Oblivion or Morrowind

Post » Sun May 01, 2011 11:06 pm

Let's not confuse challenge with complexity. M'kay?

Let's also not confuse complexity with complication. :P

Complexity is good. Complication is not.
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Ellie English
 
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Post » Mon May 02, 2011 4:52 am

I'll just say "Daggerfall" to throw a monkey wrench into the works. Since the older game always seems to "win" these "debates", I'll go ahead and declare checkmate.

ill say arena and win the checkmate. :shifty:

but seriously, since ive played oblivion first, im always going to say thats the best (till tesv, that is :snicker: )
in morrowind i was pretty much always too poor to buy good things, even when caius or whatever gives me the 200 "Drakes"
morrowind has too much cliffracers, oblivion has too many scamps (and not enough dremora)

but just buy morrowind and try it out, or play a demo if they have one. maybe even get that morroblivion mod or whatever heck it is/does
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JLG
 
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Post » Sun May 01, 2011 6:58 pm

i think its all about the style. OB has no style, but shivering isles did. shivering isles was wicked for looks, and it used the same graphics.
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Queen
 
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Post » Sun May 01, 2011 5:54 pm

Ha. Level-scaling, Quest Compass, Fast-travel, and voice-acting are all the reasons I don't like Oblivion. The problem many of us have is that The Elder Scrolls was never for casual gamers. There was nothing casual about Daggerfall and Morrowind, they were pretty hardcoe RPG's. With Oblivion many people like you, who are probably 15 and have never even played a real RPG like D&D or Ultima, think Oblivion is the be all end all, when for many of us, it's going backwards. I wouldn't worry though, Bethsesda will answer the call of $$$ and make another watered down, hand-holding game like Oblivion because there are a lot more people like you than me.


Hey, dude, I'm 15 and I waaaaay prefer Morrowind because I don't like being sheparded through games, and I like complexity. All of those things you mentioned ruined Oblivion for me, after coming from MW. Voice-acting limited the dialog, which svcks because people only have 3 things to say, Quest compass and fast-travel are for people that are too lazy to just enjoy the scenery, and level-scaling ruins any chance of feeling like you are the best there is, because there's always some bandit in ("rare") Deadric armor running at you.

So, I don't appreciate you assuming that everyone who prefers Oblivion because of features built for people that are too lazy to even read a paragraph, is a teen.

Morrowind Rules!!!!!!!!
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Nina Mccormick
 
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Post » Mon May 02, 2011 1:07 am

I firmly believe that you should purchase Morrowind. My only concern is that your experience with Oblivion will prevent you from appreciating Morrowind from what the game really is. So, just look at the game as a whole for the time period it was built in and the market it catered to, and have fun.
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^_^
 
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Post » Sun May 01, 2011 3:07 pm

Snip


The GPS is no problem to me. Other games make you go one way and can't go (non-sandbox or non-open world game) back. I just put another quest active or don't have one active.
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Rhysa Hughes
 
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Post » Sun May 01, 2011 8:43 pm

Nice.

And free.
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Trevi
 
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Post » Sun May 01, 2011 4:23 pm

hey, i'm 15 and i love morrowind!

:cryvaultboy: now you hurt my feelings...


Well at least there is hope left that some youth enjoy a challenge.
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Anna Watts
 
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Post » Sun May 01, 2011 6:16 pm

Hey, dude, I'm 15 and I waaaaay prefer Morrowind because I don't like being sheparded through games, and I like complexity. All of those things you mentioned ruined Oblivion for me, after coming from MW. Voice-acting limited the dialog, which svcks because people only have 3 things to say, Quest compass and fast-travel are for people that are too lazy to just enjoy the scenery, and level-scaling ruins any chance of feeling like you are the best there is, because there's always some bandit in ("rare") Deadric armor running at you.

So, I don't appreciate you assuming that everyone who prefers Oblivion because of features built for people that are too lazy to even read a paragraph, is a teen.

Morrowind Rules!!!!!!!!


