Just started Morrowind for the first time this weekend....

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The_Lost_King

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SajuukKhar said:
Azeal said:
Spell crafting? Custom enchants? MY GOD WHY DID THESE GET TAKEN OUT.........
Because even in a game as unbalanced as the Elder Scrolls, custom spells and enchantments were even more so.
Except that didn't balance the game, at all. Actually it made Destruction magic suck.
 

bigwon

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For me it's just got that overall engulfing atmosphere. Game mechanics/setting/lore/pacing.

It felt like I was actually in a new world exploring it. I just couldn't get into any of the other games oblivion/fallout 3 and new vegas/ skyrim(skyrim was the closest) it was mainly the pacing felt off. Nothing felt significant as I discovered it. For example: playing fallout 2 every new encounter (brotherhood/mutants/wanamingos/gecko's/etc.) had that 'IT' factor to it as in the new games it feels more like a tribute or something. It's almost like playing duke nukem forever after duke nukem 3d.

I think as iffy as the hit/miss mechanic was it really helped the pacing in morrowind. I remember I was feeling adventurous and was nearing the center island mountain with the big force field around it. i was in a green field with a mountain side to my right fighting a guar...deciding whether i should risk going ahead or waiting until later. Like a nostalgic dream just thinking about it.

also that cube you gotta find in the 1st balmora quest....fuuuuhhhhhh!!!!made it that more satisfying though as I found it and continued towards the final quest without as much of a hitch. Lol had me going as deep as i could into the dungeon finding out some way to levitate towards the upper plateaus.

or that time i was in the badlands and stumbled upon the temple with the archery trainer shacked up in one of the abandoned ritual chambers.....or the random fellow that gave me the 'blinding boots' after....flipping loved that game!

/nerdgasm
 

SajuukKhar

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The_Lost_King said:
Except that didn't balance the game, at all. Actually it made Destruction magic suck.
Destruction magic sucks because the spells damage doesn't level with you, not because you cant make new spells.

The removal of spell making, and the suckiness of destruction magic, are entirely unrelated.
denseWorm said:
Stop saying that Skyrim has the highest amount of content. It's class quests were all about a third the length of those of Morrowind and even Oblivion, and they didn't even have as many guilds/quest givers. Who cares about random caves being awesome?
so what you are saying is, you would rather have Mororwind's guilds, which had zero plot, and were literally just a series of fetch quests, over Oblivion or Skyirm's guilds which actually had plots.

Mororwind only had more content because its easy as hell to make 500 quests that are all "go here and get X because I told you so", instead of making a questline about "go here, here, and here and get these things because they actually contribute to an overall goal".

Questlines with a plot take more work, and thus they are shorter, but the quality of content is higher. More quests isn't a good thing when quests have zero substance to them, which is what most Morrowind quests were, substanceless.

Mororwind had quantity, but Oblivion and Skyrim have quality.
 

The_Lost_King

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SajuukKhar said:
The_Lost_King said:
Except that didn't balance the game, at all. Actually it made Destruction magic suck.
Destruction magic sucks because the spells damage doesn't level with you, not because you cant make new spells.
You could make new spells to offset that if we had spellcrafting
 

SajuukKhar

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The_Lost_King said:
You could make new spells to offset that if we had spellcrafting
Or you could just make destruction magic scale, which would
a. make destruction magic not suck
b. not reintroduce the most exploitable system in the TES series.
 

Eddie the head

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The_Lost_King said:
SajuukKhar said:
The_Lost_King said:
Except that didn't balance the game, at all. Actually it made Destruction magic suck.
Destruction magic sucks because the spells damage doesn't level with you, not because you cant make new spells.
You could make new spells to offset that if we had spellcrafting
Unless they decided to not have spell crafting work that way. You know so you can't have broken spells like in Oblvion and Morrowind. There might be an argument to be made to have spell making but they didn't put it in so you don't know how it would have worked, so you can't say it would have fixed destruction.
 

The_Lost_King

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Eddie the head said:
The_Lost_King said:
SajuukKhar said:
The_Lost_King said:
Except that didn't balance the game, at all. Actually it made Destruction magic suck.
Destruction magic sucks because the spells damage doesn't level with you, not because you cant make new spells.
You could make new spells to offset that if we had spellcrafting
Unless they decided to not have spell crafting work that way. You know so you can't have broken spells like in Oblvion and Morrowind. There might be an argument to be made to have spell making but they didn't put it in so you don't know how it would have worked, so you can't say it would have fixed destruction.
Yes because bethesda actually fixes issues rather than ripping them out entirely. Seriously though, I don't uderstand what the big deal is, in a single player game, 1. you don't have to use the exploits and 2. it is better to have the option to be OP rather than be forced to be underpowered.
 

bigwon

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SajuukKhar said:
The_Lost_King said:
Destruction magic suck.
snip

so what you are saying is, you would rather have Mororwind's guilds, which had zero plot, and were literally just a series of fetch quests, over Oblivion or Skyirm's guilds which actually had plots.

