I could open every chest I came across in Morrowind as well. Ondassi's unhinging and the Latch Cracker scrolls came six-to-a-barrel for me.
There were other ways too. Thing is, depending on your character, if you wanted to do a particular action, there could be other possibilities for you. If you're too crappy at lockpiting, you need to find someone who sells the scrolls (powerful enough) and buy them. You had CHOICES, there were several ways to do the same thing with a various difficulty and ease.
Contradicting yourself much? That's a heck of a lot more depth than "Swing Sword/Spend Cash, skill up" (Or Use Alchemy, become Pun-Pun) in Morrowind.
Oh, there are still plenty of consequences. They just happen to be logical consequences.
Except before doing that, you had to plan your character. You had to choose a combination of skills (or a class with certain combination of skills) depending on what your priorities were. Since there were more skills (and magic schools with more spells), the choices were harder. The difference with Skyrim, is that you choose who you are along the way step by step instead of right at the start. It kinda makes sense that you learn new fancy combat moves along the way, but it makes little sense that you start out as some "good in everything" kid who still doesn't know what to do in life.
I always love the alchemy thing because people presume it's problem. It isn't. In fact, it just means that you were clever enough to use some of the game and world mechanics to your advantage. Overpowered and underpowered classes are only realistic. Not everyone is equal and there are LOGICAL consequences to the class or combination of skills you choose. A certain combination means you can do x or y, while another combination means you can do z or t, when if you used a combination with skills included and both, you might be able to do x and z, but neither of y or t. You had freedom and you could experiment. Now, Bethesda gives us "essential NPCs" so they can take away the freedom of killing anyone and the consequences they can bring. They take out skills, spells, take out all the possible ways to get across the land, etc. They take more possibilities (and consequences) as more TES games are released. Just go over the Morrowind forum on threads about which character to make. You'll see more discussion and posts than on Skyrim or Oblivion forums. Because there's a lot of possibilities, and each possibilities don't work out the same way.
And because Morrowind didn't have logical consequences?
... I hadn't even started the main Quest of Morrowind beside dropping off a package to some skooma-addict before becoming a "Master of Everything" in Morrowind
And I said you "probably finished the main quest" You still need to dish out a lot of money, which required you to play a lot of time, which meant your major and minor skills were high. If you "don't learn the ropes" by training the first levels for most minor skills, you fail most of the time at what you're trying. And it takes a [censored]load of time to be high skilled. Thing is, at that point, it doesn't matter. It works in a similar way in Oblivion and Skyrim, except in Skyrim you've already completed the main quest because there's far less quests and things to do.
Actually, I never got any different treatment from others. EVERYONE was simply: "What do you need, Outlander? I'm sure I can't help you." Except the Ordinators, who were "We're Watching you... scum!", regardless of who I was or my standing.
When it comes to "Dynamic World" and "NPCs treating you differently based on allegiances/actions," Oblivion is the game that comes out on top, leaving both Morrowind AND Skyrim far behind.
I meant their disposition: http://uesp.net/wiki/Morrowind:Factions People might like you better and are easier to persuade if you're in a certain faction, while others might necessitate more bribing. But if you're good in speechcraft, you might have your trouble saved by simply using normal persuasion. Logical consequences to your alignments and class. Does Skyrim ever becomes as dynamic? Oblivion had people saying unique lines, but Morrowind affects the people themselves, and in turn how's your interaction with them. Get in a couple of factions, and the results pile up. Ha, it shows you're much better off with House Hlaluu if your in the mages guild, since both are in a friendly stance, when telvanni are hated enemies and redoran are hostile.
The conversations between NPCs and their greetings to you are much more dependent on who you are, from "Look at the Muscles on You" to "The Chapel of Dibella in Anvil was attacked! The priests slain on the very altar of love!", "The Black Horse Courier"'s up-to-the-minute responses to your shenanigans, and "BY AZURA BY AZURA BY AZURA! YOU'RE THE GRAND CHAMPION! Can I lick your boots? Give you a back rub?
I'd rather hear ten thousand times "what, outlander", rather than "what is this fur... coming out of your ears" or "I used to be an adventurer, but I took an arrow in the knee" or "you seem like quite the alchemist" (how did you know?), "the gods gave you two hands and you use them both for combat, I can respect that" (how did you know?). The more elaborate the greetings are, the more I'm tired to hear them all over again and the more they don't make sense. Since Oblivion, the people of Tamriel seem very, very friendly. Like EVERYONE whom you walk by has something to tell you. I don't know, when I go to work and walk by someone, no one ever told me they got ants problem in their house, or they think I have nice shoes, or that they used to have long hair when they were younger, or that the mayor is a dike. And after my week, I haven't come across 10 strangers who told me the mayor was a dike.
Nothing along those lines really made it into Morrowind, aside from stat-based combat. But even then, there was still a significant amount of emphasis on player skill in Daggerfall's combat, with tactical choices you could make with what attacks to use to vary your damage and accuracy. Timing was also critical in Daggerfall's combat. The only thing that wasn't was actual aiming.
