A Morrowind Bias?

Post » Mon Dec 27, 2010 1:44 am

Yeah pretty much, Don't even get me started on the appeal to popularity fallacy.


10,000 Lemmings can't possibly be wrong.
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Yung Prince
 
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Post » Mon Dec 27, 2010 4:25 am

it does, in everything but its completely broken game mechanics.

Combat is better, choice of weapons is better, archery is better, the storyline and enviroment are better, but everything is so easy that it takes a conscious effort to keep the game challenging . If you are just interested in roleplaying then the restrictions of oblivion aid that. Sure oblivion is a boring medieval setting with a brain dead mainquest, but creating and playing characters is much easier. Yes leveling is less than perfect, but the economy and basic game mechanics can't be manipulated as easily as Morrowind making role playing feel more natural.


Combat his horrid, choice of weapons in horribleness, archery is likely the same as latter ones, the storyline and environment are a disgrace, but everything is so boring and unchallenging that is takes conscious effort to keep the game feeling worthwhile. If you are just interested in roleplaying then the restrictions of Oblivion destroy that. Sure Oblivion is a boring medieval setting with a lacking mainquest, but creating characters no matter how hard you try still end up deformed. Yes leveling is pitiful as well as the leveled items and lack of hand placed loot, but the economy and basic game mechanics can't be altered as easily as Morrowind has shown thus making all hope for role playing feel very mundane and thus lacking of immersion.

Our opinions differ greatly.
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Albert Wesker
 
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Post » Sun Dec 26, 2010 7:19 pm

Combat his horrid, choice of weapons in horribleness, archery is likely the same as latter ones, the storyline and environment are a disgrace, but everything is so boring and unchallenging that is takes conscious effort to keep the game feeling worthwhile. If you are just interested in roleplaying then the restrictions of Oblivion destroy that. Sure Oblivion is a boring medieval setting with a lacking mainquest, but creating characters no matter how hard you try still end up deformed. Yes leveling is pitiful as well as the leveled items and lack of hand placed loot, but the economy and basic game mechanics can't be altered as easily as Morrowind has shown thus making all hope for role playing feel very mundane and thus lacking of immersion.

Our opinions differ greatly.


I see what you did there. Did you literally mean all that, precisely as you describe it here, or did you just get taunted by rabidnid and this is a reaction?
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A Lo RIkIton'ton
 
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Post » Sun Dec 26, 2010 6:46 pm

I see what you did there. Did you literally mean all that, precisely as you describe it here, or did you just get taunted by rabidnid and this is a reaction?


What I meant was that I had almost complete opposite opinions than rabidnid. :sleep:
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Ymani Hood
 
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Post » Sun Dec 26, 2010 10:07 pm

What I meant was that I had almost complete opposite opinions than rabidnid. :sleep:



He probabbly means you read what I said backwards.

"Combat is better, choice of weapons is better, archery is better, the storyline and enviroment are better, but everything is so easy that it takes a conscious effort to keep the game challenging ."

The above is refering to Morrowind :D

You people seem to be of the opinion I don't like Morrowind, I love Morrowind I just can't stand its mechanics any more and no longer play it. Oblivion is a lesser game but it is much easier to roleplay. Mods make it a much better game. You lot keep saying that Morrowind is better for role play, but it just allows more diverse characteristics, that is not the same thing.
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KRistina Karlsson
 
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Post » Sun Dec 26, 2010 4:19 pm

I'm not sure which is what anymore in this thread...
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Breanna Van Dijk
 
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Post » Mon Dec 27, 2010 6:00 am

I wouldn't say that I like Morrowind's combat system, or even prefer it to Oblivion's.

But I can say that Oblivion's got tiresome for me about as quickly as Morrowind's did.

When I play RPGs, I think of combat as something to get over with. Because it's usually a small element of the story of my character and I don't even remember 95% of the battles when I look back on the story of my character.

That's why, aside from relying on character skill, the die-roll based combat system is better for me. Morrowind's was logical and simple; each time you swing your weapon, the dice roll and you get a little "splat" noise if it's a hit and a "whoosh" if it's a miss.

Oblivion's was more reliant on player skill, which I didn't like, but more fun and immersive, which I liked. So it evens out to meh. You really can't have both, though. You have to choose diceroll, which blends nicely into the game mechanics, or actiony, which feels more realistic and immersive. What you have to remember, though, is that even the most beautifully, perfectly developed combat system will get old quick because it doesn't really require any deep thought. If you spend the most time on the combat system, and rely mostly on the combat system and "atmosphere" for immersion, your game won't be very immersive for very long. Those things are novelties and the thrill wears off quickly.

