs leading down to the floor, numerous piles of rubble, one lone battered crate (two chests this time), and a ruined hallway leading back out to the entryway of Fort Empire.

I couldn't help but wonder where the frames were for the soldiers' beds, if they were made from metal. Or where the beds themselves would have gone, because the design of the two rooms in the barracks certainly didn't hold credence to serving as sleeping quarters. Further, I wondered where they stored their weaponry and equipment. Did the whole garrison communally use the 5 scattered chests I found in the barracks? Where were the shelves or tables? Where did these soldiers eat? Where were their meals prepared? Where was their armor and weaponry repaired? Where were their training rooms? Where was the semblance that someone had formerly inhabited these ruins at some point and time, with their own stories and lives? Logistically speaking, the whole thing felt like a winding dungeon crawl, and nothing more. And to be fair, it was a well-done dungeon crawl. The lighting and fog effects were great, the creature placement was decent, and in terms of excitement and adventure, the overall design worked well. But providing a decent dungeon crawl is only half the purpose of dungeons. When I tried to dig a bit deeper, began to question why things were the way they were within this dungeon, it gave me very little to work with at all to come up with an answer.

Now, it's true that this is just one of Oblivion's 190-or-so dungeons, and that it's far too early in my anolysis to say that Oblivion overall has a problem with generic dungeons. But forgive me if I now label Fort Empire as a generic dungeon. And also forgive me that I haven't provided a decent Morrowind example to compare or contrast with; I haven't been playing it recently to comfortably pick a dungeon and put it side-by-side. But if memory of Morrowind serves me correctly, I rarely had to guess to the purpose of rooms in dungeons. Perhaps that was because they were smaller and fewer in overall number, (and there are exceptions to that purpose statement, of course), but if I couldn't discern the purpose immediately, there was usually a plethora of static objects, themed containers, items, and what-not to at least give me a basic foundation for educated guesswork.


On the same token, I thought I'd bring back my anolysis of Ayleid ruins compared to Dwemer ruins, which was largely passed over in the previous threads:
On the subject of Ayleid ruins in particular, one of the biggest pet peeves I had about Oblivion dealt with their ruins of an ancient culture and society not cohesively feeling like the ruins of an ancient culture and society.

In Morrowind, the Dwemer ruins felt lived in, they felt as though a cluster of individuals had been going about their lives, only to suddenly vanish, leaving their possessions to gather dust with time. Ayleid ruins, on the other hand, felt nothing like the actual remnants of an old foregone culture and everything like fantasy dungeons devoid of believable purpose.

When raiding a Dwemer ruin, one often found things that most people would naturally use if they had once lived in said ruins. Dwemer cups, goblets, tableware, and what-not were commonplace. There were ovens, presumably used for either cooking or for metallurgy. There were beds, though the mattresses had rotted away. Their containers were not just chests full of valuables, but writing desks, cupboards, furniture that also happened to serve as storage, which also happened to serve as a place for loot to go. And the loot found inside Dwemer ruins never stretched the immersion of being in a Dwemer ruin. You often found scraps of metal, precious gems and materials of different varieties, Dwemer weapons and armor, Dwemer clutter (cutlery, goblets, and machinery pieces such as coherers, cogs, tubes, and the like) Dwemer money, and so forth. If you did find something that seemed odd within a Dwemer ruin, there was usually a ready explanation for it, such as that particular Dwemer ruin being taken over by a Dagoth, or bandits or excavations currently being in the ruins at the time. They felt as though something had lived there at one time, and what the player could find within those ruins is what built up that feeling.