It warms my heart to see the youth coming out for Morrowind. I stand happily corrected.
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TWITTER.COM
 
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Post » Sun May 01, 2011 5:31 pm

daggerfall on the other hand...just too slow. after the awesome first dungeon, i sit around doing nothing, and am just bored.
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Laura Samson
 
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Post » Sun May 01, 2011 1:37 pm

What I don't like about Daggerfall are the huge, generic dungeons, they are just so unrealistically huge and are not fun.
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Sasha Brown
 
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Post » Sun May 01, 2011 2:22 pm

What I don't like about Daggerfall are the huge, generic dungeons, they are just so unrealistically huge and are not fun.

:biglaugh: :lmao:
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Karen anwyn Green
 
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Post » Sun May 01, 2011 7:15 pm

Bored in Daggerfall? But it's got 1000 times more to do then Morrowind and Oblivion combined... And the dungeons are the coolest part of the game. /heartbroken

lol I'm just being a punk. I know it's not to everyone's taste. ^_^
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Javier Borjas
 
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Post » Sun May 01, 2011 7:24 pm

The GPS is no problem to me. Other games make you go one way and can't go (non-sandbox or non-open world game) back. I just put another quest active or don't have one active.


I do that too, but Oblivion relies so much on the compass that NPCs don't even bother to give you directions to where you're supposed to go, because you're already supposed to know where to go! There are exceptions, but that's the general rule.
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Big mike
 
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Post » Sun May 01, 2011 2:19 pm

Bored in Daggerfall? But it's got 1000 times more to do then Morrowind and Oblivion combined... And the dungeons are the coolest part of the game. /heartbroken

lol I'm just being a punk. I know it's not to everyone's taste. ^_^



the problem is that it is difficult to find anything in cities, and it takes like 30 minutes to find anything in a town.
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Rozlyn Robinson
 
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Post » Mon May 02, 2011 4:29 am

The Below Post Is Not Flaming Oblivion

Oblivion lacked in many things Morrowind was great in. More skills were in Morrowind, more spells, more challenge, more freedom. Morrowind's greatness isn't the shiney graphics (which I honestly don't care about) or voice-acting (which is a waste, I much prefer the Morrowind way), it's the freedom. You can do what you want, when you want, to whomever you want, whichever way you want.

Morrowind>Oblivion, look up a previous thread on this, Morrowind always wins by at least 50 people, unless placed in Oblivion forum, then it usually only wins by 10.
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Vickytoria Vasquez
 
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Post » Mon May 02, 2011 4:01 am

Morrowind>Oblivion, look up a previous thread on this, Morrowind always wins by at least 50 people, unless placed in Oblivion forum, then it usually only wins by 10.


Not true, even in Oblivion, I still prefer MW. Also if they haven't played MW, they can't vote. I am pretty sure even if played both, MW will still win (judging from the forum, but I may be wrong). I see nothing bad in picking which one you like or prefer. I really hate when people say Oblivion svcked because of fast travel or the GPS, etc. and saying they are not choices, BS. I don't fast travel and not pay attention to the compass to much. I already know where to go with many play-throughs.
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Ebou Suso
 
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Post » Sun May 01, 2011 8:46 pm

These threads are so constant I won't really delve into specifics as most of them have been covered. But know this. Morrowind is an adventure. The sheer scale of the world, all the little hand-placed details and easter eggs, it's amazing. Oblivion, even when you've seen one town, you've seen them all. Morrowind reigns supreme in its cultural intricacies and sense of immersion, and it is an incredibly rewarding experience to those willing to take the journey. It does not forgive - you may stumble upon a Daedric ruin and be mauled by Dremora at level 2, you may fail a quest, you may even doom the entire primary plot progression. But that only makes the danger more evident and survival more rewarding. The game doesn't "hold your hand" with quest markers and perpetual quests with no deadlines. The combat system is definitely the roughest transition. But ultimately, Morrowind is a more wholesome and polished game than Oblivion.

