Morrowind's lore more interesting

Post » Wed Feb 02, 2011 1:45 am

Underlying fact that it is good versus evil is still the same. Motives of other characters or not you still have to be the good guy and kill him because he is naughty. You have to refuse to be evil and destroy the heart. Good vs. Evil.

You can always just stab Vivec. Can't do that to Martin.

A bit like giant walking insects that teleport the player without risk

..which cost money
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Soraya Davy
 
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Post » Tue Feb 01, 2011 1:24 pm

You can always just stab Vivec. Can't do that to Martin.


Well technically... you can. He just uses his amazing divine abilities to resurrect himself and forgives you. Hm... I get it now he is Jesus.
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^~LIL B0NE5~^
 
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Post » Tue Feb 01, 2011 4:23 pm

What's your point? Dagoth Ur was evil we are good, we kill evil. Morrowind was no different.


Dagoth Ur was not evil, he was misunderstood. An unfortunate consequence of a noble experiment. He had to be dealt with of course, but for everyone's sake, not just our late Emperor's.
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DeeD
 
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Post » Tue Feb 01, 2011 9:40 pm

A bit like giant walking insects that teleport the player without risk, like a cheat.

That cost money and are part of an in-world network, like a feature of the gameworld.

I know I'm going to sound like an (censored) for saying this, but that was pretty ridiculous. I find that walking is a pretty good explanation for most things involving movement.


How do you explain the lack of encounters?

You actually walk your character 1 trip around the red ring road and you'll be attacked 25+ times, but use the UI to click your way from Leyawiin all the way to Anvil and not get a scratch.

Cheat.
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Ross
 
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Post » Wed Feb 02, 2011 12:35 am

No, no no. In Oblivion, the Mages Guild perfected the art of shrinking things. This magic isn't in the provinces yet becuase it's so powerful. Now, Becuase you are important to the future of the Empire, Uriel Septim foresaw you would need a miniature Silt Strider to get around Cyrodiil quickly to defeat the hordes of Dagon.

Simple.
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Ross
 
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Post » Tue Feb 01, 2011 12:05 pm

Here goes. Dug this up from a previous debate.

And you've still yet to show any decent Dunmer culture outside of the factions of the Great Houses and the Tribunal Temple. Most Dunmer in Morrowind I saw were a lot more "generic" than the Imperials in Oblivion. At


A yes, those superficial traits again. Might as well http://www.gamesas.com/bgsforums/index.php?showtopic=957846 to the discussion. Saves me the effort of having to talk too you till you start contradict yourself again.
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Robyn Howlett
 
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Post » Tue Feb 01, 2011 12:51 pm

A bit like giant walking insects that teleport the player without risk, like a cheat.


Firt, Morrowind players pay to travel like that and how do we encounter creatures when being teleported, riding a silt strider, or riding a boat?

I know I'm going to sound like an (censored) for saying this, but that was pretty ridiculous. I find that walking is a pretty good explanation for most things involving movement.


Ok then, lets try an experiment, walk from the IC to Chorrol on the road. You did come across several places that were added to your map and you fought some enemies. (If you did not it was an affect of mods) Now fast travel from the IC to Chorrol with a new character. Why are there no random encounters or locations added to your map if you were walking. Here's why, its teleportation.

I still want to know what happened to my jungle and why Cyrodil has no politics though.
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Bitter End
 
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Post » Tue Feb 01, 2011 1:51 pm

That cost money and are part of an in-world network, like a feature of the gameworld.



How do you explain the lack of encounters?

You actually walk your character 1 trip around the red ring road and you'll be attacked 25+ times, but use the UI to click your way from Leyawiin all the way to Anvil and not get a scratch.

Cheat.


Your character deals with them. And I have walked along a road without encounter before it is not impossible. Complaining about a means of quickly doing things that need be done is completely ridiculous. Realism? Really? You can throw a [censored] fireball from your hand. Is that realistic? Nope. If you want realistic travel then step outside and start walking.
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jaideep singh
 
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Post » Tue Feb 01, 2011 10:23 am

Your character deals with them. And I have walked along a road without encounter before it is not impossible. Complaining about a means of quickly doing things that need be done is completely ridiculous. Realism? Really? You can throw a [censored] fireball from your hand. Is that realistic? Nope. If you want realistic travel then step outside and start walking.


The setting explains the fireball, it's magic. Nothing explains the fast travel, it's just a game mechanic to safe time. Only when you're using a boat, a mage or a strider it's explained.

It's not really important, but having a transport network is better then not having one at all, call it additional detail if you will.
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WTW
 
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Post » Tue Feb 01, 2011 10:46 pm

And yes, travel methods are definitely part of lore. Also, it was ridiculous enough that you were attacked by every bear or wolf within five miles, you shouldn't complain about them not attacking you when that is clearly more realistic.