Ayleid ruins have few semblances of being lived in. There are mortuary slabs in the walls where the dead are interred. There are benches scattered here and there, along with perhaps the rare stone sleeping-slab. But there is no tableware. There are no Ayleid goblets or plates, no cups or ovens or firepits by which to cook food. There aren't even Ayleid tables on which food might have been consumed. Ayleid containers are either circular or cylindrical reliquaries, which are little more than loot-chests. There are no Aylied cupboards or closets. No writing desks or drawers. And loot in Ayleid ruins oftentimes makes little sense for Ayleid ruins. Aside from the welkynd and varla stones (and the Ancestor Statues), loot is drawn from generic leveled lists like everything else. Open up a chest and find some magic trinkets, or steel armor, or repair hammers. All those are well and good, but what do they have to do with the Ayleids? Where is the loot that reinforces the idea that such ruins were once lived in? And my biggest pet peeve of all regarding Ayleid ruins: Why, oh why, do I find septims all over these ruins, in their loot chests, when the Ayleids were contemporary to Alessia? Why don't they have their own unique form of money? Why do they inexplicably possess money from a dynasty that is eras older than them? And why is there no commonplace yet brutally well-defended elven weaponry and armor to be found within Ayleid ruins, instead of that elven weaponry and armor being tied to generic leveled lists? Surely, if your instinct was to be called upon to answer the question, "where would you go to find old elven weapons and the like in Cyrodiil," you would naturally respond, "In Ayleid ruins, of course!" But by and large, such things are not to be found as a result of the ruins themselves, unless you count a few quest-related helms in 2 or 3 ruins.

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gemma
 
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Post » Thu May 26, 2011 9:26 pm


I never really looked at the dungeons that way (consciously anyway), you make some very good points there. :foodndrink:

Many dungeons in Oblivion indeed feel like they were designed for dungeon crawling only, without paying attention to what the dungeon was originally supposed to be used for.
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Daniel Holgate
 
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Post » Fri May 27, 2011 8:14 am

I've got to agree re the Ayleid comparison to the Dwemer. No wonder the Ayleids are history; their ruins are deathtraps, not cities.
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Annika Marziniak
 
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Post » Fri May 27, 2011 9:53 am

In my my opinion Morrowind has the quantity (that isn't spelled correct.. i guess, but you know what I mean XD) while Oblivion has the quality....


Well, in my opinion it's completely opposite. While Oblivion has the eye-candies and all that "oooh looks nice" stuff it feels kinda....dumbed down and I don't know how you guys, but I actually prefer some challenge in video games :shrug:

Nevertheless, they are both good (and playable) games.
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Robert DeLarosa
 
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Post » Thu May 26, 2011 9:48 pm

Well, in my opinion it's completely opposite. While Oblivion has the eye-candies and all that "oooh looks nice" stuff it feels kinda....dumbed down and I don't know how you guys, but I actually prefer some challenge in video games :shrug:

Nevertheless, they are both good (and playable) games.

I'd say EgyptRaider has it; 'dumbed down' is extremely subjective - Oblivion is certainly more user-friendly and welcoming to new players of the franchise, but this isn't necessarily a bad thing. Morrowind's combat in particular was very unforgiving, but the scale, lore and story were immense.
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Kate Murrell
 
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Post » Fri May 27, 2011 4:00 am

I never really looked at the dungeons that way (consciously anyway), you make some very good points there. :foodndrink:

Many dungeons in Oblivion indeed feel like they were designed for dungeon crawling only, without paying attention to what the dungeon was originally supposed to be used for.


Yup. Though there are a number of dungeons in Oblivion that are unique, my main problem with them has always been the lack of distinguishing decor, furniture and yes, lighting. Imperial forts don't have anything to indicate they were ever used by the legions, and the Ayleid ruins don't have anything you'd expect to find in once-living cities. It's really a curious oversight after having played a game with that attention to detail.
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Beth Belcher
 
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Post » Fri May 27, 2011 10:25 am

Finally, a topic where people won't be overwhelmed by sheer weight of numbers.

Less customization of character, including skills and apparel.


There was more varied clothing in Oblivion, and actually millions more characters through individual design choices regarding over a hundred physical features. Morrowind had a handful of face and hair models you could choose from, which made about a thousand different possibilities - Oblivion provides millions, as stated, as other games cannot compare.

Environment was much less varied.


It was far more varied. Morrowind's regions were essentially the same, with a different paint texture and marginally different plants. The only major differences are ash storms and giant Telvanni mushrooms.

Quests did not have many choices.


Yes, because you could choose what to do in Morrowind? The only difference is the amount of possible responses, and, eventually, most of those led to the same thing.

Not enough political struggles.


This is an over-simplification, but it is not entirely incorrect: the vast majority of 'political struggles' in Morrowind were 'he stole it, get it back,' or 'she annoyed me, kill her.' The dialogue was different, but politics was not implemented, other than a factional disposition drop, and that was also in Oblivion.

People spoke of politics, true, but it was a whole lot of nothing. It had almost no effect on the game, and had no relevance to how you played the game.

