nobody cares about morrowind

Post » Thu May 03, 2012 1:36 am

SPOILERS!
http://www.youtube.com/watch?v=OENRSBD5vbE
It's just a rumor,but a convincing one.I've also read a good thread about this somewhere,but i can't seem to find it anywhere now.
Very interesting indeed :)
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Dean Ashcroft
 
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Post » Wed May 02, 2012 9:25 pm

Was discussed in the Skyrim forum, this morning. I don't think the evidence is anywhere near conclusive, but it is interesting. My suspicion is that they'd want to avoid all comparison with Morrowind, but who knows?
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Laura Ellaby
 
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Post » Thu May 03, 2012 6:05 am

Morrowind has some wonderful features, but it's not for everyone. I won't get into a long discussion, but Bethesda is in the business of making games that are profitable. They don't exist to keep the integrity of a brand they've created, instead they have to move with the times or risk going bankrupt. RIght now, PS3 and Xbox hold the majority market so games are inclined to be attractive towards console players.

I think a MOrrowind could tap a large market if done right. Most gamers are over 25 and the market keeps making games aimed at 14 year olds. If a game maker took a risk and made something deeper, with more mature -- I mean actually mature, not the VG industry "six, drugs and blood, LOL" mature -- they could reach a lot of people that are tired of yet another shallow experience that's made for their kids rather than for them.
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Julia Schwalbe
 
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Post » Thu May 03, 2012 10:47 am

Morrowind has a feeling that is unmatched, after installing tamriel rebuilt and MGSO, there is no reason to EVER install Skyrim or Oblivion again. The modding for Morrowind is absolutely incredible!
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Mélida Brunet
 
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Post » Thu May 03, 2012 12:47 am

There's something i realised the other day. with Morrowind, it took me days of gaming to ever even step food on the eastern coast of Vvardenfell, many more days to visit places like Azura's coast and Red mountain, where as with Skyrim a few hours of playing and i had already been to all 9 holds, not because i went out of my way to visit them all, on the contrary i consciously tried to avoid seeing too much of the province too fast, but Skyrim sends you all over the place right off the bat. You run into someone on the street that had an item stolen in whiterun, and you get sent to the reach to retrieve it. Someone kidnaps a person in Windhelm and you end up in Haafingar to rescue them. The Lack of fast travel in Morrowind forced the developers to keep early and miscellaneous quests relatively close to the quest giver much of the time,or at least within a general area thus you discovered the world space more slowly, i felt more like i was discovering a new land that way and it made the place feel bigger despite it actually being smaller.

Where as skyrim, its as if due to fast travel the devs didn't bother with that constraint and the game sends you all over the place right from the start, east west north south knowing you can easily fast travel back. Fast travel makes every part of the map feel like it's just down the block for me and that disappointing tp me. Ignoring fast travel isn't much of an option often because then you're stuck running from one end of the province to the next to the next to the next constantly which becomes ridiculously tedious fast. (Just the the Hermeus Mora quest is the perfect example, after a bit of drinking you somehow ended up traveling through half of skyrim and have to then revisit these places spread all over the world map to figure out what happened.)

Some people might prefer OB/SK style fast travel, but i'd much rather have Morrowind's style of it, with payed transport and such and having to walk the rest of the way, (though a few extra boats in a number of forgotten villages such as Ald Velothi would have been good.)
Awesome post, not just because I agree completely, but because it captures and sums up what I've been struggling to quantify recently: why Morrowind, a geographically smaller and graphically less sophisticated RPG, is so vastly superior to Skyrim in its sense of exploration and scope.

Not using fast travel is unfortunately no solution at all. Firstly because I have to consciously maintain a sense of mystery, exploration and world size by doing so, which is artificial and constantly reminds me that the game is in reality small and finite; Morrowind let me forget that from the moment Jiub spoke, and never reminded me.

Secondly, the whole game is consequently designed with fast travel (and brain-numbing quest marker functionality) in mind, resulting in more than a few quests whose structure immediately pulled me out of the fantasy with a "that is dumb!" reaction. For example, when playing the Companions questline, I was sent to a tiny frozen island about half the height of the province to the north... my NPC fellows decided on the location (with no mention of directions!), drew their swords, and began jogging on foot to the island.

