I've been a long time TES fan, playing it back at Daggerfall and through to now with much anticipation.
Now, I've reached a point of frustration with the entire series that I'd like to articulate. If you are absolutely and blindly in love with Skyrim then it's best if you don't reply to this, as you're probably not going to have read any of it properly and I'll be triple explaining things in the thread.
Now, down to business.
I believe, like many TES fans, that the series reached a spiritual home and peak with Morrowind. I know that is a charged statement, but I'd like to explain what I believe is wrong with Bethesda's game design philosophy, and where things have gone drastically wrong in a big way, that contributes in a lot of small ways to the game feel, and in my opinion, greatly reduces the experience from what it was in Morrowind.
After much thought and discussion, I've come to the realisation that the huge problem is philosophical, and that it has trickled down in many ways. I am always loathe to say this, and I always want to measure where I do say it, if ever, but I really believe that Bethesda has “sold out”.
Many people have incorrectly thought of it as trying to appeal to newer players, or furthering that, trying to widen the target market by making it more accessible to those who already game. What I want to correct is that this is true, but ostensibly, what has changed is the centricity of the game design.
Put simply, Oblivion and Skyrim (to a lesser degree) were designed for time = reward. Morrowind was designed, primarily, for intelligence = reward.
Let me clarify this thesis, because I can imagine a lot of anger and discontent at that statement.
Essentially, the experience of Morrowind is decidedly one in which the player is thrown into the world with a blank canvas for them to make of themselves what they like. A player is forced to grow and learn and adapt and remember features of the world. There is no GPS system, no instantly proclaimed born/unproven/inherent “specialness” to the player, no implausible teleportation to wherever it is that you want to go. Instead, the world and its challenges are statically skilled and predictably (within the gameworld’s logic, not the logic of scaling) challenging and most importantly, the intelligence and savvy and entrepreneurialism of the player is encouraged. In Morrowind, there were one hundred ways to complete every challenge, there was a point to reading notes and books besides the World of Warcraft influenced ding received for completing or receiving a new quest. Exploring was a viable option, because it genuinely felt dangerous in certain environments (which you would subsequently conquer in Morrowind), and this made it exciting and scary. What impossible obstacle would separate me from my goal, and how would I overcome it? The greatest threat in Skyrim is that I might have to teleport back to relieve my encumbrance. Not one single time have I ever actually felt as though I wasn’t up to the challenge and that I might actually have to pace myself, or work out a way around.
What the developers have essentially failed to realise, is that the strength and individuality of their brand in Morrowind was not only open worlds, first person combat and vaster skill boards, but a system in which intelligence, creativity and daring of the actual player (which is different to being TOLD that you’re adventurous and daring because you visited a GPS, teleported cave filled with a creche of whatever the game thinks you’re ready to fight). They built an environment that modeled the system of the real world, in a fantastical way. The beauty of this was that they managed to achieve, in Morrowind, what very, very few games can - an internal and accurate sense of logic within the game world. Once that has been achieved, the satisfaction of the player, I believe, is unmatched by any other RPG game (and wider than this genre). Players are able to read books to research the location of items, characters and quests, they’re able to engage in conversations they need to care about (because it won’t be summated into a single compass point afterwards) and so on, and so on.
In fact, on a side note, I feel an irony that all gained through voice acting and emphatically acted story telling is completely undermined by the game design choices surrounding it. I’d argue that many of the newer features of the game are entirely undermined by the general ease afforded by the rest of the design.
Now, while it’s good to speak about the philosophy and wider practice of game design, I wanted to ask the question as to what a change to this looks like practically. In as much as, how can the franchise return to that ill-defined, unique and amazing quality that made Morrowind so great.
Practically, what that means a removal of the crutches introduced since Morrowind. Namely, the compass and map markers (that you yourself haven’t placed), the summarised quests, circular dungeon design, the too-early player-centric “thank the Lord you’ve just arrived to save the day, here, have my sword!” dialogue and storylines, and the reintroduction within the game world of powerful boons, deadly enemies and skills and magic that allow you to “exploit” (which, let’s be honest, is the entire point and attraction of magic - the exploitation of the laws of nature), pitch black, scary dungeons (give magelight an actual purpose) and the ability for the player to actually enjoy exploring with an incentive beyond “what is that valley like?”
