Imagine Skyrim being very advanced Minecraft. Very crude, basic storyline, a few subquests and big, big world you can enjoy.ImProvGamr said:Or am I just missing something?
There you go.
Imagine Skyrim being very advanced Minecraft. Very crude, basic storyline, a few subquests and big, big world you can enjoy.ImProvGamr said:Or am I just missing something?
My main was a Breton Mage in heavy armour. Meaning I spent a lot of time in Telvanni territory. Giant mushroom houses FTW.Fappy said:Morrowind just had more focus. There were multiple questlines and factions that a character could logically partake in. Playing a suave thief? You can do the Thieves Guild, House Hlaalu and the Imperial Cult on one character and it makes perfect sense. Plus, most of the questlines were much longer than in Oblivion and Skyrim. You actually felt like your progression in organizations actually meant something.
My Telvanni mage was bent on world conquest XPWaysideMaze said:My main was a Breton Mage in heavy armour. Meaning I spent a lot of time in Telvanni territory. Giant mushroom houses FTW.Fappy said:Morrowind just had more focus. There were multiple questlines and factions that a character could logically partake in. Playing a suave thief? You can do the Thieves Guild, House Hlaalu and the Imperial Cult on one character and it makes perfect sense. Plus, most of the questlines were much longer than in Oblivion and Skyrim. You actually felt like your progression in organizations actually meant something.
Yeah, the sheer number of factions you could join was staggering.
For me, random dungeon crawls don't allow me to RP a character as well as having multiple different factions with unique ideals that I can align myself to.
Only problem with the fortresses you had built for you, they were right in the middle of fucking nowhere.Fappy said:My Telvanni mage was bent on world conquest XPWaysideMaze said:My main was a Breton Mage in heavy armour. Meaning I spent a lot of time in Telvanni territory. Giant mushroom houses FTW.Fappy said:Morrowind just had more focus. There were multiple questlines and factions that a character could logically partake in. Playing a suave thief? You can do the Thieves Guild, House Hlaalu and the Imperial Cult on one character and it makes perfect sense. Plus, most of the questlines were much longer than in Oblivion and Skyrim. You actually felt like your progression in organizations actually meant something.
Yeah, the sheer number of factions you could join was staggering.
For me, random dungeon crawls don't allow me to RP a character as well as having multiple different factions with unique ideals that I can align myself to.
I love the last quest, "You're the second in command now! Questline over! Though, you know, according to Telvanni law you could kill your superior and become the head of the house... though its not a quest, so whatever. Do what you want."
*You kill the leader*
"Gratz brah you are the leader now. We're all going to go back to experimenting on slaves and generally ignoring each other. You have fun with your robot army and your giant mushroom."
On an unrelated note I command creatured the Mudcrab Merchant all the way to my Mushroom Fortress. He hung out in my bedroom next to my mark location. OP for dropping off loot.
I got really good at getting from there to places I needed to go via mysticism spells. Port to Wolverine Hall from fortress, take mage port or boat to wherever. Recall to go back home. It wasn't too bad, but it is always nice to have a small place in one of the major cities. Every character I have ever played stocked some stuff in the murdered Hlaalu guy's manor.WaysideMaze said:Only problem with the fortresses you had built for you, they were right in the middle of fucking nowhere.Fappy said:My Telvanni mage was bent on world conquest XPWaysideMaze said:My main was a Breton Mage in heavy armour. Meaning I spent a lot of time in Telvanni territory. Giant mushroom houses FTW.Fappy said:Morrowind just had more focus. There were multiple questlines and factions that a character could logically partake in. Playing a suave thief? You can do the Thieves Guild, House Hlaalu and the Imperial Cult on one character and it makes perfect sense. Plus, most of the questlines were much longer than in Oblivion and Skyrim. You actually felt like your progression in organizations actually meant something.
Yeah, the sheer number of factions you could join was staggering.
For me, random dungeon crawls don't allow me to RP a character as well as having multiple different factions with unique ideals that I can align myself to.
I love the last quest, "You're the second in command now! Questline over! Though, you know, according to Telvanni law you could kill your superior and become the head of the house... though its not a quest, so whatever. Do what you want."