Morrowind made such adventures feel infinitely more, well... like adventures. Playing Skyrim feels uncomfortably like roleplaying online... with metagaming morons who've never read a book.

[/rantmode]

Anyway, I still care about Morrowind. More than just the game, I also much prefer the time period in which it's set in lore. Not impressed by how the setting has changed with recent major events, or the uninspired use of the two-century jump.
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Jacob Phillips
 
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Post » Thu May 03, 2012 4:34 am

The game also wasted the players time by not having fast travel and worse forced the characters to move at a snails pace.
I am surprised nobody mentions that Morrowind actually had a vast and elaborate fast travel. Granted it didn't have dufus_easy_travel for one-clickers and actually had a realistic depth to it by having to switch means and actually walk some. It has boats & gondolas, silts, intervention spells, Propylon chambers, guild guides and MODS, like Emma's Travel Agents that covered every part left.
It both forced you to explore (so you have the right to use some of the networks) and eased the exploration. And let us not forget the levitation...
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Kill Bill
 
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Post » Wed May 02, 2012 8:02 pm

And don't forget that there are mods that let you experience the fast travel options in real time! http://www.gamesas.com/topic/1274340-relz-boats-v10/ and http://www.gamesas.com/topic/1181145-relz-silt-striders-v10beta/page__hl__silt%20strider by the talented Abot!
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Steeeph
 
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Post » Thu May 03, 2012 10:31 am

Who doesn't like Morrowind? So much love from the developers and modding community have made one of the greatest games of all time even better. :D http://www.youtube.com/watch?v=6Lo0qD6rOz8
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Sharra Llenos
 
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Post » Thu May 03, 2012 8:26 am

Morrowind is a great game, but it is far from perfect like all other games. The reason it gets bashed so much is because it is overhyped by the fans. Some facts about the negatives of Morrowind:
  • 95-99% of the NPCs have nothing unique to say and re-use the same topics based on location and faction.
  • All NPCs are lifeless.
  • The combat is very boring.
  • Dungeons blend together because of the lack of variation in appearance, but is somewhat redemed since one can find unique stuff.
  • It is too easy.
  • Race doesn't matter.
  • The stats are a bad representation because they guides you towards having all at max. IMO it should be lower values, but no upper limit for the stats so one could keep investing in the attributes directly related to your class.
  • I think the skill increase=attribute increase is good in theory, but is not well suited for gameplay.
  • The quests are fairly long, but at the core the same fetch/kill/find quests found in every other game and becomes tedious.
  • Axe, blunt weapons, longblade and shortblade are the same skills with different paintjobs. I am not against having them seperated, but only as long as there is actual gameplay differences.
  • The "class" doesn't matter and doesn't bring any gameplay changes to the chosen skills.
Some of these faults are present in Oblivion and Skyrim as well. Does these faults make Morrowind a bad game? Not at all and people can keep loving it for all I care. However I must object when people present it and its mechanics as the "ideal and perfect" RPG. It isn't, even if it is your favorite game.
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Angus Poole
 
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Post » Thu May 03, 2012 11:03 am

Morrowind is a great game, but it is far from perfect like all other games. The reason it gets bashed so much is because it is overhyped by the fans. Some facts about the negatives of Morrowind:
  • 95-99% of the NPCs have nothing unique to say and re-use the same topics based on location and faction.
  • All NPCs are lifeless.
  • The combat is very boring.
  • Dungeons blend together because of the lack of variation in appearance, but is somewhat redemed since one can find unique stuff.
  • It is too easy.
  • Race doesn't matter.
  • The stats are a bad representation because they guides you towards having all at max. IMO it should be lower values, but no upper limit for the stats so one could keep investing in the attributes directly related to your class.
  • I think the skill increase=attribute increase is good in theory, but is not well suited for gameplay.
  • The quests are fairly long, but at the core the same fetch/kill/find quests found in every other game and becomes tedious.
  • Axe, blunt weapons, longblade and shortblade are the same skills with different paintjobs. I am not against having them seperated, but only as long as there is actual gameplay differences.
  • The "class" doesn't matter and doesn't bring any gameplay changes to the chosen skills.
Some of these faults are present in Oblivion and Skyrim as well. Does these faults make Morrowind a bad game? Not at all and people can keep loving it for all I care. However I must object when people present it and its mechanics as the "ideal and perfect" RPG. It isn't, even if it is your favorite game.
1 - 4 nothing to say here
5.It is too easy-Morrowind is actually much harder than both Skyrim and Oblivion,at least in the beginning.You can't go raiding every dungeon you find,plus it has no compass and quest markers
6.Race doesn't matter-It does matter actually.Have you even played the game?Skyrim is the only ES game so far in which race doesn't matter
7.Morrowind is the only ES game in which attributes can be fortified at 6 x their normal values and still have effect
8.That's debatable
9.That's not Morrowind's fault.Every ES game has those same fetch/kill/find quests.If anything,Morrowind has the most original quests found in any ES game(IMO)
10.Some of us like having more skills so we can further define our character
11.Again,the class does matter.Unlike Skyrim and Oblivion,misc skills are pretty much useless unless trained.Heck,even the minor skills are hard to use in the beginning.
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Daniel Brown
 
