What was wrong with Morrowind?

Post » Sun May 01, 2011 2:49 pm

these whiny babies(or you might call them casual gamers) don't want anything to do with a challenge, or immersion

Your characterization of casual gamers as 'whiny babies' who 'don't want anything to do with a challenge, or immersion' is ignorant and insulting. It is also hypocritical, coming from someone who has just praised fast travel because it "comes in handy."



Morrowind didn't have any quest markers.

Quest markers were necessary in Oblivion the instant Bethesda decided to use Radiant AI. In a previous post I mentioned Quill-Weave traveling from Anvil to Chorrol. Now Quill-Weave is a quest-related NPC. It would be impossible to to locate Quill-Weave without an arrow once she has left Anvil. It would be like constantly moving the Puzzle Box around and not telling players where it is.



In Oblivion you had one, follow the red triangle

Two. One of the options you listed for Morrowind is also available in Oblivion: you are perfectly free to just go look for it without help. There's also another option: back when I played vanilla Oblivion I used to set my active quest to either the Nirnroot quest (if I was doing the main quest) or the main quest (if I was not doing the main quest).

Personally, I think a compromise would be best when they get around to designing TES V: compass markers for those times when we need them and a toggle button in Options to turn them off.



When they took out levitate, they took out so many interesting places they could have hidden things for the players to get, no bridges too far to jump, no cliffs too high to jump, etc. Bring it back.


I agree about levitation. But I disagree with your implication that it was taken out because of casual gamers. Levitation was removed because cities were in their own world spaces. And this was most likely done because of the XBox. The Open Cites mod has shown us that Morrowind-style cities do not damage frame rates on the computer, leading me to believe that Bethesda placed cities in their own world space in an attempt to comply with XBox frame rate requirements. Once that decision was made Bethesda had no choice but to remove levitation.



there were no "essential" immortal characters in Morrowind, instead you got a message telling you that you killed someone you shouldn't have. It's all part of the amazing experience I got with Morrowind, that I missed in Oblivion.


This is also a necessary consequence of using Radiant AI. To go back to my previous example: if Quill-Weave had gotten killed by a Minotaur on her travels from Anvil to Chorrol and all the way back to Anvil (a pretty perilous journey) that would immediately end any possibility of finishing that quest. Imagine the screams of outrage if players could not finish a quest because the game killed off their quest-giver while they were in the middle of a quest. Morrrowind NPCs didn't need to be essential because they never went anywhere, they never did anything. They just stood in one place twenty-four hours a day, seven days a week, 52 weeks a year, waiting for the player to talk to them. I don't know about anybody else, but I wouldn't call that an amazing experience. I'd rather have Radiant AI, with all its problems.
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Lou
 
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Post » Mon May 02, 2011 2:22 am

Your characterization of casual gamers as 'whiny babies' who 'don't want anything to do with a challenge, or immersion' is ignorant and insulting. It is also hypocritical, coming from someone who has just praised fast travel because it "comes in handy."

I'll apologize if I offended you, I'm not always a nice person with my opinions lol. But I wasn't refering to someone like you as a casual gamer at all, I was simply refering to players that want everything handed to them, who don't want a challenge. However, I wouldn't say that I was being hypocritical. Comparing fast travel to the other things I mentioned are somewhat different. It only speeds up the process, but doesn't necessarily make it easier. It does in the sense that you don't have to fight the monsters inbetween there and the place you're traveling to. But, now that I think about it, fast travel should only be used to go to major cities and towns, not everywhere. And I think only major cities should show up on the compass, because that makes adventuring more rewarding. But it is only an opinion, something we don't seem to agree on.


Quest markers were necessary in Oblivion the instant Bethesda decided to use Radiant AI. In a previous post I mentioned Quill-Weave traveling from Anvil to Chorrol. Now Quill-Weave is a quest-related NPC. It would be impossible to to locate Quill-Weave without an arrow once she has left Anvil. It would be like constantly moving the Puzzle Box around and not telling players where it is.

Point taken, and I understand and agree, however, I do not believe quest markers should be used for every situation. Locating someone if you are given detailed instructions will always be more fun than following the red arrow to you destination. But I do agree there is a place and time for the marker, and you gave a good example.



Two. One of the options you listed for Morrowind is also available in Oblivion: you are perfectly free to just go look for it without help. There's also another option: back when I played vanilla Oblivion I used to set my active quest to either the Nirnroot quest (if I was doing the main quest) or the main quest (if I was not doing the main quest).
True but Oblvion handled things slightly different. It just wasn't the same to me. Morrowind made it a point to give you detailed instructions, Oblivion did not, instead the quest marker was added and few hints in the dialog were given. But I see you point.

Personally, I think a compromise would be best when they get around to designing TES V: compass markers for those times when we need them and a toggle button in Options to turn them off.
Yes, something we agree on.



I agree about levitation. But I disagree with your implication that it was taken out because of casual gamers. Levitation was removed because cities were in their own world spaces. And this was most likely done because of the XBox. The Open Cites mod has shown us that Morrowind-style cities do not damage frame rates on the computer, leading me to believe that Bethesda placed cities in their own world space in an attempt to comply with XBox frame rate requirements. Once that decision was made Bethesda had no choice but to remove levitation.

Nah I didn't say levitate was taken out because of casual gamers or even imply it(Because who wouldn't want levitation, even the casual gamers would) I'd like to see open cities and levitation brought back. Find others way to increase frame rate if that's the issue. Using graphics efficiently would help, but as to not hurt visuals. There is definitely a way around it, but I don't have any suggestions atm.