And, to critics of Oblivion's generic dungeons, I will now list the different things that many different dungeons have, which are each different and distinctive enough for me to look at a picture and tell you what dungeon it's it:

- Drunk goblins
- Kitchens
- Prisons
- Throne rooms
- Lakes
- Waterfalls
- Ayleid ruins
- Barracks
- Armouries
- Puzzles
- Tricks
- Mazes
- Notes and background information
- Bandits trying to break into a city's sewers
- An underground pirate ship
- A submerged forest
- A school where necromancers trained on goblins
- A monster trapped by bandits behind a wall of planks
- Battles between opposing sides

Morrowind's dungeons, in comparison, were generic. They felt more realistic, really, but they still didn't feel like towns or fortifications. Just endless corridors and desks, with no individual rooms, no records of soldiers' activities, no traps or good working defences, and no regard to little things that have a massive impact on the replayability of the game.
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Alexandra walker
 
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Post » Fri May 27, 2011 9:47 am

Finally, a topic where people won't be overwhelmed by sheer weight of numbers.



There was more varied clothing in Oblivion, and actually millions more characters through individual design choices regarding over a hundred physical features. Morrowind had a handful of face and hair models you could choose from, which made about a thousand different possibilities - Oblivion provides millions, as stated, as other games cannot compare.



It was far more varied. Morrowind's regions were essentially the same, with a different paint texture and marginally different plants. The only major differences are ash storms and giant Telvanni mushrooms.



Yes, because you could choose what to do in Morrowind? The only difference is the amount of possible responses, and, eventually, most of those led to the same thing.



This is an over-simplification, but it is not entirely incorrect: the vast majority of 'political struggles' in Morrowind were 'he stole it, get it back,' or 'she annoyed me, kill her.' The dialogue was different, but politics was not implemented, other than a factional disposition drop, and that was also in Oblivion.

People spoke of politics, true, but it was a whole lot of nothing. It had almost no effect on the game, and had no relevance to how you played the game.

And, to critics of Oblivion's generic dungeons, I will now list the different things that many different dungeons have, which are each different and distinctive enough for me to look at a picture and tell you what dungeon it's it:

- Drunk goblins
- Kitchens
- Prisons
- Throne rooms
- Lakes
- Waterfalls
- Ayleid ruins
- Barracks
- Armouries
- Puzzles
- Tricks
- Mazes
- Notes and background information
- Bandits trying to break into a city's sewers
- An underground pirate ship
- A submerged forest
- A school where necromancers trained on goblins
- A monster trapped by bandits behind a wall of planks
- Battles between opposing sides

Morrowind's dungeons, in comparison, were generic. They felt more realistic, really, but they still didn't feel like towns or fortifications. Just endless corridors and desks, with no individual rooms, no records of soldiers' activities, no traps or good working defences, and no regard to little things that have a massive impact on the replayability of the game.


i tottaly agree with you... Morrowind's Dungeons were as random as Oblivion's dungeon... in my opinion every tomb felt and looked the same and so felt the daedric ruins wich had just a few hall ways and a big statue of a daedra....

Ofcourse Oblivion's dungeons where also very random but because Oblivion had MUCH more dungeons then Oblivion people often don't even discover very special dungeons Like the Lost Boy Caverns.... The caves witjh a sunken ships... the different Goblin Clans... a Breton who thinks he's a goblin.. Troll clans, a buried keep, emperor tomb, and more of wich I didn't even discovered... Although there are less hidden artefacts (wich you now get through Daedric quests mostly) There are as many unique Dungeons in Oblivion as Morrowind... actually I dare to say that Oblivion even has more unique dungeons then Oblivion, only people don't come across them since they never discover them..... Besides... in Oblivion Dungeons can feel way more creapier due the improved lights, sounds and atmosphere wich was due the strange (outdated and bright) lights impossible (for me) to feel isolated in a dungeon....