Not nearly as significant as of now. Now it's like there's no stat behind. And while Daggerfall had many more skills and an additional magic school than Morrowind, Morrowind still had more of those than Oblivion. Morrowind still has a much more RPG feel to it than Oblivion.
Skyrim is about both, flash andsubstance. The world's far more alive than Morrowind's. There wasn't any change in Morrowind either: Everyone still remained 24-7 information kiosks that liked to talk about how grim Solstheim was.
More alive? You gotta be kidding. Voice acting and radiant AI IS flash. People stay still at one place instead of standing still at 2 different places during the day. You reach Windhelm at night to deliver something, everyone will be doing the same thing as they always do at that time of the day. People will give you awkward comments with awkward (voice) acting, and when all is said and done and you leave, the same people will still doing the same thing until a certain hour, but then who cares since you're not there. And if you stay to observe their daily lives, you'll find them awkward and underwhelming, never to be bothered by anything that happens. Someone gets almost killed? None of the witnesses, not even the person will acknowledge anything. And there's much, much less things to do, how is that more alive? People feel like quest terminals: "hear my story, accept of refuse the quest" return "quest completed". You can't ask them about their backgrounds, you can't ask them about rumours, you can't ask them where to find a certain guy you're looking for, nothing. Otherwise, they act as history books. In Morrowind, the cities feel alive, you always end up doing something in the major cities, lots of quests and people to talk to. "but they all say the same thing". False. The redundant lines are always more obvious when there's more NPCs and when they have more lines. For every quest you have more details, and sometimes additional steps along the way. I think a good way to say it is: cities feel more busy. In Skyrim, people walk around, talk [censored] and stuff, have voice overs, but take that out and not much is left. People walked in Morrowind too, except they didn't go to bed when you were not looking.
I'm not talking about the "ugly game with crappy animations". I'm saying that there's a "magic" irreplaceable experience with the first time you have an awesome experience that weights you in its favor, and the more time you spend with it, the more you start seeing the "Flaws" as "Benefits" and start filling in little gaps: Yahtzee Crowshaw has a serious case of this in regards to Prince of Persia: The Sands of Time, for example.
Except the first experience ends almost before your first playthrough. I still manage to do a couple more of them and the game was as satisfying. Only the sense of wonder of a world opening to you was gone. And that's the case for EVERY game. Some game do get [censored]tier the more you play them (Mass Effect), but the more I played Morrowind the more I understood, the more I could put words to why I loved it. And you just can't pop up and say "FALSE, you don't really think it's a good game, it's just nostalgia!". But guess what even if Oblivion was not my first TES game, the first time I played it was the first time I played it. There was a sort of magic of being introduced in that vast world for the first time. But the more I played it, the more I saw glaring flaws, some that made certain aspects far less enjoyable than before. And these aspects were not more enjoyable in Morrowind because of nostalgia, but because they were better made and were more satisfying. Some other flaws that literally broke the game and made me take out the disc before I even started my game.
And a counter to exhibit A:
That's ONE OF the ONLY set of "Clear" instructions in the entire game, and rendered moot because it immediately puts a yellow dot on your MAP, MARKING the city's location.
Except in this case I know what's ahead of me and how to get them without any problems, instead of being like "well I guess I should follow that road" "okay it turns North I want to go west" "okay it seems to not go where I want to go, let's just walk in a straight line" "okay there's a giant mountain in front of me, no obvious way around without going in an almost opposite direction, let's try to climb it" "wow, that was something, now let's go down" "okay, a damn river which I can't even swim across, WHERE is the bridge?!" "managed to get across, I'm still kinda far. Now, anything else like this if I go in a straight line?" Sometimes not only directions can get your life easier when you're doing an errand FOR someone, but it helps you get a sense of the place. It would particularly be helpful in Skyrim when there's no way to know where the big roads, how they connect, where are the bridges on the "map". Morrowind didn't show maps, the major roads were easy to follow and had clear indications. Also, you knew the only major geographical obstacle were foyadas and were clear on the map, as other more elevated areas, Skyrim was like a giant cloud and you wouldn't know at which point at the bottom of the mountain you'd be able to walk.
And the [censored]tiness of the instructions are quite overstated. Sure, a couple of them were harder to follow, but otherwise you were usually looking for the wrong thing, or read things that were not written. It's incredible the fuss the dwemer puzzle box made. So many people didn't even look in the FIRST room. It was your first MQ quest, did you really think we'd send you on a dangerous errand at the far bottom of a relatively dangerous dwemer ruin with locked doors, traps and all? Didn't you think the puzzle box was probably in the hands of a bandit, or stored in their appartments, rather than with a robot far down? Sometimes you only needed a bit of common sense. And it's only normal the instructions are not step by step... I mean, I was at most 13 when I first started playing the game, and my English wasn't all that good. Fortunately most words I didn't understand were ones related to the culture and politics of Morrowind, like "dissident" and the likes.