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Post » Thu May 03, 2012 7:02 am

Morrowind is a great game, but it is far from perfect like all other games. The reason it gets bashed so much is because it is overhyped by the fans. Some facts about the negatives of Morrowind:
  • 95-99% of the NPCs have nothing unique to say and re-use the same topics based on location and faction.
  • All NPCs are lifeless.
  • The combat is very boring.
  • Dungeons blend together because of the lack of variation in appearance, but is somewhat redemed since one can find unique stuff.
  • It is too easy.
  • Race doesn't matter.
  • The stats are a bad representation because they guides you towards having all at max. IMO it should be lower values, but no upper limit for the stats so one could keep investing in the attributes directly related to your class.
  • I think the skill increase=attribute increase is good in theory, but is not well suited for gameplay.
  • The quests are fairly long, but at the core the same fetch/kill/find quests found in every other game and becomes tedious.
  • Axe, blunt weapons, longblade and shortblade are the same skills with different paintjobs. I am not against having them seperated, but only as long as there is actual gameplay differences.
  • The "class" doesn't matter and doesn't bring any gameplay changes to the chosen skills.
Some of these faults are present in Oblivion and Skyrim as well. Does these faults make Morrowind a bad game? Not at all and people can keep loving it for all I care. However I must object when people present it and its mechanics as the "ideal and perfect" RPG. It isn't, even if it is your favorite game.

1 - Round that down, thank you. Had you said 90-95% I might've agreed with you, but 99% is way too much.
2 - What do you expect with 2001 technology, considering that development probably started 1997-1998?
3 - Depends a little, but playing a warrior can be a bit boring.
4 - Skyrim and Oblivion has the same "fault". And there are some quite unique dungeons out there, but you haven't found them.
5 - Depends on what you do, if you try to play god, yes. Play a high elf and use non-enchanted weapons and armor, not better quality that silver.
6 - Race does matter in Morrowind, it matters less in oblivion and in skyrim it's a joke.
7 - Like skyrim and oblivion isn't limited at 100 BASE stats?
8 - Oblivion had exactly the same system, the only difference being that in Oblivion you had to powerlevel to keep up, while in Morrowind you'd manage without doing that.
9 - Mention one game that has 1 quest that doesn't fit into that category.
10 - Specialization, you're leveling one type, not a billion at the same time. Also, at that time the computers was a bit more limited compared to what you think, and game development doesn't exactly take 3-4 weeks for a huge game like Morrowind. And people were supposed to be able to play it without buying a new computer, with the most powerful CPU, GPU etc at that time.
11 - Class does matter, it defines what you're good at and what the character wants to be best at.

"Some of these faults are present in Oblivion and Skyrim as well. Does these faults make Morrowind a bad game? Not at all and people can keep loving it for all I care. However I must object when people present it and its mechanics as the "ideal and perfect" RPG. It isn't, even if it is your favorite game."

Some of it I must agree with, but think a bit about certain reasons behind some of the problems with Morrowind. Stats is quite important in an RPG, as it defines your character in the game world.