The reason For the lacking of Ayleid coins has several reasons I guess....First and most important reason is that Ayleid ruins are far more older then Dwemer and so things dissapear easier..... Also Dwemer made much things from metal, wich probably keep easier intact.... they are a technologic race so things like ovens and such were normal for them.. Ayleids were much and much more magic orientated, and welkynd and varla stones are the evindence of this.. Ayleids are a much more mystic folk and there's not much known about them... And I know for sure that Bethesda wanted to make this really feel like a lost civilization of wich,, through the many years, just is nothing known about it....
another explination i can come up with is that the Ayleids didn't dissapeared from one day to another like the dwemer.... Probably almost every Ayleid city was destroyed and besieged by an Cyrodilic army, so every time the army defeated another Ayleid city it's pretty much assumable that the army took everything with them, that was takeable so they could sell it or something... while the dwemer suddenly disspeared from one day to another their cities weren't besieged by an entire army.. and if their's an adventurer who finnaly dares to go to a ruin an he won't be able to take with him a bed (and we didn't even knew if the ayleids had beds.) or every cog he comes across, and sure he misses some dwemer coins lying around.... (besides, the working dwemer robots indicate that most of the time their never was an adventurer.. since they can't rise up again.)
Also many Ayleid ruins are safe haves for neromancers or bandits who have already plundered the whole ayleid ruins....

Anyway what I was trying to say in short is that their are enough reasons for why there aren't any leftovers of the Ayleid daily life in their ruins (wich actually are.. (welkynd and varla stones) Comparing Ayleid and Dwemer remains is quite impossible since they're just very different.... Ayleid are much older, mystic, unkown and magic-orientated.. while dwemer are less older, more plain, steel users and technolical advanced and they even don't believe in magic.....
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Kelsey Anna Farley
 
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Post » Fri May 27, 2011 11:45 am

The Ayleids didn't have the ability to produce as much metal as the Dwemer; they were also city-states, and currency would have been pointless. I expect they had a barter economy. There you go, a lore answer for the lack of Ayleid coins. I don't know why Bethesda didn't come up with it, but they put the evidence for it there.
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Trish
 
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Post » Fri May 27, 2011 12:30 am

The Ayleids didn't have the ability to produce as much metal as the Dwemer; they were also city-states, and currency would have been pointless. I expect they had a barter economy. There you go, a lore answer for the lack of Ayleid coins. I don't know why Bethesda didn't come up with it, but they put the evidence for it there.


good one... For answering your question.... How much did we know about the dwemer economy besides that hey had coins??? I mean I think Bethesda just added the coins because they looked nice....
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Josh Sabatini
 
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Post » Fri May 27, 2011 8:39 am

Soooo...... let's try something that's actually constructive.....

This is a topic I've considered bringing up a few times, and that I've avoided specifically because it requires a comparison, and I was certain that making the comparison would just divert it into another pointless clash between the faithful.


Fast Travel

Fast travel in Morrowind worked far better than it did in Oblivion. Not the mechanics of it-- that was essentially the same. You click a button and *poof* you reappear somewhere else. The difference is the way in which it's implemented and justified in each.

In Morrowind, fast travel was either truly instantaneous (mark/recall, interventions, guild guides) and was largely magical, or it was straightforward (silt striders and boats), and therefore took time, but did not take the place of anything potentially eventful. The first is easy to deal with in a fantasy setting-- you merely create a form of magic and/or technology that does the teleportation and it's a done deal. You have to consider how to make it available to players and how to limit it and that sort of thing, but that's it. The second is fairly easy to deal with too, precisely as they did in MW. Sure it takes hours to get from Balmora to Ald Ruhn, but those hours are spent doing nothing more interesting than sitting inside a giant insect, maybe watching the scenery go by. It would be just like riding a tall, chitinous bus-- exactly as dull and boring, and therefore exactly as easy to just skip over.

But in Oblivion, fast travel takes the place of actually walking, running or riding a horse. There is no public transportation or even caravans or anything of the sort-- it's treated exactly as if you walked, ran or rode your horse, except that none of the things that would normally happen while you walk, run or ride your horse-- primarily encounters with bandits and creatures-- happen. Instead of believeably and justifiably eliminating a dull and uneventful journey from the game or replacing that dull and uneventful journey with teleportation, it unbelieveably and unjustiably eliminates what would otherwise absolutely be a VERY eventful journey. And that's why Oblivion fast travel feels much more like "cheating" than Morrowind's did.

So-- that needs to be addressed in the next game. There has to either be some defined safe and uneventful or instantaneous and uninterruptable ways to fast travel, or there has to be a mechanism to interrupt fast travel for the encounters that inevitably happen when walking, running or riding a horse. And the latter would almost certainly be immensely frustrating, so the logical choice would seem to be the former-- pretty much (with local variations) the way it was handled in Morrowind.