*You kill the leader*
"Gratz brah you are the leader now. We're all going to go back to experimenting on slaves and generally ignoring each other. You have fun with your robot army and your giant mushroom."
On an unrelated note I command creatured the Mudcrab Merchant all the way to my Mushroom Fortress. He hung out in my bedroom next to my mark location. OP for dropping off loot.
I know you can mark/recall to them but I used that spell for so many other things. The fortresses were cool and all, but ultimately useless to me.
After Skyrim was announced i got a craving for Elder Scrolls and since i had put 600+ hours into Oblivion i thought about getting Morrowind just for the hell of it.WaysideMaze said:I'm a bit confused by this point. If we're talking about story then surely the gameplay shouldn't matter, just the, in your words, 'outstanding lore.'SmashLovesTitanQuest said:Was Morrowinds main quest that great though? I didnt think so. From a gameplay perspective, it was worse than Oblivion or Skyrim. The only thing it had going for it was the outstanding lore.
I guess that was what you were saying anyway, but meh.
Not trying to be rude, I'm just a little puzzled as to what you think makes Morrowinds main quest worse.
But not being the chosen is boring D=drivel said:I agree - it's very bizarre that every quest line for the guilds involves the end of the world as we know it, and you ARE ALWAYS THE CHOSEN ONE.
But I'm playing as a woman D=dragsaw said:if you Dont jave a beard your doing it wrong
Theoretically. I mean, you can choose how you want to play it and which quests you want to do first, but those quest lines, even some of the main ones, are so short and insubstantial that you can't really build an adventure off them, and they go by so fast that you just end up being chucked from one random quest line to another. And even when you finish the quest line, you're just given your reward you're on your way. The only new thing is a few extra perks is someone saying "Oh hey, you're the Archmage!" or "Your that Listener guy!" (Not in those exact words, mind you, but you get my point)Burrito With Legs said:I think the point of Skyrim is to let the player choose their own adventure. You join different factions and guilds, and those affect how you're treated in the game.
That's actually a pretty good description for a lot of sandbox games right there, now that I think about it. That just means that Minecraft is the ultimate sandbox.JesterRaiin said:Imagine Skyrim being very advanced Minecraft. Very crude, basic storyline, a few subquests and big, big world you can enjoy.
There you go.![]()
Also, as an avid player of Minecraft, this is the absolute truth in my eyes :3ImProvGamr said:That's actually a pretty good description for a lot of sandbox games right there, now that I think about it. That just means that Minecraft is the ultimate sandbox.JesterRaiin said:Imagine Skyrim being very advanced Minecraft. Very crude, basic storyline, a few subquests and big, big world you can enjoy.
There you go.![]()
Or not. I've never played Minecraft, so I wouldn't know first hand.
Strange, the story isn't what I remember of Morrowind. I remember the characters more.Fappy said:I wouldn't have a problem with a mainquest if they made it as good as Morrowind's. Yeah I know I preach Morrowind's awesomeness all the time and the main quest had a lot of boring quests in it, but the story was just too fucking awesome to pass up on any playthrough.EHKOS said:Yep. Pretty much it. Just let us choose from a selection of backstories and let us be on our way. Heck, they proved they could plunk us down in a wasteland devoid of anything green besides toxic waste and we still ate it up...the...the game not the...toxic...waste.Clive Howlitzer said:I think they should just drop the whole main quest angle. I don't think they need a "save the world" main storyline in these games. Just focus on making the rest of the game awesome and I am content with a massive sandbox world to have fun in.
Maybe that's the point you're looking for? From what I can tell they just wanted to put out the biggest game they possibly could. At what expense, is up to interpretation.ImProvGamr said:There's tons to do, lots of places to explore, and slinging around magic is a heck of a lot of fun.
Then download it - with Notch's blessing - play a little, buy if you think it's worth your money.ImProvGamr said:That's actually a pretty good description for a lot of sandbox games right there, now that I think about it. That just means that Minecraft is the ultimate sandbox.JesterRaiin said:Imagine Skyrim being very advanced Minecraft. Very crude, basic storyline, a few subquests and big, big world you can enjoy.
There you go.![]()
Or not. I've never played Minecraft, so I wouldn't know first hand.