The biggest practical change, of all, is a removal of scaling entirely. Scaling, in all my thinking, is the number one cause for the removal of this amazing quality - removing the keystone, if you will, of RPG games.
I believe the cons of scaling far, far outweigh the benefits, and I’d even argue that scaling is symptomatic of a broken and even lazy game design. It shows that the developers don’t have the inclination to build a world (beyond the geography, which is incredibly under-utilised as everything is signposted to death) that the player must be skilled to access, and instead seem to be so keen on rushing the player to the next reward or conversation that the developers have entirely missed out on what is the meat of their franchise.
In Morrowind, success was derived from understanding the sometimes vague directions to a writ target, to finding the place in which you were to perform a task, and obviously, with a much wider skill set and character build, the way in which you were to attempt it, or heaven forbid, put it off an actually build up your abilities (which doesn’t mean potion mashing) before you’re able to face it properly. Combat was almost a last priority, as there was so much intellectual lifting to do beforehand the satisfaction of combat was almost icing on the cake. In Skyrim, the icing is the entire cake. Everything else has been “streamlined” to death. Instead of Teleportation being a skill that you can increase (and thereby increase your range of teleportation so that, at the end of the game, you can cross the map in one go), it’s some clunky, obvious game feature. Instead of actually using and leveling Clairvoyance, I can just look at my compass, or the giant damn map.
The joy of Morrowind was being rewarded for hard, and fun, work. Adventure was rewarded by incredibly powerful items, interesting quests and tidbits and encounters with far superior enemies. In Oblivion and Skyrim, the developers seem to be saying “they can’t have that too early! It’s too overpowered, it’s not in our time frame,” which, I’m afraid was the EXACT point of Morrowind. If I’m never intrepid, never daring and never read anything, and never use my head, the majority of the game is not going to be accessible to me, just like real life. In Morrowind, if I identified the armoury of a fort, I could put two and two together to realise that powerful weapons and armour might be stored there. I would then scout the place out to work out what locks I would need to pass (three masters in a row, most likely), work out how many lockpicks I might need, work out how many guards I would need to sneak past, and if not sneak, execute, and if execute, how big the bounty would be, and if I had enough to pay it off. Then if I couldn’t sneak, I’d have to work out how else to get it. Can I jump or levitate up to a back door with fewer guards and locks? Can I make an invisibility potion to sneak past all for a quick snatch and so on and so on. Finally, once I was in, I’d be able to pick up one amazing glass dagger and three thousand gold, which would put me in amazing stead for the next few levels. Essentially, reward and the addiction in Morrowind was based on finding something that I really shouldn’t have. It put the fun in theft, and if I’d fought for it, it meant that I’d proven myself strong enough against the odds.
In Skyrim, this situation does not happen because very rarely (I’d argue never) is there anything valuable enough, with enough importance to actually make it worth stealing (besides a heavily controlled stat upgrade). Essentially, as soon as you put scaling in the game, you’re immediately killing the freedom and sense of entrepreneurialism the player has. I’ve been a long time TES player, and I realised suddenly that I just didn’t want to quest like I used to in Morrowind, because I KNEW categorically, that whatever cave I would go into would bear no special reward. If a cave was too hard, I would instantly die - there would be no way around, and if it wasn’t instant death, I could still get to the end and find the relative “reward” allotted to me at that level bracket. With scaling in the game at all, you’re destroying the immersion and the age old system of work and reward (which is different to the completion of equally difficult tasks), and the ability for a player to think for themselves and to make of the game, and the world, what they would. If there was no scaling, a player’s internal and honest gameworld logic would apply (which is incredibly different to external logic applied to the game).