As an aside, I've noted that the devs already inserted a justification for such a form of transport if the game is to take place in Black Marsh-- the "underground express" described in Book Three of The Argonian Account.....
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joannARRGH
 
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Post » Fri May 27, 2011 1:26 pm

Soooo...... let's try something that's actually constructive.....

This is a topic I've considered bringing up a few times, and that I've avoided specifically because it requires a comparison, and I was certain that making the comparison would just divert it into another pointless clash between the faithful.


Fast Travel

Fast travel in Morrowind worked far better than it did in Oblivion. Not the mechanics of it-- that was essentially the same. You click a button and *poof* you reappear somewhere else. The difference is the way in which it's implemented and justified in each.

In Morrowind, fast travel was either truly instantaneous (mark/recall, interventions, guild guides) and was largely magical, or it was straightforward (silt striders and boats), and therefore took time, but did not take the place of anything potentially eventful. The first is easy to deal with in a fantasy setting-- you merely create a form of magic and/or technology that does the teleportation and it's a done deal. You have to consider how to make it available to players and how to limit it and that sort of thing, but that's it. The second is fairly easy to deal with too, precisely as they did in MW. Sure it takes hours to get from Balmora to Ald Ruhn, but those hours are spent doing nothing more interesting than sitting inside a giant insect, maybe watching the scenery go by. It would be just like riding a tall, chitinous bus-- exactly as dull and boring, and therefore exactly as easy to just skip over.

But in Oblivion, fast travel takes the place of actually walking, running or riding a horse. There is no public transportation or even caravans or anything of the sort-- it's treated exactly as if you walked, ran or rode your horse, except that none of the things that would normally happen while you walk, run or ride your horse-- primarily encounters with bandits and creatures-- happen. Instead of believeably and justifiably eliminating a dull and uneventful journey from the game or replacing that dull and uneventful journey with teleportation, it unbelieveably and unjustiably eliminates what would otherwise absolutely be a VERY eventful journey. And that's why Oblivion fast travel feels much more like "cheating" than Morrowind's did.

So-- that needs to be addressed in the next game. There has to either be some defined safe and uneventful or instantaneous and uninterruptable ways to fast travel, or there has to be a mechanism to interrupt fast travel for the encounters that inevitably happen when walking, running or riding a horse. And the latter would almost certainly be immensely frustrating, so the logical choice would seem to be the former-- pretty much (with local variations) the way it was handled in Morrowind.


As an aside, I've noted that the devs already inserted a justification for such a form of transport if the game is to take place in Black Marsh-- the "underground express" described in Book Three of The Argonian Account.....


I disagree.... First off.. why would a bus-like thing have less change to be attacked by bandits, or mindless zombies.... Besides The roads of Cyrodiil are alot safer then the Vvardenfell wich actually need stuff like silt striders to get civilians safe to another settlement while in Cyrodiil people can easily travel the roads alone because of the better infrastructure and Imperial guard wich lacks in Vvardenfell.... Besides Teleporting feels way to overpowered and in Morrowind it forces actually any thief or warrior to have mystiscm to teleport around....
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Emilie Joseph
 
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Post » Fri May 27, 2011 3:16 am

Fast Travel

Fast travel in Morrowind worked far better than it did in Oblivion. Not the mechanics of it-- that was essentially the same. You click a button and *poof* you reappear somewhere else. The difference is the way in which it's implemented and justified in each.

In Morrowind, fast travel was either truly instantaneous (mark/recall, interventions, guild guides) and was largely magical, or it was straightforward (silt striders and boats), and therefore took time, but did not take the place of anything potentially eventful. The first is easy to deal with in a fantasy setting-- you merely create a form of magic and/or technology that does the teleportation and it's a done deal. You have to consider how to make it available to players and how to limit it and that sort of thing, but that's it. The second is fairly easy to deal with too, precisely as they did in MW. Sure it takes hours to get from Balmora to Ald Ruhn, but those hours are spent doing nothing more interesting than sitting inside a giant insect, maybe watching the scenery go by. It would be just like riding a tall, chitinous bus-- exactly as dull and boring, and therefore exactly as easy to just skip over.