Mororwind only had more content because its easy as hell to make 500 quests that are all "go here and get X because I told you so", instead of making a questline about "go here, here, and here and get these things because they actually contribute to an overall goal".

More quests isn't a good thing when quests have zero substance to them, which is what most Morrowind quests were.
I think there was a certain charm to not having a directed plot for your character...it was more implied and the player was able to not so much as play the 'chosen one' role as he was more just a *insert character class* in a fantasy world....it kind've takes the attention from the ego, and lets you appreciate the world around you....and also allowed you more flexibility in roleplaying.

Makes me think about what makes gaming unique and special from other forms of entertainment/art like movies, books, music, etc. but don't need any of that talk for this thread.

anywho's that was just my experience with the games.
 

R Man

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Mimsofthedawg said:
Yet I can not STAND Morrowind. Ultimately, it mostly comes down to the mechanics, but there's other aspects too. I don't like not having a quest marker. I can TOTALLY see the potential of taking it away, but as someone with limited amounts of time, it's just too much of a pain in the ass. It also doesn't help that some people/things that SHOULD be easily found seem to be hidden. And that attack problem... oh god the horrible combat.

Plus you can sell important quest items and potentially never get them back again. My first play through, I couldn't continue on the main quest cause somewhere along the line I had gotten rid of that damn letter.

And those are just some examples.

I'm also not the biggest fan of the lore of morrowind, though this has less to do with it's quality (it's good stuff!) and more to do with morrowind's culture/aesthetic isn't my favorite. I think that would belong to Hammerfell, High Rock, or Cyrodiil.

But kudo's to you for liking it!
Really? I like Morrowind specifically because of this. The lack of easy fast travel makes the world seem bigger. The thing about relying on pre-set modes of transport (striders, intervention, Mark)is it makes locations significant. When using them I have to think about where I'm going and which way to get there. For example, with Mark, I have to choose one location above all others to be my 'go to' place.
Getting lost can also be fun, especially when you end up in a really strange location. I think it just makes the world seem bigger, and distance places are a little more lonely and remote. That said I agree that most of the technical issues (sneaking, magic and combat) are pretty shit, but for me they are not deal breakers.

I think there are several traits about Morrowind that (in my opinion) make it the best one. First of all the setting is so different to the standard medieval fantasy world. The combination of Roman, Sumerian/Middleastern and Mushroom architecture is pretty weird, and then you see a Dwemer Ruin, or a Deadric Shrine. Or Vivec.
The next trait that Morrowind has over Skyrim and Oblivion is the factions. In Oblivion in particular there were few factions, and they were mostly irrelevant and disconnected with each other. The Fighters Guild and Blackwoods company were relevant only to each other, for example. Same with the Mages Guild and Manimarco. In the end it was just the Empire vs. the Mythic Dawn and the rest was irrelevant. Skyrim is better, with the Thalmor and Imperial Nord civil war influencing the plot. But in Morrowind a good amount of time in the Great Houses is spent fighting each other. The Thieves Guild and Cammona Tong interact with the Fighters Guild, and it's the Imperial Legion who discover Ilunibi. It just seems far more interconnected. It also shows us more of the internal politics and organisation which makes the world seem more alive.
Add to the above the 'greyer' morality in Morrowind. In Oblivion and Skyrim the bad guys are obviously evil, and not just for the main quest. However the Great House conflict has good and bad points on both sides. Are House Hlaalu corrupt and greedy, or are they innovators who want bring Morrowind into the modern era? The Ashlanders are xenophobic jerks, but they are victims of persecution and resent domination by foreign powers and the authoritarian temple. That foreign power is the Empire, a bastion of prosperity and good leadership and the Temple is concerned with a very dangerous enemy. In turn that enemy, Dagoth Ur, can actually be quite sympathetic and tragic, depending on who you believe. This allows the player to decide their own 'true' version of events.

I could write a full essay on this...
 

SajuukKhar

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bigwon said:
I think there was a certain charm to not having a directed plot for your character...it was more implied and the player was able to not so much as play the 'chosen one' role as he was more just a *insert character class* in a fantasy world....it kind've takes the attention from the ego, and lets you appreciate the world around you....and also allowed you more flexibility in roleplaying.

Makes me think about what makes gaming unique and special from other forms of entertainment/art like movies, books, music, etc. but don't need any of that talk for this thread.

anywho's that was just my experience with the games.
I never had that experience in Morrowind, I mean, I love Morrowind, it's the game that got me into TES, but playing Morrowind, even for the first time, all I could think of while doing quests for factions was "whats the point of this again exactly?" and, "Why am I becoming guild master just by doing meaningless grunt work any half-assed idiot could do?"

