Ok here is my long-winded barely tolerable wall of rambling text that will be forgotten forever in a few pages, but I'm in the mood to just vent my mind so here it goes...
A little about me so that my opinion is recognized as more than a passing devoted fan's rant. I am 23, I have been gaming since I was 5 and I have been addicted to video games since I played Mario Bros. and Duck Hunt on the Nintendo. My computer gaming started early on when Windows 3.1 was the newest [censored] on the market and you launched your games from DOS if you wanted to play them. To make this long story short lets just say I'm not an average gamer by any means at all. You can view my half-baked profile at GamerDNA if you want, I haven't gotten around to finishing it but it shows many of the games I actually beat and/or played 50+ hours in from my childhood until adolescence around when the Nintendo 64 came out (I didn't include any games I just 'played once', only games I actually played a lot or beat). Remember this is from about age-ish 5 to around 13 or 14 I believe. I'm too lazy to finish it right now: http://vvemoth.gamerdna.com/ EDIT: They actually removed over half my titles I had added to it I just noticed, so it's a rather pitiful list. I'm pretty mad but nothing I can do *shrug* It's a worthless calling card now.
Enough about me, let's talk about Bethesda as a company for a moment. What has Bethesda done right? The way I ask that may sound deceiving, and I do that intentionally because I have good news. They have done many things right.
Todd Howard has a very humble approach to his success as a director for a leading game franchise. He attributes his success not to his apparent gaming genius but to the less obvious fact that his passion for rpgs is shared by many consumers, so he is preeminently fortunate.[citation needed] (I believe he said essentially this same thing in a podcast, I am only paraphrasing). Along with this good attitude from the company director you have some individuals of the company itself keeping their positions over the series history, i.e. you have the same people working on the same franchise throughout it's history. Don't underestimate the artistic and cultural value this brings to the consistency of the franchise. If you want examples of how much a franchise can look differently when it changes hands just look at the Diablo series (with an unbiased view I would implore. And I didn't bring this up to say those working on that series do poor work, only the difference when hands are changed).
Adding to the individuals involved directly with the company itself Bethesda Softworks is a privately owned company, meaning they don't buy and sell stock publicly. This can be the difference between a giant body of money factory mindless hired employees who work for the bottom line, so the public stock holders (whose real interest is the value of stock) are satisfied, and a body of hired employees who are not just interested in the short-sightedness of the bottom line, but also in the name they make for themselves as a collective company and the reputation they acquire among real critics of the franchise they are involved in (and even *gasp* their loyal fanbase?). Much like the difference between a pop music band that is trying their darndest to promote shallow yet formulaic songs (to sell to the naive and the unrefined) and a band that is privately owned who have a strong following but are not starving for attention (ala Tool perhaps?). Here is a good read: http://en.wikipedia.org/wiki/Privately_held_company
All of these things contribute to the real artistic value and ultimately the success of The Elder Scrolls franchise and even it's half brother Fallout 3.
Now about the games.
I have personally played Morrowind very thoroughly and I have played Oblivion probably about 100 hours worth (and have been delightfully interrupted by an endless mini-game called modding). I am not going to go into the complex design matrix of each game and dissect it thoroughly exposing the flaws of each, but I will go over some of the most interesting attributes of each of the games and add them up to the tally of what The Elder Scrolls has going for them.
First lets go over Morrowind. I haven't played this game for at least 2 years, so this is going to be as candid a memory without devoted fan bias as you can have from a long time gamer.
The first thing I remember about Morrowind is stepping off the boat knowing absolutely nothing about the world I was in, the problems that were going on in the country, who ruled it, what my little "package" was all about, where I was going or what I needed to do. That feeling was actually awesome. I remember getting a feel for the sheer scope of the game when traveling for the first time and checking my world map. I was absolutely floored, and honestly unconvinced initially until I played the game more to find out the "catch" involved in this game that had such an apparent scope.