But in Oblivion, fast travel takes the place of actually walking, running or riding a horse. There is no public transportation or even caravans or anything of the sort-- it's treated exactly as if you walked, ran or rode your horse, except that none of the things that would normally happen while you walk, run or ride your horse-- primarily encounters with bandits and creatures-- happen. Instead of believeably and justifiably eliminating a dull and uneventful journey from the game or replacing that dull and uneventful journey with teleportation, it unbelieveably and unjustiably eliminates what would otherwise absolutely be a VERY eventful journey. And that's why Oblivion fast travel feels much more like "cheating" than Morrowind's did.

So-- that needs to be addressed in the next game. There has to either be some defined safe and uneventful or instantaneous and uninterruptable ways to fast travel, or there has to be a mechanism to interrupt fast travel for the encounters that inevitably happen when walking, running or riding a horse. And the latter would almost certainly be immensely frustrating, so the logical choice would seem to be the former-- pretty much (with local variations) the way it was handled in Morrowind.


I think this is going to make the whole argument either meaningless or completely pointless, but here goes:

Couldn't Oblivion's implementation of fast travel be justified as walking?
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Jessica Colville
 
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Post » Fri May 27, 2011 4:08 am

I think this is going to make the whole argument either meaningless or completely pointless, but here goes:

Couldn't Oblivion's implementation of fast travel be justified as walking?

No.

All instant gratification and none of the risk that walking would actually entail.
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Shae Munro
 
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Post » Fri May 27, 2011 1:53 pm

I think this is going to make the whole argument either meaningless or completely pointless, but here goes:

Couldn't Oblivion's implementation of fast travel be justified as walking?


It's an odd mix of walking and special benefits. For instance, time passes but the fact that my Atronach character doesn't have the mana to recast Ease Burden doesn't prevent her from reaching her destination. I'd likely feel differently if horses had worked out for me (not being able to steer with my mouse made it a constant struggle not to walk into things :( ), but I've really missed Morrowind's public transit/magical transport, and I think that it's largely because I didn't have the sense of "loose ends" I have with fast travel.
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Eddie Howe
 
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Post » Fri May 27, 2011 12:31 am

instant gratification and none of the risk that walking would actually entail.


If there was a risk to going on silt striders in Morrowind, or, perhaps more sensibly, boats, that statement would be justifiable. But there wasn't, that was also instant gratification. It took as long to arrange transport as it does to open your menu.

For instance, time passes but the fact that my Atronach character doesn't have the mana to recast Ease Burden doesn't prevent her from reaching her destination


I don't think that's anything important, it's just a glitch. Every game has those, especially when it does something different to other games in the genre.
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Betsy Humpledink
 
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Post » Fri May 27, 2011 12:27 pm

I think this is going to make the whole argument........
What "argument?" The one you (predictably) want to have?

You'll have to find someone else for that. I'm trying to address the issue of fast travel, and did so in this thread because, as I already explained, I felt that a comparison of the previous two systems was the best way to address that, and didn't want to do it anywhere else precisely in order to AVOID the predictable arguments that ensue whenever somebody dares to criticize somebody else's preferred game.

It was my understanding that this thread is meant specifically for just that sort of thing-- comparisons between the previous games that do NOT descend into "arguments."
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Marcus Jordan
 
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Post » Fri May 27, 2011 7:05 am

I won't comment on the assertions that Oblivion's dungeons are not generic, because as I said before, I can't yet make the statement that Oblivion's dungeons are generic. My anolysis of Oblivion's dungeons is currently at 1 out of 192.
However, I will say that my definition of "generic dungeon" seems at odds with what most people consider a "generic dungeon." For me, that realistic quality mentioned earlier is what translates to "non-generic." A dungeon can have the most sprawled layout, a three-way factional fight, a multitude of traps, and all the lighting and ambient effects necessary, but if I can't readily dig deeper into the "whys" of that dungeon, if that dungeon doesn't lend credence to believability or purpose, then to me it is a "generic dungeon," no matter how fun the initial combat and exploration was.



The reason For the lacking of Ayleid coins has several reasons I guess....First and most important reason is that Ayleid ruins are far more older then Dwemer and so things dissapear easier..... Also Dwemer made much things from metal, wich probably keep easier intact....

And the Ayleids made things from stone and metal (weaponry and armor?) and excess creatia harvested from the stars. I see no truth to the implications that Ayleid-made things will rot away with time moreso than the Dwemer. "Far" older is impossible to quantify. Ayleids are attributed to the mid-Merethic era. The Dwemer migration is attributed to the late-Merethic era. There are no exact dates and only fuzzy sources.

they are a technologic race so things like ovens and such were normal for them.. Ayleids were much and much more magic orientated, and welkynd and varla stones are the evindence of this..

