I see I am again coming late to a thread since several things I wanted to say have already been said. But here we go anyway.
Now, I'm not a person who usually judges harshly. I like to try to experience things from all sides and see things from different points of view.
What I'm seeing is that usually people rather like Oblivion better, or like Morrowind better.
I happen to have both, but Morrowind... never took off for me. I don't know what it was but after two hours of playing I turned it off and never really went back.
I bolded out the important bit. If you only played it for two hours you haven't seen anything yet. But I see from your further posts that you'll be giving it another try. :thumbsup:
People say that Morrowind has a steep learning curve. I partialy disagree since I've never had any problems. It does have a much steeper learning curve than Oblivion, but I find that to be because Oblivion's learning curve is practically flat. It also has a steep learning curve if you try to rush it, like you did. But if you aproach it knowing that you don't know anything (as Socrates would put it), take your time and pay attention to what NPCs say you should be fine.
Paying attention to what NPCs say is crucial. They will tell you a lot of things that don't get written directly into journal quest updates and they have a wealth of useful information. Talk to people and ask them about latest rumours, little advice, little secret, and Morrowind lore.
The journal is generally considered to be guardung and I agree, but it does have one feature that Oblivion's journal lacks. Namely it records every bit of text that NPCs ever told you about each dialogue topic. You'll need it too because the journal updates are much more spare and much more brief than the ones in Oblivion. I don't remember anymore exactly what you need to click to get the journal from quest mode to dialogue encyclopedia mode, but I think there might be something with "index" written on it when you open the journal.
Morrowind has a slower pace and you need to realize that at level 1 you svck. And since you're new to the game you svck even more.
You're weak and clueless and half of the things you do will probably border on suicide. So you need to prepare yourself. You need to examine your skills. Get a weapon and some armor that match your highest skills. Don't try to use a mace if Blunt Weapons is a miscelaneous skill for you. Don't even bother to use it if it's a minor skill. Only major weapon and armor skills are really suitable enough for a level 1 greenhorn. Then get some scrolls of Almsivi or Divine Intervention. These nifty spells will teleport you to the nearest Tribunal Temple (Almsivi version) or Imperial Shrine (Divine version) which basically means an Imperial Fort. That makes them great ways to escape danger as well as a quick transportation method. You'll probably want to use them primarily to escape danger at first. And don't forget to stock up on healing potions as well.
Another thing is be mindful that there are more weapon skills in Morrowind. Axes and Blunt Weapons are two separate skills, as are Short Blades and Long Blades. Many Oblivion players who come to Morrowind don't get that and get slaughtered as a result. And try to get a race that has a high bonus to your major skills. Long Blade + Redguard is very popular (+15 bonus), but Imperials are only slightly worse swordsmen (+10 bonus). If you want to be a sneaky marksman there is nothing better than a Wood Elf and nobody handles Short Blades better than Dark Elves. For those who prefer axes or blunt weaponry Nords are ideal and you can probably guess which two races make the best mages.
Overall I think a Redguard or Imperial Knight with the Lady birthsign is a very good character for a first time player. The Redguard is better in combat, but the Imperial is better out of combat. Alternatively if you favor stealth I'd suggest a Wood Elf Assassin, likewise with the Lady birthsign. And if you'd like something between combat and stealth a Wood Elf Archer would be an excellent choice. Yet agin with the Lady birthsign.
Lady is a must for all new players other than spellcasters. +25 Endurance and +25 Personality are extremly helpful. You'll be getting notably more health per level (especially if you racial Endurance is low) and the Personality boost amounts to a +12,5 improvement in disposition.
The first experience was walking into a cave where somebody talked about a bandit and said that somebody should do something, I went in, and I got killed within 50 seconds. I couldn't block, and my attacks missed most of the time. It was pretty off-putting.
Blocking in Morrowind isn't manual, it's automatic. There is a formula based on your Block skill, Agility, and Luck that determines what your chance to block attacks is. However, blocking alway blocks out all the damage done. And standing still instead of moving also improves your chances to block.
So, I started again and wandered around for a bit and started the main quest a little, and then I decided to go to Vivec City. Immediately I was lost, this game lacked a compass to tell me which way was up. I've been stuck on the second level of the city for a few minutes and I was thinking "Okay, just got to find a way down."
Well, about an hour later I still couldn't find a way down and when I went in the sewers some random Orc killed me for looking at him wrong.
Right. No compass pointing to targets, just a compass that shows wich way is north. You'll have to take out the map to see where you need to go.