All I remember of my first character in my first Elder Scrolls game was this: once I learned I could do whatever I wanted I became the biggest thief ever. I could do whatever I wanted! This feeling was incredible. I was no longer in linear shackles that so many other games, even large rpgs like Final Fantasy VII held me fast to. I could do whatever I wanted. And just about everything in the game was something you could interact with. Clutter were real items, so were flowers and plants! (I didn't realize the alchemy potential of the game until much much later after many hours of gameplay). I did just about everything in Morrowind but the main quest. I played it several hundred hours without doing the main quest. That thought alone was really amazing to me and I remember bragging to my friends about the open-ended world that Morrowind was, how incredibly huge it was and how many dungeons, caves, tombs there were and how "you didn't even need to do the main quest if you didn't want to". That reality alone was incredible to me as a gamer.
I'd say if there is one thing that I took away from all my hours of playing Morrowind was the real sense of exploring something strange and new that I really couldn't predict. It seemed no matter where I was in Vvardenfel there was some kind of gem to find, a special hand crafted dungeon to explore or a character carefully tucked away that was very interesting to learn about (I still remember discovering Divayth Fyr and his Dwemer companion down below. That was really something to meet them!). No matter how much I had already explored it seemed there was something new and interesting and different to find. It was a game of true exploration without limits. That's what I remember in a nutshell.
Later I finally did the main quest and the Tribunal and must say it is to this very day the most memorable main quest I have ever completed in any game, but I also attribute that to my huge investment into the game world itself already so I was predisposed. Nevertheless no other storyline has really been able to get my emotions flowing just the same way (But I will say Mass Effect [1,2] is a close second).
Now onto Oblivion. To be honest I approached Oblivion like the blind giggling Elder Scrolls devoted fan I was. You don't need to brace for impact, I'm not going to talk about how "Oblivion changed so much omg". In all honesty I really liked Oblivion. I liked it. Sure it wasn't Morrowind, but I embraced many of the changes and played the game for what it was. As always I played the Vanilla game itself for a long time before adding any mods and completed a few guilds. The game-play was great. The combat was a vast improvement over Morrowind in terms of actually feeling like combat. I love how they took out the entire "miss" formula and encouraged your mind to engage in the 'suspense of disbelief'. The voice acting was great. I know it has received criticism of one sort over it but when this game was released the amount of voice acting in other games amounted to scrolling text a la Diablo 1 and 2 with a sprite standing next to you, or some oldschool game like King's Quest where the actual characters were far and few between. Bethesda didn't fail to deliver on the amount of content while making it's signature colossal sandbox game and still figuring out a way to have every single text voice acted. Bravo Bethesda, bravo. That was a huge undertaking and no other game in history up to that very point could brag anything close to this (correct me if I'm wrong, but I don't think I am). Not only was the text voice acted, but it was lip synced with the NPC. My first memories of Oblivion were just being in awe at the voice acted lip synced bucket of awesome that the every single NPC in the game was going to have. I honestly couldn't wait to explore and meet new people.
Again I avoided the main quest at first and completed the Mage's Guild. I loved the new spell system as it just seemed to be more refined and smoothed out over Morrowind. I could now carry a weapon and not need to switch into 'spell ready' mode. I could cast fireballs on the fly and really feel like a Warlock. The initiation into the Arcane University was a long one, but it was a welcome challenge. Once I finally got in I fealt like I had really earned something. Despite what people say about Bethesda's apparent desire to appeal to the casual gamer this game mechanic (where you must complete quests at every single Mage's Guild establishment before getting to the meat and potatos of the Guild) really showed where the developer's heart(s?) lie when making this game. That wasn't a casual gaming move.
When I finally decided to do the main quest I must say I was in for a treat. That sense of not knowing what to expect returned to me completely and it was like watching a movie. At every turn in the main quest I wanted to do more and find out what would happen.