So magical, in fact, that eating or preparing of food was not required for them? Perhaps not ovens, but similar means such as fire-pits with appropriate means to dissipate the smoke? Or would you presume the whole race cooked their meals using fire spells?

Ayleids are a much more mystic folk and there's not much known about them... And I know for sure that Bethesda wanted to make this really feel like a lost civilization of wich,, through the many years, just is nothing known about it....

Not much was comparatively known about the Dwemer, either, until Redguard and Morrowind. The point of fleshing out an extinct or assimilated race via ruins in a game is to, well... Flesh them out. The game can be designed to both give off the distinct impression of a lost civilization and yet provide succinct detail about said lost civilization at the same time. If Bethesda had wished to maintain the sense of "we don't know much about them," then they should not have chosen the province in which players would be given the direct opportunity to learn much about them.

another explination i can come up with is that the Ayleids didn't dissapeared from one day to another like the dwemer.... Probably almost every Ayleid city was destroyed and besieged by an Cyrodilic army, so every time the army defeated another Ayleid city it's pretty much assumable that the army took everything with them, that was takeable so they could sell it or something... while the dwemer suddenly disspeared from one day to another their cities weren't besieged by an entire army.. and if their's an adventurer who finnaly dares to go to a ruin an he won't be able to take with him a bed (and we didn't even knew if the ayleids had beds.) or every cog he comes across, and sure he misses some dwemer coins lying around.... (besides, the working dwemer robots indicate that most of the time their never was an adventurer.. since they can't rise up again.)

It is true that the Ayleids did not disappear overnight as the Dwemer did. And yet the invasion explanation makes little sense. If all the furniture and clutter and general evidence of living was taken off by an invading army, then why weren't all the Ayleid reliquaries or the 10 ancestor statues? Why weren't all the Welkynd and Varla stones carted off as well? In other words, if an invading army was carting off the plunder and spoils, why did they plunder all the menial things and leave all the treasure? And further, what invading army do you know of that bothers to cart off all the tables and chairs and storage devices en route to the next battle?

And no Ayleid beds? What were the stone sleeping-slabs for, then?

Also many Ayleid ruins are safe haves for neromancers or bandits who have already plundered the whole ayleid ruins....

Same problem as the invading army explanation. And also, if they've already plundered it, then why isn't there evidence of it in the world at all? After all, it's not like plundering something automatically causes its deletion from existence. At the very least, I'd expect Umbacano to have harvested sufficiently more Ayleid minutiae, and perhaps it being a trend amongst nobles to display or use Ayleid-themed clutter in their households or manors.

Anyway what I was trying to say in short is that their are enough reasons for why there aren't any leftovers of the Ayleid daily life in their ruins (wich actually are.. (welkynd and varla stones) Comparing Ayleid and Dwemer remains is quite impossible since they're just very different.... Ayleid are much older, mystic, unkown and magic-orientated.. while dwemer are less older, more plain, steel users and technolical advanced and they even don't believe in magic.....

Their styles are different. Their basic needs, however, are not. And their basic purpose in the game is the same: to be an ancient long-gone race for the player to learn about and discover via indirect depiction.

The Ayleids didn't have the ability to produce as much metal as the Dwemer; they were also city-states, and currency would have been pointless. I expect they had a barter economy. There you go, a lore answer for the lack of Ayleid coins. I don't know why Bethesda didn't come up with it, but they put the evidence for it there.

Not really. A lore-answer would have been something tangibly backed up via in-game sources or obscure texts. If we're looking at in-game representations here, Cyrodiil had twice the amount of mineral deposit mines that Vvardenfell did. Further, city-state structure does not necessarily follow to currency being pointless. The Nords had a city-state structure long before the unifying force of Reman Cyrodiil came into play, but I can guarantee you their whole country didn't rely on just bartering techniques within and between the city-states. Just as you can easily speculate they would have had a barter economy, so too I can easily speculate that individual city-states or groups of allied city-states would use some form of currency, whether in the form of stamped coin, or precious mineral, etc, etc. The point of the matter is that we are both speculating without real foundation, because no real foundation or explanation was given or properly alluded to within the game. And that is the real problem.
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jasminε
 
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