Most people Over-Compare TESIII and TESIV

Post » Fri Apr 08, 2011 3:37 am

They are 2 different games, their landscape was different, the battling was different, the area was different even if related, the TIME SETTING, was different.
Lets see, the purpose was different, the architecture was different..

Why do people make it so black and white? If Bethesda didnt name it after TES, I know some people wouldnt make that connect and would argue about it.

Lets make a comparison on a specific scaling
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Morrowind Battle System = Based on the shear ability to just hit someone, you hit less than you miss. Blocking is a chance, and you dont even do it by yourself

Oblivion Battle System = Based on how much damage you do, you hit always unless you arent in range. Blocking is a personal skill, the limiting factor is how much damage it absorbs

Now how are these 2 similar? They are 2 different styles. Its like comparing Hard Core rock and Rap, they are different.

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Morrowind Landscape = Often you found random mountains burrowed with the always obnoxious "Cliff-Racer," seemed to me it was a lot less green than oblivion, most of the land had Daedra everywhere (In comparison to Oblivion there are only daedra in select locations and in Oblivion Gates)
Oblivion Landscape = The Mountains were only in select locations where they would be apparent, a lot more green, grass and such.
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Morrowind Architecture = Mostly Dunmer, with the exception of certain imperial cities. A lot of Daedric Shrines everywhere, almost always yellow?

Oblivion Architecture = Varied based on location, Bruma had a bit of Colovian and Nibenese, the Imperial City was Ayleid, And the others were either Nibenese or Colovian

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Morrowind PC Setting = A man released out of jail messaged by a Daedric Lord named Azura, to be the said "Nerevarine"

Oblivion PC Setting = A man broken out of jail on favor of the Emperor. Who was only told to give an amulet to someone.
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Morrowind Setting = Morrowind

Oblivion Setting = Cyrodill
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Now, lets say Oblivion and Morrowind took out any hints that they were connected, and they werent named by the same franchise.
How are they similar? They are 2 very different games about 2 very different things in 2 very different places.
You are trying to compare games based on their connection to eachother, not the actual gameplay

If anyone can find me 2 big similarities other than the TES franchise and "both in tamriel"
Then bravo.
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Jason Rice
 
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Post » Thu Apr 07, 2011 9:32 pm

games from the same franchise will always be compared.
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daniel royle
 
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Post » Fri Apr 08, 2011 2:52 am

Yeah, it's good to say what you liked and what you think past games did better. Good way to express your hopes for future games.

From what I've seen, it at least looks like the developers listen.

All the little features, like combat and landscape, and whether they're downgrades or upgrades or overhauls, are all points that are gonna be debated until the internet dies. So, there's no point in posting a definitive what's what on all those things.
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Jah Allen
 
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Post » Thu Apr 07, 2011 6:07 pm

How do you honestly expect people to not compare two games from the same developer, franchise, and style...?
They are comparable.
That's like saying don't compare Super Mario Galaxy to Super Mario Galaxy 2.
There's absolutely no point in which you wouldn't compare them.
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cutiecute
 
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Post » Fri Apr 08, 2011 4:04 am

Whenever a game series is created, of course the games are going to be compared. If I buy a game, and enjoy it, the reason I want to buy the next game in the series is because I loved how the first game was, and I want to carry on with a different setting/improved features. If I hate how largley different the games are, I have every right to complain. (also, being British gives me even more right!)
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Sarah Bishop
 
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Post » Fri Apr 08, 2011 7:14 am

(...) the TIME SETTING, was different. (...)


Actually, this part is wrong. Both are set near the end of the 3rd Era, only a few years apart. In fact, the destruction of the Heart of Lorkhan - thus, the destruction or at least the weakening of the Red Tower during Morrowind's main quest and the following dismantling of the Tribunal's power is one of the main causes of the Oblivion crisis, as is the destruction of the Walk-Brass Tower, Numidium, following The Warp in the West after Daggerfall's conclusion.
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Vicky Keeler
 
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Post » Fri Apr 08, 2011 3:03 am

The TES series has a pretty unique and very consistent mission - as big, as immersive, as free and as interesting a world as possible. They have been trying different approaches to pulling this off in every game.

Arena was poking at the then-limits of random generation and environment storage.
Daggerfall tried to see how completely massive a game could be before it started to rip apart at the seams.
Morrowind had a "tighter" approach, putting as much content in as possible without actually randomly generating any location or person or dungeon layout.
Oblivion tried to see if they could get away with cost-cutting measures like level scaling and having the interns write the story.

All entries in the series should be compared to each other. All of them had their successes in pushing TES towards its ideal, and all of them have had their failures. Learning from mistakes and improving upon successes will make the next game better than any of the previous. And we can help by letting Bethesda know loud and clear what was a success and what was a mistake :P
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asako
 
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Post » Thu Apr 07, 2011 11:23 pm

You say they are so different, but to me they are pretty much the same, once you get a little up in the levels, Morrowind basically plays like oblivion.
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Natalie Harvey
 
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Post » Thu Apr 07, 2011 7:40 pm

How do you honestly expect people to not compare two games from the same developer, franchise, and style...?
They are comparable.
That's like saying don't compare Super Mario Galaxy to Super Mario Galaxy 2.
There's absolutely no point in which you wouldn't compare them.