Now if you overlook the technical limitations, how many things can you criticize Morrowind for?
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matt white
 
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Post » Thu May 03, 2012 8:35 am

1. 99% of the NPCs use SOME of the same topics. A fairly decent percentage of them (I'd venture to guess at about 15-20%) had at least one "unique" topic (generally quest-related), and the vast majority had at least one or two topics that were limited to a small number of NPCs, either by faction, region, race, or some other criteria. Unless you "unlock" those topics by your actions or other conversations, you won't see them, so the game actually starts out looking like what you describe, but improves. The newer games throw the majority of their dialog and topics at you from the start, so you see it all right away. As the game progresses, you begin to wonder "isn't there anything more?" Morrowind made you work at it, but rewarded you for it.

2. All NPCs were relatively lifeless in terms of schedules, walking paths, animations and voiced dialog, compared to those done 5-10 years later. That's largely a technical and financial limitation. They could have been better, but not a whole lot better at the time. As for "personality", I felt the same about MW's generic commoner dialog as I did with Oblivion's random NPC conversations: not much of anything. Neither were very inspiring, although Bethesda spent a lot more time and effort on the latter.

3. Combat in MW can be boring, especially at low level when you have trouble hitting a target. Combat in Oblivion could be boring too, whittling down some Goblin Warlord's hundreds of hitpoints a few at a time. It's not one of MW's strongpoints, but wasn't the focus of the game nearly as much as it became in later games. Oddly, MW's combat got better as the game progressed, whereas I felt that OB's got worse.

4. The "cave" dungeons in Morrowind were at least partially (if not mostly) hand-built from individual panels and pieces, not using anywhere near as many "cookie cutter" sections as was done in Oblivion. Building interiors and tombs used more of a "mixed" approach, but still with more "pieces" than comparable OB interiors. There's actually a HUGE amount of variety in MW's dungeons, but it's generally more subtle, and the number of "sets" of pieces to choose from wasn't a whole lot more than OB's. The MW dungeons were often smaller than in OB, though.

5. "Easy" is a difficult term to define. In some ways, Morrowind was absurdly simple, and you could take a terrible build and eventually "outlast" the game by gradual improvement, or exploit any of a dozen different mechanisms to become overpowered. In other ways it was difficult, where you could easily step in somewhere way over your head and get slaughtered. The later games were designed to offer a blandly flat level of challenge that I find boring, but depending on how well you "kept pace" with the scaling "rat race", it could become either too easy or too hard, with no way to fix the latter.

6. Race mattered more in MW than in the later games, and probably as much as or more than in the earlier ones. Not only were the starting abilities, Attribute adjustments, and skill adjustments more than in the later games, but the inability of the beast races to wear boots or closed helmets was at least more significant than anything that distinguished them from a gameplay standpoint in Skyrim.

7-8. Stats were fine. The level-up multiplier system that both MW and OB used was complete garbage. At least in MW, the Attributes mattered, and defined WHO your character was, while Skills defined how much they learned. Many of those Attributes were rendered all but pointless in OB, and then removed in SR.

9. Each game had a few good quests and a lot of "filler". Morrowind typically started you out with more "filler" at low rank, but a few of the higher-level quests were pretty decent. Oblivion had its share of both good and bad quests as well. I haven't played SR, although I understand that they cut the amount of "filler" by simply cutting the number of faction quests.

10. The various weapon skills COULD have been really excellent in MW, and there were variations in length, weight, and other factors that did impact gameplay (Spears come to mind), but unfortunately, the game didn't make as much use of the differences as it could have. There were 3 different types of attacks, reminiscent of DF's 4 attacks, but where DF used each of them as a different tradeoff between hit probability and damage, MW made no distinction as to hit probability, only different damage and animations. What had the potential to be a decent blend of player skill and character skill was left unfinished. Oblivion simply removed "character skill" from combat, except as a modifier to damage, making it a better FPS game, but a far poorer RPG.

11. Pre-defined "classes" are merely a way of skipping the character creation process and jumping straight into the game. The character's overall class of Fighter, Mage, Thief was a bit simplistic, but gave a slight boost to related starting skills and also made those skills advance more easily. It was far from ideal, but no worse than what we got in the next installment of the series.