What you want to do is make combat a small aspect of the game and spend the most time cramming as much stuff to do, discover, and join as humanly possible. The player's imagination will do the rest and the game will be immersive for years and years.

In the end, both combat systems take too long, and too much of my time is eaten up fighting animals in the wilderness. Although that could just the fault of the overly rabid wildlife in Tamriel.


Ah, you're not talking about flaw of the relevant combat systems themselves. You're talking about the flaw that has existed in every TES game. I think the flaw is a carry-over from TES's transcendance of the 3rd person isometric/1st person turn based rpg games of the 80's and 90's, or at least that's how it started out. Limited tech capabilities in AI and 3D were responsible for the flaw during the early TES offerings (Arena, Daggerfall). The flaw is most readily apparent in Morrowind, and despite relative tech limitations, it can't really be excused. In Oblivion, the flaw recieved some attention from dilligent make-up artists in the form of npc physics and "swing-n-hit" mechanics, but the beneath the surface, the flaw was still present - still festering - waiting to rear its ugly head and ruin the impression of perfection the very instant the gamer saw through the make-up.

It's hard to describe what the flaw actually is though. Indeed, the tea bagging console tards people whose first introduction to rpg mechanics was with Morrowind or Oblivion are often unconvinced that the flaw exists at all. I don't know of a name for it (if anyone can provide one, please do so) so i'm just going to call it the "chess factor" and the flaw that i refer to in TES combat is that there ISN'T a chess factor.

Regardless of whether the combat system is Daggerfall's number crunching or Oblivion's swing-n-hit, the combat is essentially the same. See enemy, hit enemy, drink potion, resume hitting until enemy dead, rinse, repeat. A summon or a paralyse spell is about as complicated as it gets. Regardless of system, it gets old incredibly fast (though admittedly, faster for some than for others). Whereas in more traditional rpg offerings (the best example that i can think of being Baldur's Gate) the combat was tactical and varied, often changing pace mid-battle, the balance sea-sawing to and fro, directly dependant on the actions of player and enemy alike. Much like a game of chess... It wasn't so for all encounters, there were always push-over or throw-away enemies, but these always served to highlight just how tactical the combat was in tougher encounters.

In TES games, we don't get that. Essentially every baddy is a push-over baddy. Some may have more hit points and deal out a bit more damage per hit, but from Vivec to mudcrab, they all follow the same tired formula. Eventually, every encounter becomes a throw-away encounter, being approached in exactly the same way as any other and varying only in the number of potions you had to drink to survive it, and that's when it's at its best. At its very worst, we are treated with encounters like Mannimarco. Raise your hand if he didn't ruin your day for all the wrong reasons :( . In fact, a better name for the chess factor may actually be the "mannimarco effect"...

That is the flaw and the current trend of dumbification certainly isn't helping the situation. To fix it, Beth needs to go back to the drawing board. The flaw may have been created in the transition from 3rd/1st person turn based to 1st person real time, but the fact that it still exists today is the result of developer laziness and/or lack of imagination. Not that the solution is simple, mind you. The Mannimarco debacle was the result of major failings of several major game aspects. None of them were perfect in Morrowind. Most of them got worse in Oblivion. All of them need a major overhaul in TES V.
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Beat freak
 
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Post » Sun Dec 26, 2010 4:51 pm

Great points Sever 101, and actually I hadnt thought of it that way. Perhaps the problem lies that the creatures in Baldurs Gate made you adapt to them to defeat them while in TES games one shoe fits all, thats what made the encounters so great and memorable in most of the Infinity Engine games, but TES games have never suscribed to any of that and it would really help create a unique fighting experience. For example, if you fought a fire elemental and tried to use your fireball spell it would be useless, and had to resort to ice magic because thats the only thing that would damage it, or perhaps it has a regeneration system that its only slowed down enought to kill it by ice magic. Or perhaps the minotaur is virtually immune to melee damage so yuo have to resort to potions or spells to pump you up to actually cause damage. the possibilities are endless to create a more engaging batlle system. Hell they have even evolved a little with the targeting system used in Fallout 3. I do have hope for TES V because of that
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Horse gal smithe
 
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Post » Sun Dec 26, 2010 10:08 pm

Ah, you're not talking about flaw of the relevant combat systems themselves. You're talking about the flaw that has existed in every TES game. I think the flaw is a carry-over from TES's transcendance of the 3rd person isometric/1st person turn based rpg games of the 80's and 90's, or at least that's how it started out. Limited tech capabilities in AI and 3D were responsible for the flaw during the early TES offerings (Arena, Daggerfall). The flaw is most readily apparent in Morrowind, and despite relative tech limitations, it can't really be excused. In Oblivion, the flaw recieved some attention from dilligent make-up artists in the form of npc physics and "swing-n-hit" mechanics, but the beneath the surface, the flaw was still present - still festering - waiting to rear its ugly head and ruin the impression of perfection the very instant the gamer saw through the make-up.