This is also a necessary consequence of using Radiant AI. To go back to my previous example: if Quill-Weave had gotten killed by a Minotaur on her travels from Anvil to Chorrol and all the way back to Anvil (a pretty perilous journey) that would immediately end any possibility of finishing that quest. Imagine the screams of outrage if players could not finish a quest because the game killed off their quest-giver while they were in the middle of a quest. Morrrowind NPCs didn't need to be essential because they never went anywhere, they never did anything. They just stood in one place twenty-four hours a day, seven days a week, 52 weeks a year, waiting for the player to talk to them. I don't know about anybody else, but I wouldn't call that an amazing experience. I'd rather have Radiant AI, with all its problems.

Again point taken, and I agree. However if the player themselves wanted to kill the essential character they should be able to do so. They can make the essential characters immune to attacks from non players. But the amazing experience comes in because you can do anything you wanted to with limits to skills and abilities not because these characters are apparently god and thus cannot be killed(I did not mean the static nps and lifeless characters added an amazing experience :P ) And I definitely agree with the Radiant Ai, it is much better. I just want to be able to kill them, if I feel like it. Somehow program them so other monsters and npcs can't kill the essential player, but the character can.



Again I mean no offense, and I agree with most of you points. But there has to be a way to have a good balance for the hardcoe players and the casual gamer. More research is needed but it would be worth it in my opinion.
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megan gleeson
 
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Post » Sun May 01, 2011 2:58 pm

Well it seems the vast majority of gamers prefer the "dumbed down" oblivion style since oblivion, fallout 3 & new vegas were FAR bigger hits than morrowind was...

I would say its because those games have more personality than morrowind did, sure morrowind had way more RPG elements to it, but it was a lifeless bland static world, NPC's didn't do anything but stand around waiting for you to talk to them and when you did talk to them about 90% of them said the exact same things. Also oblivion and the fallouts are much easier to get into, morrowind doesn't get good till you put some effort in to progress in the quests and level up a bit.

As for the immersive game with good graphics....ummm perhaps you should look at the mass effect games they have great graphics, great characters, great storyline and great gameplay... and then there's dragon age, a proper RPG with decent graphics and amazing story and characters. ;) No offence to Bethesda but when it comes to immersive RPG's bioware are the masters....


Am I the only one who felt Oblivion rather lifeless? BIG chunks of land had nothing but pretty landscapes and dungeons. In Morrowind, there were cities all around, strongholds, dungeons with quests or artifacts to get. Morrowind was FILLED with things to do everywhere, Oblivion is mostly dead outside cities and too far off main roads.
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Mandy Muir
 
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Post » Sun May 01, 2011 9:46 pm

What happened? What was so wrong with Morrowind that they haven't tried to duplicate it but yet they're duplicating the shallow dumbed down Oblivion model?


They wanted to grab a younger, larger market, while keeping some of their older audience. So quests were dumbed down, a "gee, golly, look at how far that body traveled when I hit it" physics engine was employed, map markers were added to make things still easier, the game became a shooter so you always hit, enchanting became much easier, etc. This really isn't rocket science. And it's useless complaining. I love Morrowind myself, but the closest thing to it in Oblivion is going to be achieved through adding mods.
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u gone see
 
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Post » Sun May 01, 2011 12:55 pm

"What was wrong with Morrowind"

10 years of playing it = obviously not much, compared to the very short game-life of every game these days. Hell, everything needs 'achievements' and stuff just to get you to play it more. Sigh
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Greg Cavaliere
 
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Post » Sun May 01, 2011 12:53 pm

"What was wrong with Morrowind"

10 years of playing it = obviously not much, compared to the very short game-life of every game these days. Hell, everything needs 'achievements' and stuff just to get you to play it more. Sigh

people need a pat on the back, rather than the satisfaction of adventure.
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bimsy
 
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Post » Sun May 01, 2011 9:09 pm


Whereas games that are based off the Oblivion formula are cheap & quick to make and extremely easy to hype to ridiculous proportions, Spore would be a great example, the prettiest graphics, the easiest game-play ever conceived (I dare you to make easier game-play than what it offers, unless you make it a button that goes "You Win!" it's not possible), ungodly hype and millions of fans. Yet when it came to showtime when all that newness wore off was the shallowest game in existence. That game was so shallow that even the creature creator couldn't save it. For something that preached customization so much, it was unbelievably restrictive, limited & homogenized. And that is the ultimate con of the Oblivion formula.


Totally agreed. When I last tried to play Oblivion, I made some sort of assassin. I abandoned the game because I couldn't level up my character as I wanted without creating a deeper and deeper strength gap between me and the enemies. They'd crush me and it would take me dozens and dozens of arrows (poisoned or not didn't even mattered anymore) because the enemies' level scaled why I got to higher levels without constantly putting skill points in strength and such, for some reason the game thought I was the strongest warrior of Cyrodiil like my Nord character was. True rpgs shouldn't have level scaling, not only it [censored]s with levelling up how you want to with any type of character you want to, it destroys the sense of exploration and immersion when you get somewhere particularly dangerous, the main roads should always be safe too, otherwise merchants wouldn't risk getting face to face with a Minotaur I have problems killing when I could kill them in an instant.

I'd bet the exclusion of more rare armor pieces and artifacts in general is just because people want everything and don't want to be exploring everywhere in order to find artifacts which are not necessarily the ultimate weapon. Hell, what if I get 5 chest armor pieces?! Which to use? It doesn't make any sense!
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Ashley Campos
 
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