Same style? They are completely different in every way. The only thing to connect the two is the setting, Tamriel, thats it.

@KhadirgroGhurkag

"Actually, this part is wrong. Both are set near the end of the 3rd Era, only a few years apart."

And it seems a lot has happened, apparently all of morrowind is at war now, Telvanni is in ruins and redoran is at war. Things have changed, its different. A few years can mean everything.
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Invasion's
 
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Post » Thu Apr 07, 2011 11:44 pm

Same style? They are completely different in every way. The only thing to connect the two is the setting, Tamriel, thats it.

@KhadirgroGhurkag

"Actually, this part is wrong. Both are set near the end of the 3rd Era, only a few years apart."

And it seems a lot has happened, apparently all of morrowind is at war now, Telvanni is in ruins and redoran is at war. Things have changed, its different. A few years can mean everything.

I personally, think they're the same exact style.

They're both open-world RPGs with hack n' slash style combat and a first-person view.

The big difference is that Oblivion has less quests, less towns, less unique encounters in the wilderness, less skills, plus manual blocking.
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ONLY ME!!!!
 
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Post » Thu Apr 07, 2011 6:23 pm

@KhadirgroGhurkag

"Actually, this part is wrong. Both are set near the end of the 3rd Era, only a few years apart."

And it seems a lot has happened, apparently all of morrowind is at war now, Telvanni is in ruins and redoran is at war. Things have changed, its different. A few years can mean everything.


Yes, because a few years totally outweight several thousand years of common history and lore.
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Jesus Lopez
 
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Post » Fri Apr 08, 2011 4:07 am

They both have their differences, yes. But that doesnt make them un-comparable.

Should it be the Morrowind chance′O′meter or the Oblivion Player-Does-It-All?
Should it be the Morrowind dead bandit is dead bandit or the Oblivion respawning system?

Things like that is compared by the fans, for the developers. The developers see what they did wrong, what the customers like and dislike and eventually they will make a game which we will love and then make it even more perfect. Sometimes it will go wrong, like in Oblivion, but it will go right again, I can (almost) PROMISE you that.
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zoe
 
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Post » Thu Apr 07, 2011 7:04 pm

Yes, because a few years totally outweight several thousand years of common history and lore.



Well with the events that have happened I would say yes, this isnt just passing time few years, this is big events, as stated, Morrowind is practically in ruins, and Cyrodiil was practically falling apart. As compared to Morrowind, where everything was just dandy and peaceful except for some blight disease, notice how in morrowind very few seemed to make a big deal of the events, where as Oblivion people were worried for their lives.

EDIT:

@ Above

Yes, but it seemed to me people mainly thought Graphics and Battle system were the main 2 problems, if so why change it to a completely different game?
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Jay Baby
 
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Post » Fri Apr 08, 2011 8:23 am

I hear what you're saying, man, but I just don't think you have an argument. Most of the points in the OP are pretty weak. You're basically arguing that because the two games have different combat systems, and one has more mountains than the other and different architecture, they're incomparable, which simply isn't logical.

The interface, the premise, the character/class system, the general lore, etc, are all the same, and those are the things that really make TES what it is. Most of the differences you pointed out are pretty superficial. If neither one of them were named TES, the connection between them would still be extremely obvious.
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louise hamilton
 
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Post » Thu Apr 07, 2011 5:32 pm

Arena was poking at the then-limits of random generation and environment storage.
Daggerfall tried to see how completely massive a game could be before it started to rip apart at the seams.
Morrowind had a "tighter" approach, putting as much content in as possible without actually randomly generating any location or person or dungeon layout.
Oblivion tried to see if they could get away with cost-cutting measures like level scaling and having the interns write the story.

Comments like this are why these threads keep devolving into flame-slinging (something which I *ahem* have of course never been guilty of :P)
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Marina Leigh
 
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Post » Fri Apr 08, 2011 8:21 am

Tamalak, in all of those statements you said what the games TRIED to do, except morrowind. You just said it was tighter.

What Oblivion TRIED to do, was create a more world affecting conflict, thats what I see. And they did, something that affected the entire world. Not just a province of a big empire. If Mehrunes dagon wasnt defeated (With the help of the champion of cyrodiil)

All of Tamriel would be destroyed, whats 1 small realm as compared to innumerous amounts of powerful daedra and lots of Daedric Lords?
Morrowind was just a plague, in its base.
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Damien Mulvenna
 
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Post » Fri Apr 08, 2011 2:17 am

I honestly question whether or not the OP has played either game for more than 10 minutes each, if he says they are nothing alike and non comparable.
Honestly, that just doesn't even make sense.
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Natalie Harvey
 
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Post » Thu Apr 07, 2011 11:51 pm

The games were created as part of a franchise, revolving around an artificial universe with established and evolving lore. It is ESSENTIAL, for there to be a connection between games, either past, present, or future-related.
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Elisabete Gaspar
 
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Post » Fri Apr 08, 2011 12:30 am

I had a better experience with Morrowind than Oblivion. Their differences, though easily discerned, amount to trivialities...like the differences between two beagles: in the end they're still beagles.
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Richus Dude
 
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Post » Thu Apr 07, 2011 7:23 pm

I personally, think they're the same exact style.