But then again, why am I arguing in Oblivion's favor? Don't you see, Hackworthy? Oblivion has NO LORE! Like, none at all other than a few dinky books. That's the gospel truth to it. Just none. God, no lore... what next? I mean, that just totally killed the game for me. I went everywhere, and not once did I have a text-box pop out of an NPC and have them go on a long documentary on the significance of each and every Ayleid ruin or fort. Not one!
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Brentleah Jeffs
 
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Post » Tue Feb 01, 2011 12:59 pm

Your character deals with them. And I have walked along a road without encounter before it is not impossible. Complaining about a means of quickly doing things that need be done is completely ridiculous. Realism? Really? You can throw a [censored] fireball from your hand. Is that realistic? Nope. If you want realistic travel then step outside and start walking.


How far did you walk with no encounters and were there any mods enabled? If you walk from Anvil to Leyawiin you would have to deal with some creature. It's not realism were complaining about. It's hoe Oblivion's fast travel is basically an in-game cheat with no real alternative. (No, I don't consider traveling through boring, dull, unimaginative, uninspired landscapes as a decent alternative.)

For the next Elder-Scrolls game lets add a One-hit-kill dagger to the tutorial and respond to people complaining about it with "Well its optional and you don't have to use it" when every other weapon almost never hits (even when mastered) and does next to no damage? What would your response to that be?

Also, the question was basically between Morrowind and Oblivion which do we feel had more interesting lore and why. Lets say that in our next post at least.

For me, I feel Morrowind had more interesting lore with the Dwemer, the Tribunal, the Sixth House etc. where in vanilla Oblivion the only thing that is remotley interesting as the Mythic Dawn. Thank goodness the expansions fix this.

And yes, travel methods are definitely part of lore. Also, it was ridiculous enough that you were attacked by every bear or wolf within five miles, you shouldn't complain about them not attacking you when that is clearly more realistic.

But then again, why am I arguing in Oblivion's favor? Don't you see, Hackworthy? Oblivion has NO LORE! Like, none at all other than a few dinky books. That's the gospel truth to it. Just none. God, no lore... what next? I mean, that just totally killed the game for me. I went everywhere, and not once did I have a text-box pop out of an NPC and have them go on a long documentary on the significance of each and every Ayleid ruin or fort. Not one!


That's true and they still have no in-lore explanation for why there are no politics in Cyrodil and for why Cyrodil is no longer a jungle.
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Sanctum
 
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Post » Tue Feb 01, 2011 6:00 pm

Of course you have encounters going from Anvil to Leyawiin, that is the longest bloody path! The road from there is just extremely long, and the direct path is through jungle.
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Niisha
 
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Post » Tue Feb 01, 2011 4:29 pm

A yes, those superficial traits again. Might as well http://www.gamesas.com/bgsforums/index.php?showtopic=957846 to the discussion. Saves me the effort of having to talk too you till you start contradict yourself again.

And you still haven't shown me how there's any more non-factional Dunmer culture than Imperial culture.
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Eibe Novy
 
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Post » Tue Feb 01, 2011 12:04 pm

Of course you have encounters going from Anvil to Leyawiin, that is the longest bloody path! The road from there is just extremely long, and the direct path is through jungle.


Not if you fast travel. Which is why it qualifies as a cheat. The only explanation is that your walking since you don't pay so why do we not get new placs marked on our map and have no random encounters?
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dean Cutler
 
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Post » Tue Feb 01, 2011 4:45 pm

Not if you fast travel. Which is why it qualifies as a cheat. The only explanation is that your walking since you don't pay so why do we not get new placs marked on our map and have no random encounters?

Well, notwithstanding the greater need for it at the time, it was present in Daggerfall.
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phil walsh
 
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Post » Tue Feb 01, 2011 5:28 pm

Your character deals with them. And I have walked along a road without encounter before it is not impossible. Complaining about a means of quickly doing things that need be done is completely ridiculous. Realism? Really? You can throw a [censored] fireball from your hand. Is that realistic? Nope. If you want realistic travel then step outside and start walking.

:facepalm:
When speaking of "realistic" it is in the context of Nirn and of the ES series. A manner of quickly traveling to and from anywhere that made perfect sense was Mark, Recall and the Intervention series of spells. Those spells got axed (blunted) and what next-great-thing-in-gaming feature did we get in exchange?

"I saw a mudcrab the other day..."
:nope:
Well, notwithstanding the greater need for it at the time, it was present in Daggerfall.

Daggerfall is 14000 times the size of Oblivion, if you were to actually walk the character from place to place it would take weeks. Real weeks, not game weeks.
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Bereket Fekadu
 
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Post » Wed Feb 02, 2011 2:15 am

Well, notwithstanding the greater need for it at the time, it was present in Daggerfall.


1) It took days to walk between cities with fast travel

2) It took over a week real time to go from one side of the map to the other and the estimated game size is larger then Great Britain so it was necessary.