It's hard to describe what the flaw actually is though. Indeed, the tea bagging console tards people whose first introduction to rpg mechanics was with Morrowind or Oblivion are often unconvinced that the flaw exists at all. I don't know of a name for it (if anyone can provide one, please do so) so i'm just going to call it the "chess factor" and the flaw that i refer to in TES combat is that there ISN'T a chess factor.

Regardless of whether the combat system is Daggerfall's number crunching or Oblivion's swing-n-hit, the combat is essentially the same. See enemy, hit enemy, drink potion, resume hitting until enemy dead, rinse, repeat. A summon or a paralyse spell is about as complicated as it gets. Regardless of system, it gets old incredibly fast (though admittedly, faster for some than for others). Whereas in more traditional rpg offerings (the best example that i can think of being Baldur's Gate) the combat was tactical and varied, often changing pace mid-battle, the balance sea-sawing to and fro, directly dependant on the actions of player and enemy alike. Much like a game of chess... It wasn't so for all encounters, there were always push-over or throw-away enemies, but these always served to highlight just how tactical the combat was in tougher encounters.

In TES games, we don't get that. Essentially every baddy is a push-over baddy. Some may have more hit points and deal out a bit more damage per hit, but from Vivec to mudcrab, they all follow the same tired formula. Eventually, every encounter becomes a throw-away encounter, being approached in exactly the same way as any other and varying only in the number of potions you had to drink to survive it, and that's when it's at its best. At its very worst, we are treated with encounters like Mannimarco. Raise your hand if he didn't ruin your day for all the wrong reasons :( . In fact, a better name for the chess factor may actually be the "mannimarco effect"...

That is the flaw and the current trend of dumbification certainly isn't helping the situation. To fix it, Beth needs to go back to the drawing board. The flaw may have been created in the transition from 3rd/1st person turn based to 1st person real time, but the fact that it still exists today is the result of developer laziness and/or lack of imagination. Not that the solution is simple, mind you. The Mannimarco debacle was the result of major failings of several major game aspects. None of them were perfect in Morrowind. Most of them got worse in Oblivion. All of them need a major overhaul in TES V.


Thank you for this wordy post, Sever, one of the few people who understand what I'm trying to say.

The combat is shallow and it gets old quickly in every game. It just gets old a little less quickly in Oblivion, unless you're the type of person who plays video games to fight a lot of things. And there's nothing wrong with that, I just don't like those types of games and was disappointed when Oblivion was just an enhancement of the most boring aspect of the game, and a downgrade on everything I enjoyed.

They don't even need to overhaul the combat system, IMO, there just needs to be A LOT less of it and A LOT more quests, unique items, factions, towns, dialogue, "boring" mapping out wilderness without running into a fight every 5-10 seconds, books, real consequences, and tons of skills and other character customization options, you know, an RPG.
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Smokey
 
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Post » Sun Dec 26, 2010 4:11 pm

running into a fight every 5-10 seconds


Ah. I hate this. It was actually one of the things I think may have been more worse in Morrowind. I hated having to kill a scrib/ rat/ cliff racer/ kagouti/ etc. EVERY FIVE STEPS MY CHARACTER TAKES. I feel like they toned it down in Oblivion, but it was still annoying.
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Krystina Proietti
 
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Post » Mon Dec 27, 2010 3:41 am

Thank you for this wordy post, Sever, one of the few people who understand what I'm trying to say.

The combat is shallow and it gets old quickly in every game. It just gets old a little less quickly in Oblivion, unless you're the type of person who plays video games to fight a lot of things. And there's nothing wrong with that, I just don't like those types of games and was disappointed when Oblivion was just an enhancement of the most boring aspect of the game, and a downgrade on everything I enjoyed.

They don't even need to overhaul the combat system, IMO, there just needs to be A LOT less of it and A LOT more quests, unique items, factions, towns, dialogue, "boring" mapping out wilderness without running into a fight every 5-10 seconds, books, real consequences, and tons of skills and other character customization options, you know, an RPG.