I readily admit that Morrowind was far from the "pefect game", and I've noted some of its shortcomings along with a few strengths above. So far, however, I have yet to find another game that suits my tastes any better. The sequels essentially took out of the game almost all of the points that I enjoyed it for, and left what feels to me like a hollow shell that holds nothing of interest.
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Maddy Paul
 
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Post » Thu May 03, 2012 1:42 am

1 - Round that down, thank you. Had you said 90-95% I might've agreed with you, but 99% is way too much.
2 - What do you expect with 2001 technology, considering that development probably started 1997-1998?
3 - Depends a little, but playing a warrior can be a bit boring.
4 - Skyrim and Oblivion has the same "fault". And there are some quite unique dungeons out there, but you haven't found them.
5 - Depends on what you do, if you try to play god, yes. Play a high elf and use non-enchanted weapons and armor, not better quality that silver.
6 - Race does matter in Morrowind, it matters less in oblivion and in skyrim it's a joke.
7 - Like skyrim and oblivion isn't limited at 100 BASE stats?
8 - Oblivion had exactly the same system, the only difference being that in Oblivion you had to powerlevel to keep up, while in Morrowind you'd manage without doing that.
9 - Mention one game that has 1 quest that doesn't fit into that category.
10 - Specialization, you're leveling one type, not a billion at the same time. Also, at that time the computers was a bit more limited compared to what you think, and game development doesn't exactly take 3-4 weeks for a huge game like Morrowind. And people were supposed to be able to play it without buying a new computer, with the most powerful CPU, GPU etc at that time.
11 - Class does matter, it defines what you're good at and what the character wants to be best at.

"Some of these faults are present in Oblivion and Skyrim as well. Does these faults make Morrowind a bad game? Not at all and people can keep loving it for all I care. However I must object when people present it and its mechanics as the "ideal and perfect" RPG. It isn't, even if it is your favorite game."

Some of it I must agree with, but think a bit about certain reasons behind some of the problems with Morrowind. Stats is quite important in an RPG, as it defines your character in the game world.


Now if you overlook the technical limitations, how many things can you criticize Morrowind for?
1: Fair enough: 95%
2: I expected that people would stop overhyping them. Nothing more.
3: I found combat with any type boring, but I guess some might like it.
4: I know there are unique dungeons, but the textures and items placed looked exactly the same everywhere.
5: Went Knight(pre-set class, actually fairly balanced) on my first character in a very long time. Never had any trouble playing normally.
6: I'm sorry I should specified: Racial attribute and skill bonueses doesn't matter. The racial ability still applies, but that is also the case about later games.
7: Oblivion? Yes. Skyrim? Specified stats are not used.
8: Did I say Oblivions system was better? No, it is just as horrible.
9: None, but they still feel tedius.
10: So you basicly say it isn't a better definition because they lacked the technologi? Agreed, but I still don't see the point of having 4 skills that do the exact same thing without any differences, other than the paintjob.
11: Classes didn't matter. Mention one thing class skills can do that non-class skills can't. The onlt thing that happens is that they start slightly high and increase a little faster.
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e.Double
 
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Post » Thu May 03, 2012 11:04 am

7.Morrowind is the only ES game in which attributes can be fortified at 6 x their normal values and still have effect
10.Some of us like having more skills so we can further define our character
7: That doesn't make the system good. Had they removed the upper cap in the Chose Attribute option when leveling up it would likely have been better suited for specialization.
10: More skill that plays differently = Good. Skills who pretend to be different, but only have defferent pointjobs = Bad
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Kristian Perez
 
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Post » Thu May 03, 2012 7:42 am

1. 99% of the NPCs use SOME of the same topics. A fairly decent percentage of them (I'd venture to guess at about 15-20%) had at least one "unique" topic (generally quest-related), and the vast majority had at least one or two topics that were limited to a small number of NPCs, either by faction, region, race, or some other criteria. Unless you "unlock" those topics by your actions or other conversations, you won't see them, so the game actually starts out looking like what you describe, but improves. The newer games throw the majority of their dialog and topics at you from the start, so you see it all right away. As the game progresses, you begin to wonder "isn't there anything more?" Morrowind made you work at it, but rewarded you for it.

2. All NPCs were relatively lifeless in terms of schedules, walking paths, animations and voiced dialog, compared to those done 5-10 years later. That's largely a technical and financial limitation. They could have been better, but not a whole lot better at the time. As for "personality", I felt the same about MW's generic commoner dialog as I did with Oblivion's random NPC conversations: not much of anything. Neither were very inspiring, although Bethesda spent a lot more time and effort on the latter.