3) Payment was required to get too places at a decent time and if you went for free depending on the distance lots of days would pass.
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Sammygirl
 
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Post » Tue Feb 01, 2011 1:22 pm

You argue that the landscape was dull despite the fact that most of Morrowind is a bland and blackened deadland? Odd. I like Oblivion's looks better and if you want some Morrowind-esque landscape then enter the isles. As for the Lore I acknowledge that it is lacking but there is enough there for me. Plug-ins help.
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Heather beauchamp
 
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Post » Wed Feb 02, 2011 12:09 am

:facepalm:
When speaking of "realistic" it is in the context of Nirn and of the ES series. A manner of quickly traveling to and from anywhere that made perfect sense was Mark, Recall and the Intervention series of spells. Those spells got axed (blunted) and what next-great-thing-in-gaming feature did we get in exchange?

"I saw a mudcrab the other day..."
:nope:

Problem is, teleportation made the game easy. Easier than Oblivion could be, because you could escape from any situation outside of rare instances. And even then it was possible to escape using scripted teleportation such as the Mazed Band, Daedric Sanctuary Amulet, or the Vampire clan amulets.
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Leonie Connor
 
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Post » Tue Feb 01, 2011 12:15 pm

You argue that the landscape was dull despite the fact that most of Morrowind is a bland and blackened deadland? Odd. I like Oblivion's looks better and if you want some Morrowind-esque landscape then enter the isles. As for the Lore I acknowledge that it is lacking but there is enough there for me. Plug-ins help.


Oblivion's landscape is all the same without mods.

It has four types of terrain

1) Forest
2) Swamp
3) Mountains
4) Fields

Your telling me that's not generic and, the main difference between forest, and swamp is the slight texture change and the difference between those and fields are the lack of trees and texture change. When you see one small part of that region, you've seen it all unfortunately. Morrowind had interesting landscape due to how different each place was and the uniqueness of the landscapes. Would you rather walk through the same cookie-cutter dungeons and landscapes or handplaced, interesting landscapes and dungeons?

Problem is, teleportation made the game easy. Easier than Oblivion could be, because you could escape from any situation outside of rare instances. And even then it was possible to escape using scripted teleportation such as the Mazed Band, Daedric Sanctuary Amulet, or the Vampire clan amulets.

Not really, one you hard to earn the ability to use teleportation from items and two, chances are if you have little to no magic experience you would need a scroll to use those spells. Also, its optional to use those spells just like in Daggerfall. The difference is its harder to play the game without using them. Just like Oblivion's fast travel. The only difference is that its logically explained and doesn't require you to walk through boring landscapes.
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Laura Simmonds
 
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Post » Tue Feb 01, 2011 10:59 pm

Oblivion's landscape is all the same without mods.

It has four types of terrain

1) Forest
2) Swamp
3) Mountains
4) Fields

Your telling me that's not generic and, the main difference between forest, and swamp is the slight texture change and the difference between those and fields are the lack of trees and texture change. When you see one small part of that region, you've seen it all unfortunately. Morrowind had interesting landscape due to how different each place was and the uniqueness of the landscapes. Would you rather walk through the same cookie-cutter dungeons and landscapes or handplaced, interesting landscapes and dungeons?


I like green places and I absolutely hate the ashlands unique or not. I think they are incredibly ugly and bland. The uniqueness of dungeons is another thing entirely...
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Taylor Thompson
 
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Post » Tue Feb 01, 2011 9:59 am

Problem is, teleportation made the game easy. Easier than Oblivion could be, because you could escape from any situation outside of rare instances. And even then it was possible to escape using scripted teleportation such as the Mazed Band, Daedric Sanctuary Amulet, or the Vampire clan amulets.

Which makes perfect sense in a game where you might find an enemy (gasp!) not scaled to your level. One of the best parts of exploring in Morrowind is narrowly escaping an enemy / area above your character's skill level, and going back later to exact revenge.

None of this is possible in Oblivion. You cannot find an enemy tougher than you. Areas above your level do not exist. Going back later will just scale the respawned area to your level. This won't actually make them more or less of a challenge, just make the combat last longer because they have more hit points.
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Rachael Williams
 
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Post » Tue Feb 01, 2011 6:33 pm

I like green places and I absolutely hate the ashlands unique or not. I think they are incredibly ugly and bland. The uniqueness of dungeons is another thing entirely...


That's your opinion and I would love Oblivion's landscapes if they had any effort put into them except CTRL-C, CTRL-V. The truth is that people have made a mod called Unique Landscapes which makes some very unique, realistic landscapes and greatly improves traveling by foot.
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Dan Scott
 
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Post » Tue Feb 01, 2011 7:01 pm

Not really, one you hard to earn the ability to use teleportation from items and two, chances are if you have little to no magic experience you would need a scroll to use those spells. Also, its optional to use those spells just like in Daggerfall. The difference is its harder to play the game without using them. Just like Oblivion's fast travel. The only difference is that its logically explained and doesn't require you to walk through boring landscapes.

You could get amulets to do both after doing several very, very easy quests from Edwinna Elbert.
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Andrew
 
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Post » Tue Feb 01, 2011 11:22 pm

You could get amulets to do both after doing several very, very easy quests from Edwinna Elbert.


It's your choice when it comes to using them.
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cutiecute
 
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