You can get that one at any time now for free. He's questioning purchasing something. Something of which I'd approve of

Now now, Daggerfall's manual has quite a bit of interesting information in it. Not to mention the http://www.mobygames.com/game/dos/elder-scrolls-daggerfall/cover-art/gameCoverId,4987/ is still frickin' awesome. Yes, I am indeed implying that spending money on physical goodies for a now-freeware game is worth it! Go, now! :evil:
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Franko AlVarado
 
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Post » Sun May 01, 2011 10:51 pm

Dang. I have played both morrowind and oblivion and I really didn't notice some of the things they say in this. It really is true though, It totally takes all the fun out of it to give you a green dot in a cave or whatever telling you exactly where the holy grail is. And most the other stuff they were saying too. I still love Oblivion though and have to stand by it's side. It would be great though if they had more voice acting diversity in the next one. As in more then four voice actors with more than three things to say, among other things

peace
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Silvia Gil
 
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Post » Mon May 02, 2011 1:25 am

I really hate when people say Oblivion svcked because of fast travel or the GPS, etc. and saying they are not choices, BS. I don't fast travel and not pay attention to the compass to much. I already know where to go with many play-throughs.

Because it is a limited choice that it either just walking/riding there or fast travel. No doubt that you may enjoy it because ya choose the non-fast travel choice, but all the fact the whole game was base on it too much on it and remove other means as the Dev see them as redundant (this include teleporting spells, mage traveling service, travel by boat, carriage-like travel (like silt strider)). There no immerse choice of fast-travel that was like that of Morrowind. Just by foot (the scenery isn't helping for that matter) or just click and point to there.
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matt
 
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Post » Mon May 02, 2011 3:57 am

Because it is a limited choice that it either just walking/riding there or fast travel. No doubt that you may enjoy it because ya choose the non-fast travel choice, but all the fact the whole game was base on it too much on it and remove other means as the Dev see them as redundant (this include teleporting spells, mage traveling service, travel by boat, carriage-like travel (like silt strider)). There no immerse choice of fast-travel that was like that of Morrowind. Just by foot (the scenery isn't helping for that matter) or just click and point to there.


Ahh, I see what you mean if I understood correctly, I like your answer.

Off the record and not important, I have a speedy / invisible spell I use in OB. I get there faster then fast travel. In MW, shop and NPC are awake at night so I don't pay attention to what time I get to my destination. In OB, I try not to waste time and think what I can do at night when a shop is closed.


Yeah I came back and see that this reply from you to me is same in community. I am done talking fast travel being optional or not. Please no one respond to me on this, I got tried from the community debate on this. I don't care anymore, let it die and never spoken again.
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..xX Vin Xx..
 
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Post » Sun May 01, 2011 9:36 pm

I do that too, but Oblivion relies so much on the compass that NPCs don't even bother to give you directions to where you're supposed to go, because you're already supposed to know where to go! There are exceptions, but that's the general rule.


Interesting, could you give some examples?
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lauraa
 
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Post » Sun May 01, 2011 10:31 pm

NPCs never actually give you physical dialogue on where you are to go, and how to get there. They might tell you the name of the place in dialogue, but that's not telling you actually how to get from point A to point B.
Instead, if you're heading to a marked location, it's pinpointed on your map (it's assumed that the NPC does it), and a quest-arrow is attached to either an object/person inside of the location or is attached to the location marker itself.

Now, you can admittedly switch active quests to remove the quest arrow and still get to your destination by manually opening your map and checking your directional orientation to the landmark. However, that's only if a landmark is provided. There are many quests that don't provide landmarks and instead attach the quest-arrow to NPCs or objects. In those scenarios, the only real means to find said NPC or object (because you've been given no directions or map markers) is to use the quest arrow.




And for the record, while switching active quests is a somewhat plausible workaround for the issues of the quest arrow, it is by no means a legitimate mechanic and does nothing to mitigate the issues with said quest arrow. It's just a bandaid on a larger problem.



As for one example of the game being designed around Fast Travel, consider the lack of localization present when adventuring in Cyrodiil. When you do the Mages Guild recommendation quests, you're not headquartered in one town for a while until moving onto the next. Nope; you're told at every new quest interval to journey to yet another far-flung city to put another notch in your belt. Same thing with the Fighters' Guild. Sign up in Chorrol, only to be told to ship out to Anvil or Cheydinhal. There's no believable sense of locality.

Logistically speaking, it doesn't make much sense to waste man-hours by sending your guild initiates bouncing back and forth across the province. It makes them far less productive, since they spend lots more time traveling instead of spending a decent chunk of time working in one guildhall for a little while and then moving on. That's why Morrowind displayed the guild halls as they did; a player could stay in one guild hall for quite a while before running dry of things to do.