Agree on all points, combat is boring. My characters just used short blade and gallons of flin in Morrowind, and a mixture of enchanted blades, home made poisons and spells in Oblivion. Combat is something you get over with to get on with what you were doing. Beth's way of doing this translates across to FO-3 far better than it does to pseudo medieval settings, which is why I suspect there might be a FO-4 before there is a TES V. Likewise I don't want to see a more sophisticated combat system, i will play Witcher for that, just games with more in common with Morrowind and FO-3 that Oblivion.

FO-3 is the model that Beth will follow from now on. a basic game with a basic quest line, and then a series of expansions to milk as much money as possible from the audience. People who where happy with the basic quest line can then move on to other games, but people who liked the game can instead move onto the expansions. Neat, and works really well in FO-3.
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nath
 
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Post » Mon Dec 27, 2010 2:53 am

Agree on all points, combat is boring. My characters just used short blade and gallons of flin in Morrowind, and a mixture of enchanted blades, home made poisons and spells in Oblivion. Combat is something you get over with to get on with what you were doing. Beth's way of doing this translates across to FO-3 far better than it does to pseudo medieval settings, which is why I suspect there might be a FO-4 before there is a TES V. Likewise I don't want to see a more sophisticated combat system, i will play Witcher for that, just games with more in common with Morrowind and FO-3 that Oblivion.

FO-3 is the model that Beth will follow from now on. a basic game with a basic quest line, and then a series of expansions to milk as much money as possible from the audience. People who where happy with the basic quest line can then move on to other games, but people who liked the game can instead move onto the expansions. Neat, and works really well in FO-3.

You're absolutely right about all of that. I just wish it wasn't happening.

I mean, I actually thought FO3 was really, really fun. And I liked the combat better than Morrowind or Oblivion. But it still focused too much on the fighting, for me.

I guess I just wish the 90's weren't over. That was the best era for RPGs, IMO.
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Lyd
 
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Post » Mon Dec 27, 2010 1:47 am

I mean, I actually thought FO3 was really, really fun. And I liked the combat better than Morrowind or Oblivion. But it still focused too much on the fighting, for me.



Easiest way to fix that is just stick an extra zero on all of the weapon damage in the GECK. Gun battles take about 5 seconds and critters are no longer a problem. You need to be a lot more careful though at you will only survive about 2 hits before dying.
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^_^
 
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Post » Mon Dec 27, 2010 4:04 am

Easiest way to fix that is just stick an extra zero on all of the weapon damage in the GECK. Gun battles take about 5 seconds and critters are no longer a problem. You need to be a lot more careful though at you will only survive about 2 hits before dying.

That's the thing. There's not enough else to do.

It's not that the fights take too long, it's all I'm doing. That's why I resort to being a sneaky guy, which makes it a little more fun. But sneaking past badguys or fighting them, the point is that pretty much all the quests involve a bunch of fighting. And there are a lot less than there used to be.

FO3 at least had one non-combat option for most quests, and I like the special perk choices, kinda, but I want more, more! And less obvious choices, for example:

In Morrowind, there's this guy who owes all the traders in Ald-Ruhn money and can either be killed, or persuaded. But, if you happen to have read Saryoni's Sermons, a new text appears, "offer some words of wisdom from Saryoni's Sermons." ( I think that's the name of the book).

Here's another example:
Spoiler
In Oblivion, I was playing the Dark Brotherhood questline, and loving it. I was so into it, in fact, that I went out of my way to go kill Lucien when I disagreed with the jobs he was giving me.
What an obvious choice to consider, I feel, but he was unkillable.

Then, later, when I go to the cabin where Lucien's been strung up, I have to pick out the impostor.
So, this is my plan:
I take his mother's head out of my inventory and kick it across the room like a soccer ball.
No reaction from anyone. I spend all that time going through a completely linear questline exactly the one and only way the devs let me, and I don't even get to have any say in how it ends.

Every questline in Oblivion I played through was just the same anticlimatic experience for me. Except maybe the Thieve's Guild quest.

In my opinion, that is one of the key things that make or break an RPG for me. If I can't be creative, I enjoy the story (if it's good) then never pick up the game again.

EDIT: Actually, now that I think back on it, pretty much all the FO3 quests were exactly what I'm talking about. But there should be at least 3 times more (quests, that is). And less obvious choices, that aren't spelled out for you, like I said.
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Yvonne
 
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Post » Mon Dec 27, 2010 5:00 am

Then, later, when I go to the cabin where Lucien's been strung up, I have to pick out the impostor.
So, this is my plan:
I take his mother's head out of my inventory and kick it across the room like a soccer ball.
No reaction from anyone. I spend all that time going through a completely linear questline exactly the one and only way the devs let me, and I don't even get to have any say in how it ends.


