» Wed May 02, 2012 11:58 pm
Agreed with Zealot.
1. The absence of detailed directions in OB and SR means that you CAN'T just turn off the compass and expect to find anything. Quests have been designed around it, and there's really no alternative that works. Suuurrrre it's "optional"...just try playing without it.
2. FT was available to a degree in MW, but you had to either "earn" (or pay for) the ability to use Mark and Recall, or the two Intervention spells. The alternatives to FT (silt strider caravans, boat routes, ancient Propylon chambers, Mages Guild Guide teleportation) gave you a host of partial solutions that fit smoothly into the game world, while not handing you a blank check to go anywhere at a whim. You had to learn how to use the tools; then it was no problem. OB took the "real world" transportation out of the world in favor of instantaneous and unrestricted FT, and Skyrim put back one "token" alternative to FT.
3. WAY more factions, and the factions actually had some degee of interaction and effect on dispositions of the NPCs. They also had restrictions on hiring and promotion based on what your character could do, to avoid having a stupid and obnoxious barbarian as the head of the Mages Guild, or a frail Bosmer pickpocket as the FG leader. If you joined one Great House, it was difficult (impossible without resorting to a trick) to join another. It wasn't a lot of interaction, but something was better than the "nothing" we got in SR.
4. OB and SR broke the basic premise of traditional RPGs: the character improves over the course of the game. Since in the new games you start out with 0 chance of failure, about on par from a combat standpoint with everyone around you, and the whole world levels and scales to you, there is no "relative" improvement. There was hand-placed unlevelled content in Morrowind, which could be either way above or way below your character's level; that made exploration interesting and meaningful, as well as dangerous. Without failure, there is no satisfaction for success. Without risk, reward has no meaning. Oblivion felt empty and pointless, and apparently Skyrim is the same, unless you just want the juvenile satisfaction of running around and slaughtering stuff while being impressed by how "uber" you are (now with "Achievements" so you can impress yourself even more).
5. MW's all-pervasive fog was oppressive and annoying. The total absence of it in the later games showed just how tiny the map really was. Something in the middle would probably be perfect. I use MGE with a maximum fog distance of around 6, so there's still a hint of mystery, yet I can just catch a hazy glimpse of the Vivec cantons in the distance from the Seyda Neen silt Strider paltform.