3. Combat in MW can be boring, especially at low level when you have trouble hitting a target. Combat in Oblivion could be boring too, whittling down some Goblin Warlord's hundreds of hitpoints a few at a time. It's not one of MW's strongpoints, but wasn't the focus of the game nearly as much as it became in later games. Oddly, MW's combat got better as the game progressed, whereas I felt that OB's got worse.

4. The "cave" dungeons in Morrowind were at least partially (if not mostly) hand-built from individual panels and pieces, not using anywhere near as many "cookie cutter" sections as was done in Oblivion. Building interiors and tombs used more of a "mixed" approach, but still with more "pieces" than comparable OB interiors. There's actually a HUGE amount of variety in MW's dungeons, but it's generally more subtle, and the number of "sets" of pieces to choose from wasn't a whole lot more than OB's. The MW dungeons were often smaller than in OB, though.

5. "Easy" is a difficult term to define. In some ways, Morrowind was absurdly simple, and you could take a terrible build and eventually "outlast" the game by gradual improvement, or exploit any of a dozen different mechanisms to become overpowered. In other ways it was difficult, where you could easily step in somewhere way over your head and get slaughtered. The later games were designed to offer a blandly flat level of challenge that I find boring, but depending on how well you "kept pace" with the scaling "rat race", it could become either too easy or too hard, with no way to fix the latter.

6. Race mattered more in MW than in the later games, and probably as much as or more than in the earlier ones. Not only were the starting abilities, Attribute adjustments, and skill adjustments more than in the later games, but the inability of the beast races to wear boots or closed helmets was at least more significant than anything that distinguished them from a gameplay standpoint in Skyrim.

7-8. Stats were fine. The level-up multiplier system that both MW and OB used was complete garbage. At least in MW, the Attributes mattered, and defined WHO your character was, while Skills defined how much they learned. Many of those Attributes were rendered all but pointless in OB, and then removed in SR.

9. Each game had a few good quests and a lot of "filler". Morrowind typically started you out with more "filler" at low rank, but a few of the higher-level quests were pretty decent. Oblivion had its share of both good and bad quests as well. I haven't played SR, although I understand that they cut the amount of "filler" by simply cutting the number of faction quests.

10. The various weapon skills COULD have been really excellent in MW, and there were variations in length, weight, and other factors that did impact gameplay (Spears come to mind), but unfortunately, the game didn't make as much use of the differences as it could have. There were 3 different types of attacks, reminiscent of DF's 4 attacks, but where DF used each of them as a different tradeoff between hit probability and damage, MW made no distinction as to hit probability, only different damage and animations. What had the potential to be a decent blend of player skill and character skill was left unfinished. Oblivion simply removed "character skill" from combat, except as a modifier to damage, making it a better FPS game, but a far poorer RPG.

11. Pre-defined "classes" are merely a way of skipping the character creation process and jumping straight into the game. The character's overall class of Fighter, Mage, Thief was a bit simplistic, but gave a slight boost to related starting skills and also made those skills advance more easily. It was far from ideal, but no worse than what we got in the next installment of the series.

I readily admit that Morrowind was far from the "pefect game", and I've noted some of its shortcomings along with a few strengths above. So far, however, I have yet to find another game that suits my tastes any better. The sequels essentially took out of the game almost all of the points that I enjoyed it for, and left what feels to me like a hollow shell that holds nothing of interest.
1: That a few had the same dialoge still means re-used.
3: Both Oblivion and Morrowind had boring combat, yes.
4: Small subtle differences in the caves are not enough to redeem all the other dungeons. Can you honestly say you couldn't predict more or less every room in tombs, dunmer strongholds, dwemer ruins, daedric ruins and most caves?
6: I disagree, but I will specify what I meant: I refered to the racial attributes and skills. Abilities still applies.
7: The stat ideas were mostly fine, yes and that is why the same system is used in most RPGs. The system they were used in was horrible, through and through.
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Isaac Saetern
 
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Post » Wed May 02, 2012 6:46 pm

I just wish people could see that morrwind is such a great game and they had so much more potential to continue in this light in the TES series. :(...
I have time travelled back to Vvardenfell from the harsh lands of the Nords 200 years in the future to tell you that yes; People do care about Morrowind.