However, since Oblivion allows the player to jump from anywhere for free at the click of a button, the concept of factoring how distance affects the world is a redundant concept. If the player can completely turn distance off at a whim, then why should the people and organizations in the world act like it's omnipresent?
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Siobhan Wallis-McRobert
 
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Post » Sun May 01, 2011 9:49 pm

I do that too, but Oblivion relies so much on the compass that NPCs don't even bother to give you directions to where you're supposed to go, because you're already supposed to know where to go! There are exceptions, but that's the general rule.


Exactly. Having the quest arrow is insidious because in Oblivion's case it dumbs down other aspects of the game such as the above mentioned NPC interaction. Would that you could just toggle it, and then have other means of finding your goal, such as grilling multiple NPC's, or finding ancient books with location clues, etc... then I'd say fine, have a quest arrow and I can turn it off. But clearly that is not what occured in Oblivion. The arrow became a crutch for the devs so they didn't have to write as much dialogue, and be creative in how to find things. Consequently it became a necessary crutch for the player because 90% of the time you needed the arrow to find something no matter what.

If TES were still a PC game, then I'd want a key word system like they, and many other games used in the past. I love asking questions of NPC's. It's awesome when you ask the right question to the right NPC and they divulge a major piece of info. Alas, this type of delay of gratification is not interesting to most of the new breed of gamer, and it's console/PC now so typing is a non-starter. There has got to be a better way, however, than just having every objective for a quest handed to the player on a silver platter, or in this case a red arrow.
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Judy Lynch
 
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Post » Sun May 01, 2011 7:01 pm

NPCs never actually give you physical dialogue on where you are to go, and how to get there. They might tell you the name of the place in dialogue, but that's not telling you actually how to get from point A to point B.
Instead, if you're heading to a marked location, it's pinpointed on your map (it's assumed that the NPC does it), and a quest-arrow is attached to either an object/person inside of the location or is attached to the location marker itself.

Now, you can admittedly switch active quests to remove the quest arrow and still get to your destination by manually opening your map and checking your directional orientation to the landmark. However, that's only if a landmark is provided. There are many quests that don't provide landmarks and instead attach the quest-arrow to NPCs or objects. In those scenarios, the only real means to find said NPC or object (because you've been given no directions or map markers) is to use the quest arrow.




And for the record, while switching active quests is a somewhat plausible workaround for the issues of the quest arrow, it is by no means a legitimate mechanic and does nothing to mitigate the issues with said quest arrow. It's just a bandaid on a larger problem.



As for one example of the game being designed around Fast Travel, consider the lack of localization present when adventuring in Cyrodiil. When you do the Mages Guild recommendation quests, you're not headquartered in one town for a while until moving onto the next. Nope; you're told at every new quest interval to journey to yet another far-flung city to put another notch in your belt. Same thing with the Fighters' Guild. Sign up in Chorrol, only to be told to ship out to Anvil or Cheydinhal. There's no believable sense of locality.

Logistically speaking, it doesn't make much sense to waste man-hours by sending your guild initiates bouncing back and forth across the province. It makes them far less productive, since they spend lots more time traveling instead of spending a decent chunk of time working in one guildhall for a little while and then moving on. That's why Morrowind displayed the guild halls as they did; a player could stay in one guild hall for quite a while before running dry of things to do.

However, since Oblivion allows the player to jump from anywhere for free at the click of a button, the concept of factoring how distance affects the world is a redundant concept. If the player can completely turn distance off at a whim, then why should the people and organizations in the world act like it's omnipresent?


This is an excellent description of something that I had a hard time putting my finger on for a long time. The developers for Oblivion always had the character globe-trotting rather than letting them set down roots in a particular area. I loved how in Morrowind I could make Balmora or some other place my home base for a good long while. The guilds in a city would have you do quests and tasks around the city and the nearby geographical area, and you could also do the small quests and tasks for locals. The automatic ability to fast-travel to any city in Oblivion made the devs lazy and it gives the impression they just threw a dart at a board to determine where you would have to go to complete a guild quest. And why not? No matter where you go in the entire world the enemies won't be anymore dangerous than they are outside the starter dungeon. Oh wait, that's a different rant.
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Alexandra Louise Taylor
 
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