They're both open-world RPGs with hack n' slash style combat and a first-person view.

The big difference is that Oblivion has less quests, less towns, less unique encounters in the wilderness, less skills, plus manual blocking.



... No, you are just flaming a great game..

Ok, and less towns? Towns in Morrowind were relatively boring. For the most part, you could do much anywhere but Balmora. Balmora had it all.
Less skills...
Ok, sure there might be less skills maybe, but even so the skills were improved upon. Such as the weapons skills, now instead of not being able to hit a giant Ogre from 2 inches away, you actually can. You just might not hit that hard.

Ok, less quests.. Where should I start..

Morrowind Quests - From UESP

MAIN QUEST
(21 Quests)

House Hlaalu Quests
29 Quests

House Redoran Quests
37 Quests
House Telvanni Quests 28 Quests
Fighters Guild Quests 31 Quests
Mages Guild Quests 33 Quests
Thieves Guild Quests 30 Quests
Tribunal Temple Quests 23 Quests
Morag Tong 25 Quests
Imperial Cult 25 Quests
Imperial Legion 19 Quests
Misc Quests 30 Quests
So lets add the Morrowind Quests
21 + 29 + 37+ 28 + 31 + 33+ 30 + 23 + 25 + 25+ 19 + 30

306 Quests, now that may seem like a lot maybe. But lets Consider this..
Lets see how you can do this in 1 Character
Join Redoran, Hlaalu and Telvanni Quests Invalid

Finish all the Mages Guild Quests
You can no longer do Telvanni
Also, some quests in Every quest line conflict with eachother, reducing the possibilities.
Also, most quests are very short and should be considered a task, whether or not they are tagged as a "Quest"

If you finish the Fighters Guild questline in a certain way
You cant finish the thieves guild questline

Morrowind is full of Conflicting quests.

Oblivion, You can do all the quests you very well please.
And they are almost always extensive and require work.

The UESP says 181, so Im just gonna leave it at that

So, yes Morrowind has 306 "quest"
But most conflict with eachother
A lot are ridiculously short
So, maybe Morrowind might have more in technical terms. But Oblivion quests have a lot more to offer.
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Budgie
 
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Post » Fri Apr 08, 2011 12:39 am

That's the point. You aren't supposed to do everything in one play-through. I mean really, it made no sense that you could in Oblivion. There should be limitations like there were in Morrowind - it adds a sense of realism.
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Amy Gibson
 
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Post » Fri Apr 08, 2011 7:27 am

Oblivion's quests are bulkier on average, but plenty of them are short too (which imo is just fine), such a saving the jumbo potatoes. Also for some reason the Dark Brotherhood quests all count double (accepting the next contract is in itself a quest!)

Arguing that two quests don't both count because one blocks the other is just silly. I don't expect to do everything on some kind of knightly assassin mage fighter scholar thief. God mode games are thataway --->
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Jack Walker
 
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Post » Thu Apr 07, 2011 10:36 pm

That's the point. You aren't supposed to do everything in one play-through. I mean really, it made no sense that you could in Oblivion. There should be limitations like there were in Morrowind - it adds a sense of realism.

Precisely this, in my opinion. I think if you're the Master Fighter of the Fighters Guild, you shouldn't be able to join the Thieves guild. You do this and that to some extent, but for the most part in Morrowind, choices actually mattered.
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Isaac Saetern
 
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Post » Thu Apr 07, 2011 10:34 pm

Precisely this, in my opinion. I think if you're the Master Fighter of the Fighters Guild, you shouldn't be able to join the Thieves guild. You do this and that to some extent, but for the most part in Morrowind, choices actually mattered.

At the same time though that was your choice to join both the fighters guild and the thieves guild

Most people who RP limit themselves so that those crossovers don't happen

Why did the game need to provide that limitation for you?
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x_JeNnY_x
 
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Post » Fri Apr 08, 2011 6:50 am

I personally, think they're the same exact style.

They're both open-world RPGs with hack n' slash style combat and a first-person view.

The big difference is that Oblivion has less quests, less towns, less unique encounters in the wilderness, less skills, plus manual blocking.


... No, you are just flaming a great game..



So, Oblivion had more quests, towns, encounters, and skills?

More interesting towns doesn't mean more towns. And Morrowind's towns were more interesting anyway.

Just because you can do all the quests in one play-through doesn't mean there are more quests. And guild clashes are a good thing, it adds realism and it adds re-playability.

That's also the reason there are more skills in Morrowind, re-playability. Something Oblivion didn't have for a lot of people who were used to the granp scope of Morrowind.

And guess what you just did there?

You compared the two games....
So, what exactly is the point of your thread again?
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Stephanie Kemp
 
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