My middle-school aged son, who has played Oblvion and Skyrim has taken a liking to playing Morrowind on his xbox now. I know, I know. I feel like an irresponsible parent - I really should get him on the PC version with some decent mods... :laugh:
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helen buchan
 
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Post » Thu May 03, 2012 4:21 am

I have time travelled back to Vvardenfell from the harsh lands of the Nords 200 years in the future to tell you that yes; People do care about Morrowind.

My middle-school aged son, who has played Oblvion and Skyrim has taken a liking to playing Morrowind on his xbox now. I know, I know. I feel like an irresponsible parent - I really should get him on the PC version with some decent mods... :laugh:

Since he got Morrowind on xbox, let him play through vanilla Morrowind once or twice before you mention PC and mods for him. The PC version is a bit unstable on newer systems. The Morrowind Code Patch helps alot though. Besides, the xbox controller feels nice. It has a small limitation when it comes to stealing stuff (skill books if you're powerleveling, which of course is unnecessary in Morrowind. powerleveling makes a difference in the first few levels, but in the long run, it doesn't really matter, just raise your luck!).
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Lifee Mccaslin
 
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Joined: Fri Jun 01, 2007 1:03 am

Post » Wed May 02, 2012 7:08 pm

Since he got Morrowind on xbox, let him play through vanilla Morrowind once or twice before you mention PC and mods for him. The PC version is a bit unstable on newer systems. The Morrowind Code Patch helps alot though. Besides, the xbox controller feels nice. It has a small limitation when it comes to stealing stuff (skill books if you're powerleveling, which of course is unnecessary in Morrowind. powerleveling makes a difference in the first few levels, but in the long run, it doesn't really matter, just raise your luck!).
Thanks for the tips; I was going to let him play vanilla for a bit, mainly I was just hoping to make the graphics a little nicer on his eyes...

I'll have to make sure he doesn't use "Athletics" as a major skill in combination with other Speed-based skills... I think I did that with my old Xbox character (had gotten the xbox version a long time ago before I had a PC decent enough to run MW well). But my character leveled up Speed and Athletics so much that now he runs around like a hyperactive squirrel just trying to walk around town; it gets a bit ridiculous after awhile. ;) And on xbox, once your game gets screwy, there isn't much you can do to help it...

The xbox "S" controllers do feel nice in your hands though. Not to mention, whether you're playing Halo or Morrowind, they work like a charm. I avoid those flawed knock-off controllers, though.
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candice keenan
 
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Joined: Tue Dec 05, 2006 10:43 pm

Post » Thu May 03, 2012 8:06 am

Morrowind is a game you need a rich imagination for. If you only care about combat system, being as strong as possible and getting the job done, then Morrowind isnt a challenge for you. You have to enjoy the reading and upmost you have to feel the atmosphere of the Morrowind world. I agree the rpg system wasnt really good but thats what we have mods for :)
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Laura Shipley
 
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Joined: Thu Oct 26, 2006 4:47 am

Post » Thu May 03, 2012 1:41 am

I agree the rpg system wasnt really good but thats what we have mods for :smile:
And brains :wink_smile:
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Alkira rose Nankivell
 
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Joined: Tue Feb 27, 2007 10:56 pm

Post » Wed May 02, 2012 9:44 pm

Morrowind is a game you need a rich imagination for. If you only care about combat system, being as strong as possible and getting the job done, then Morrowind isnt a challenge for you. You have to enjoy the reading and upmost you have to feel the atmosphere of the Morrowind world. I agree the rpg system wasnt really good but thats what we have mods for :smile:

The RPG system wasn't bad you know. Look at Oblivion where the leveled enemies and loot made becoming stronger as you gain experience be sometimes impossible and even Skyrim isn't that much better. Sure Morrowind lacked some animations and had some bugs but the combat mechanics were quite good. The immersive world and well writen lore always puts Morrowind on the top spot of the RPG list but for its day and age it had very good graphics and music, a good UI, lots of cool features like levitation, a large amount of character detailing options and interesting quests. So with the exception of a few bugs it was pretty much perfect for something made back then.
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Helen Quill
 
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Post » Thu May 03, 2012 6:01 am

Morrowind is a game you need a rich imagination for.
This is probably the exact reason why I loved, and still love Morrowind so much. It was so much like an interactive book, rather than an interactive movie like the later games were. If that makes any sense.
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Britney Lopez
 
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