Actually, if you drop it and then talk to the guy, he does react. Of course, you can't do anything to expose him, so that svcks.
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Sheila Esmailka
 
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Post » Sun Dec 26, 2010 3:37 pm

Do you understand what bias is?
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Samantha Wood
 
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Post » Sun Dec 26, 2010 4:30 pm

Non-objective appraisal. Hmm, good point. I conclude that all Oblivion fans are biased.
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louise tagg
 
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Post » Sun Dec 26, 2010 6:41 pm

I kind of agree with sever about the combat, there's definitely a lot of options missing, some of it was corrected with the power attack options in Oblivion, but those should be trainable instead of unlockable. If people could customize what they do when they activate a strong attack of some kind, or really what they do with just regular attacks, it would make for greater variety in combat.

Everyone keeps saying that Oblivion has more player skill oriented combat, but I'd say that it is Morrowind that is require more player skill in combat.
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Your Mum
 
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Post » Sun Dec 26, 2010 5:25 pm

In my opinion, oblivion is so much different, it can't even be compared to morrowind.

While morrowind focusses heavily on roleplaying, strategy, careful planning and story, oblivion is all about action, reactions, colorful special effects and some abilities, being useless to such a distinct, it's a shame.
some freaking warrior with 20 pt agi and 5 pt security can pick a 100 pt lock? wtf?
With 5 speechcraft, you can raise disps up to 75? wtf???
Additionally, Heavy Armor being completely equal to light armor at lev 100 is so much of a fail -_-

For me, both games have huge flaws but morrowind has more depth and allows for way more roleplaying(due to the fact, in mw, there are way more factions, which even fight against eachother)

actually i enjoy rping on oblivion, i enjoy a sandbox rp, you know ill download some mods say the time is 4E350 then act like there is a plague and wars.
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Elizabeth Davis
 
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Post » Sun Dec 26, 2010 4:22 pm

Non-objective appraisal. Hmm, good point. I conclude that all Oblivion fans are biased.



hahaha, and all Morrowind fans are masochists :)
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Sarah Evason
 
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Post » Mon Dec 27, 2010 3:33 am

hahaha, and all Morrowind fans are masochists :)

We (Morrowind fans) get pleasure from pain and abuse? :blink:

Or at least that's what an internet search of the definition says...:unsure:
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Erin S
 
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Post » Sun Dec 26, 2010 9:14 pm

Oblivion fans and Morrowind fans are both biased towards their game of choice.

I'm just saying that on this forum, there is an overwhelming Morrowind bias. As in, when a poll takes any random game feature and asks, "How should TESV handle it? The Daggerfall way, the Oblivion way, or the Morrowind way?" The majority prefer the Morrowind way.

We believe the reason is, so far, that Oblivion and Morrowind are two totally different games with different strengths. And the majority of the people who started with Morrowind... well, Oblivion isn't their type of game.

Conversely, the majority of people who started with Oblivion, never got into the past games because those games are more in the classic RPG genre, like Morrowind. So, they don't really hang around the TES forums. You'll probably find an Oblivion bias at the Oblivion forum itself, or the xbox.com forums.

Of course this is generalizing, but these are the largest/ most vocal groups of people.

There are also the folks who don't really have a preference. And the folks who are TES veterans who prefer Oblivion, who always get really angry whenever someone implies that Oblivion is more action-oriented than Morrowind. Which is silly, because it blatantly is.
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Stryke Force
 
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Post » Mon Dec 27, 2010 2:06 am

Funny thing is, I believe that there was an OB vs MW poll in the OB forum quite a while back, and that came up pretty close to even. All of the MW forum and General forum polls have come up overwhelmingly in favor of MW.

For a game that has several serious flaws and some very weakly done combat animations, MW does pretty well. Obviously, Bethesda did something right, but Oblivion and FO3 both show that they still aren't quite sure what that was.
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xxLindsAffec
 
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Post » Mon Dec 27, 2010 5:05 am

I think it was the atmosphere, Kovacius. Oblivion and Fallout 3 just don't have that "Wow, this is a real world with real people and a real culture" feeling. Don't get me wrong, I still love OB and FO3, but they just don't have that magical, lifelike atmosphere.
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ladyflames
 
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Post » Mon Dec 27, 2010 1:31 am

There are also the folks who don't really have a preference. And the folks who are TES veterans who prefer Oblivion, who always get really angry whenever someone implies that Oblivion is more action-oriented than Morrowind. Which is silly, because it blatantly is.


I'm sorry, did we end up finding a TES veteran who prefers Oblivion? I was watching for it. I'd hate to think i'd missed it...
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sophie
 
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