The most memorable experiences I'd say I remember from Oblivion are the fantastic environment and the battles. The environment looked different and more Romanized than Morrowind, but I loved it. I loved the trees that actually looked like trees. I loved the Ayeleid ruins that really felt and looked like old ruins. I loved the graphics, the lakes, the rivers and the horses. The old forts were awesome, and I loved going out into a giant forest and just feeling like I was in a forest and looking at the mountains in the far off distance. And the combat! What a welcome change. The combat wasn't just changed and improved, it was overhauled and moving in a very right direction from my point of view*. The fact a stealth system was implemented at all was a great feat in of itself. I mean Bethesda really went the route of innovation with the rpg genre at this point and didn't stick to the "basic formula" that many mainstream developers are so fearfully constrained by. Everything you saw in Oblivion that changed was evidence of willing innovation and creative developing from a large and well funded software developing company.This fact should be welcomed more than it's criticized. The stealth system in Oblivion gave me the opportunity to play the most realistic and fun character I have ever played in an rpg (I made a Legolas style stealth archer. Oh so much fun). And with the allowance of modifications to the game Oblivion is not going to die anytime soon and will endure the test of time with the best games ever made.
*To talk briefly about what we are all looking for in a traditional rpg is nearly impossible. But I will sum up my personal conclusions without another wall of text.
In the early days you had rpgs with little sprites you could barely make out were some kind of humanoid walking around an "overworld" getting into unseen random battles and fighting other sprites who had a set amound of "HP" or a number that, when reaching zero, meant it died. Why did we make a game like this? Was it because we thoroughly enjoyed number crunching? The short answer is no. We played our games this way because of the limitations involved in making a game that you could actually play. What we really wanted was a cool game where you could get measurably more powerful in an enriched fanciful version of reality (fact: level 4 is bigger than 3, therefor it's better and measurably more powerful). What we had to sacrifice to do this at the time (starting with table games like D&D) was the detail work of combat. Instead of trying to work out a large complex number system (which actually some games have done in the past) and trying to figure out what an attack on somebody's arm meant, or leg, or head or how the battle would have gone in a sea of detail minutia, we invented one overall value called your "Health" or "Health Points" and your character "Attacked" that pool of health until it was gone. Our imagination made up for the rest of the details of how the battle went (hence why you could even "miss" an apparent attack at all).
Or did it? I have seen a strange bastard child rise out of this HP and Attack formula that doesn't seem to be aware of it's origins at all. It's almost like the idea of HP/MP and just bland statistics are holding rpg gamers in a trance and they need to be slapped to get out of it. We never wanted a system of numbers. We only like "levels" because they are a way to measure increased strength and ability. The reality is, if we had the technology and resources we would create a believable world with a believable battle system that was not reliant on a visible number system. Visible numbers substitute an otherwise impossible way to to measure an increase in an avatar's skill through use. We want this to feel as much like real life as possible, while still granting us measurable success and power. To illustrate: If you are watching a movie like Lord of The Rings, a well written fantasy realm where power is tangible and battle with evil is more physical than spiritual, would you not notice if say Legolas fired an arrow straight through an Urikhai's head and simply didn't die? Better yet, wouldn't you notice if that particular Orc walked about completely unfazed (because his HP isn't zero yet, it's still 5) and then after he is sliced by a dagger on his bottom left calf he keeled over and died, wouldn't you snap out of your 'suspense of disbelief' trance and say "that is stupid, this movie isn't realistic at all". Of course you would! You know it. Well we are at this point in video games, especially starting in games like Oblivion, where we really need to start shedding our outer shell of numbers and embrace a more realistic approach to the suspense of disbelief. I'm not saying visible numbers won't play a role, but I am saying that a greater effort needs to be done to incorporate realistic gameplay with a measurable increase in power, balancing the two out until the day we can shed the visible number system some believe to be the crux of the genre.
I have heard that Fallout 3 used a system with locational damage and was even further along than Oblivion with these thoughts, but I have only played it for several hours about a year ago so my knowledge is limited.
Well here it is my large rant and thoughts about The Elder Scrolls. I would actually post my "Thoughts and Ideas for Elder Scrolls 5" here but there is a special bus.. errrm thread for that so I will mosey on over and post them there.
I wouldn't mind generating discussion on just about anything I have talked about. Even if you didn't read this entire post. Anyways, thanks for listening to my big long rant.
Cheers,
-Vvemoth