Essentially, what is left after all of this is removed is the last place a player’s skill can be tested: in the choosing of perks, the way combat is carried out and the ability to leave with all the loot presented you. Similarly, with actual geography and the hunting for the target out of the way, nothing is epic, or mystic, or secretive anymore. The Dark Brotherhood? Pop by the cave entrance with the big skull on it just off the road. There’s a big arrow on your compass and on the map, despite the fact that blind Freddy could have found the place on one line of instruction. Easy as you like. No reading, discernment or proactive thinking required. The super secretive base of an assassins guild located itself with a big bloody skull door right next to a main thoroughfare. There goes the mystery of any kind of subterfuge. It’s too damn easy. And this is the point - that destroys the story. It has already totally undermined it for me. If the darkest and most infamous organisation can be that stupid and easy to find, where is the portence, the gravity, of being a member?
Do the developers not see that? Can they not remember how the assassins guild used to feel actually secret in Morrowind? Can they not remember that a player felt privileged because it was actually difficult to join the guild? Now, it feels as if the developers are so scared of being accused of inaccessible that they’ve thrown “challenging” out the window entirely.
Now, what many will say is that I can turn off the GPS marker on my screen (not in any other way, though), and that mods can make the game harder for me, as I require it. While this is true, the reality is that this is an address to the way the series is going. It’s an address to the entire mindset behind the creation of such a huge game. It’s an address to the money and the thought that goes into these games, and what they think that players want. I would bet, that if you gave the players the option of choosing the fast playstyle we have now, with the normal RPG playstyle of Morrowind, 80-90% would choose the normative, challenging playstyle. Bear in mind that to finish the game you have to sink 100+ hours into it anyway. Basically, what I tried to expound over the course of this article, is that the mindset of the developer needs to drastically reassess what makes their brand so unique and amazing, and not to lose sight of that in the wake of the ghost train Fable series and “streamlining” in general.
In conclusion, I’ve really reached the end of the game and absolutely loved playing it. I really did. However, what to me is the fundamental attraction to the series is still not back in the mix. The thing that set the brand apart in a huge way; the depth of the immersion, is still halfway from where it needs to be, and I still feel that the developers don’t understand why it was so good in Morrowind. In this essay (haha) I hope I’ve come some way to explaining that.
Do you agree? (And thanks for reading until the end!)
EDIT 1:
I think I should put my cards on the table a bit to clarify things.
What I personally envisaged at this stage of the series was:
* A map system similar that was entirely unrevealed but with the markers of Skyrim once the place has been discovered.
* No instant fast travel except via carriage - probably borrow from WoW and maybe even take you on it physically so that it felt like you were legitimately travelling.
* Teleport could be perked up to allow short range fast travel (range increases on skill increase).
* NPC's gave you a written description of the dungeon location, along with a journal entry for you to refer to. This would increase the length and immersion and natural exploration of the game. The place is beautiful, you may as well explore it with a purpose. Also, looking for particular landmarks was always satisfying.
* No regenerating health. Keep the wild as a dangerous place. Taking shelter in caves etc. and resting for a while added to the immersion and meant that you weren't always questing at night.
* Remove scaling entirely. Have everything statically placed. If you're too weak for one place, try to think a way around it, or just go and do something else.
* Place rare and unique weapons and items in impossible to reach, incredibly obscure or incredibly dangerous places to give the player a sense of daring in trying to get them, and give adventuring a point again.
* Alter acrobatics and athletics so that they were the same things, and the perks allowed you to run faster and jump higher, and use weapons and cast while jumping. Also give you more encumbrance. Tie jumping to stamina as well.
* Fix up spellcrafting so that it has a much better interface.
* Darken caves up so the magelight has a point.
Additions I hoped to have seen and would consider possible areas of advancement of the series (note, I know there may be technical difficulties with things such as the battles, but the point of advancement is to work out ways around those type of technical problems, and to introduce new and expansive game mechanics):
* Have settlement quests where you can build a settlement of your style/choice as in Bloodmoon.
* Have a working economy that can be effected by the player.
* Have a few new factions (Morag Tong/Imperial Cult/Houses type thing).
* Have bigger pitched battles or even a war (thinking Kingdom Under Fire type 100 man battles)
* Have better and more choice of mounts, and mounted combat.
* Introduce new weapon types, including reintroducing the Halberd.
* Do business ownership and establishment properly (as opposed to Fable).
* Finally work out a good speechcraft system.
* Some varied external architecture or magical landscapes besides the staple of that particular land.
And there are more that I'm not aware of but will come back to later!