The whole magic system confused me, my bow was... ineffective, at best, and I kept hearing an annoying wolf-ish "Ooooooh" from nowhere, and I don't even have Bloodmoon.
On the PC in order to cast a spell you need to switch to "spellcasting mode" by pressing R (at least I think it's R, been a while). Then you cast the spell by pressing your attack button. You can select which spell to cast by right clicking to bring up the menus and selecting it in the spell menu part. There are also next spell and previou spell keys, but I don't remember what they are. Feel free to experiment.
Marksman is one of the most difficult skills to use when it's low. Unless you have it as a major skill or you are a Wood Elf who picked it as a minor skill you can forget about it alltogether. Even then only Wood Elves who picked it as a major skill can really count on it being useful at level 1.
The sound you heard isn't a wolf howl, it's the local Silt Strider. In case you haven't learned yet, that are those giant bugs you'll find in most cities and towns. There is always a ramp leading up to them and a caravan operator standing nearby. If you pay the operator money he can transport you to various places which is helpful if you wish to avoid the bloodthirsty local wildlife.
I'm willing to give it a second try, but the game confused me beyond no end. Should I just let this one slide or try it out again. I just don't see how everybody calls it enveloping and enthralling when I tried to deal with it but couldn't stand how slow-paced but most of all, uneventful it felt; and I'm a person who reads, draws, and meditates from time to time. Which anybody who does them knows, are usually pretty time-consuming, uneventful, and slow-paced.
I don't mean to offend anybody by saying all of this, I'm just confused how so many call Morrowind a great game. And I'm actually willing to listen and I'll try it again, I'm not just ranting.
Morrowind is great, but it doesn't start out great, it grows great over time. At first it's just weird. Then as you explore it's world and learn about it it becomes increasingly better. Especially once you get into your teen levels and can hold your own against most opponents.
Now to reply to the topic title, what I like in Morrowind compared to Oblivion.
1. Only mild leveling, no level scalingThere is no such thing as bandits in glass armour. All creatures have fixed stats. The only leveling you really notice is that at low levels almost all the Daedra are Scamps and later stronger versions start to appear. That and the improved quality of soulgems found in smuggler caves. The reason I like this is that it simply makes more sense.
2. VarietyThere are many distinct landscapes. There are distinct architectural styles ranging from "Middleeastern" Hlaalu houses to Telvanni mushroom towers. There is a much larger number of joinable factions with different attitudes and goals nd you can't join them all with one character. There is a greater number of different armors and weapons. There are crosssbows, spears, and throwing knives. There are more things to talk about with NPCs.
3. LoreThe lore is not something that's written in dusty tomes. It's woven into dialogue and the main quest revolves around it. It's a living, breathing thing.
4. No handholdingThe game assumes you're smart enough to figure most stuff out on your own. If you have to pick 5 flowers it won't tell you to pick more flowers each time you've picked one. If you want to get somewhere people give you directions instead of a green arrow pointing the way. The philosophy behind Morrowind is that you should be free to make your own choices, even if the choices are bad. Oblivion on the other hand has the philosophy you should have the freedom to go anywhere you want and not suffer any bad consequences. I prefer the Morrowind philosophy.
5. PoliticsThe factions have conflicting interest, especially the 3 great houses. Unlike the factions and counties in Oblivion who pretty much don't interact with each other, the factions in Morrowind are well aware of each other and there are many quests where you're doing damage to another faction in order to benefit your own. Thef act that you might actually be a member of both factions makes things even more interesting.
6. AtmosphereMorrowind is a strange and foregin land while Oblvion is mostly a walk in the park.
7. PaceOblivion is trying to rush me into doing the MQ. Morrowind is much less urgent and allows me to tell it's equivalent of Jauffre that you're not going to work for him. Oblivion may allow you to ignore the MQ, but Morrowind actually allows you to refuse doing it.
8. RoleplayingMy definition of roleplaying is getting into the head of a character and making choices based on the personality of that character. It's even better if you get to experience the consequences of the choices you made. And while Morrowind is far from being a perfect RPG by these standards it's still much better than Oblivion.
Which factions do you want to join? Vanilla Oblivion gives you 6 choices, vanilla Morrowind 11 and many represent the same basic job from different viewpoints. For example the Fighter's Guild, House Redoran, and the Imperial Legion are all martial factions but they uphold different values (fighting for money, fighting for the Tribunal Temple, fighting for the Empire). You can play more than one kind of pious knight.
I'd continue, but I don't have anymore time. I think I managed to make my points well enough anyway and I do have this tendency to write monster posts that few people are willing to read so maybe it's for the best.