I never felt like I earned my positions in Guilds in Morrowind, in Oblivion and Skyrim you DO something of note to earn your position.

In Morrowind its just like "you did 15 quests where we told you to collect plants.... YOU ARE GUILD MASTER NOW YEAH!!!!".

The_Lost_King said:
Yes because bethesda actually fixes issues rather than ripping them out entirely. Seriously though, I don't uderstand what the big deal is, in a single player game, 1. you don't have to use the exploits and 2. it is better to have the option to be OP rather than be forced to be underpowered.
Actually they do fix things, the entiery of thier games is about fixing problems people had in the last game

Maps
-In Morrowind the map had no detail, and only marked like 20 of the 600 locations. People complained the map was entirely worthless.
-In Oblivion, Bethesda made the map more detailed, and marked every location. People said it wasn't detailed enough. though having every location marked was an improvement.
-In Skyrim, Bethesda made the map EVEN MORE DETAILED, and marked every location on the map People seem content with it.

Combat
-In Morrowind, it sucked, no question asked
-In Oblivion, they gave the player more control, people said it was still simple.
-In Skyrim Bethesda added in mechanics such as being able to time your block to stagger people leaving them open to counter attack, making the combat slightly better.

Fast Travel
-in Morrowind, people complained that the transportation systems sucked because 90% of the map wasn't near any of them.
-In Oblivion they gave you the ability to teleport anywhere, while people liked this, they still missed having lore justified reason of travel.
-In Skyrim, they kept the instant teleportation, but also added carriages, and in Dawnguard, boats, to allow for fast travel to the cities, which were placed around the map so that you could always teleport close to, but not at a location, using the normal means of travel, i.e. the carriages/boats. People seemed happy.

Guilds
-In Morrowind people complained about the lack of any reason behind the actions you do in guild
-In Oblivion and Skyrim they gave guilds plots.


I could go on, but the entire Elder scrolls series has been constant improvements by Bethesda using fan feedback. They don't just rip out features that don't work.
 

Danzavare

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Does anyone know if a 'quest tracker' mod exists for Morrowind? I don't necessarily need the arrow system, just a neater way of keeping track of separate quests than one messy journal. I don't get to play video games too often nowadays, so I'd prefer it if I could easily see where I was rather than have to decipher the journal when I play.

I played Morrowind years ago on the Xbox, the stamina really tested my patience but I loved the exploration. The world seemed to have a sense of mystery and strangeness that both Oblivion and Skyrim lack (Though I love them both regardless). I'd love to get into it properly on the PC, but journal system makes me hesitant.
 

RandV80

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Wayneguard said:
Fappy said:
Morrowind's best feature for me is probably the world/setting itself. It's so easy to get lost in it all. I love the variety in quest lines as well.
Indeed.

OT: Since the quoted poster ninja'd my favorite feature, I'll give another. I always enjoyed how magic wasn't simply an alternate means of killing. Roughly 1/2 of the spells in the game (maybe more) serve utilitarian purposes. Levitate/Jump let you evade enemies (levitate + spear = hilarity) and get to otherwise inaccessible places. Fortify attribute/skill spells and enchantments serve many noncombat purposes. Divine/Almsivi intervention gives you additional waypoints for fast travel. Etc. Magic in subsequent games just felt so... empty.
Hah, I remember when I first loaded up Oblivion in the character creation rather than make a warrior who uses the typical destruction/restoration spells I decided to specialize in the other magic schools that let you do all those nifty little things in Morrowind. What a disappointment that was!

Anyways I still haven't played Skyrim but I just between Morrwind vs Oblivion what I liked best in it was the spacing. I love exploration in these sorts of games, but exploration can quickly become hollow if you're stumbling over something 'awesome!' any time you walk a minute in any direction. Morrwind did an excellent job with it's pacing between big/small and common/rare. Unlike Oblivion you actually had to put effort into finding things, and the variety always kept it interesting.
 

Azeal

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Danzavare said:
Does anyone know if a 'quest tracker' mod exists for Morrowind? I don't necessarily need the arrow system, just a neater way of keeping track of separate quests than one messy journal. I don't get to play video games too often nowadays, so I'd prefer it if I could easily see where I was rather than have to decipher the journal when I play.

I played Morrowind years ago on the Xbox, the stamina really tested my patience but I loved the exploration. The world seemed to have a sense of mystery and strangeness that both Oblivion and Skyrim lack (Though I love them both regardless). I'd love to get into it properly on the PC, but journal system makes me hesitant.
I think built in to the GOTY edition is the option to view by quest. If you click "options" in your journal, there is a list of quests you can look at. Until I found this, I was so easily sidetracked by finding new quests every 5 seconds. If it's not in the GOTY edition, it's in the morrowind overhaul modpack. That also adds a sneak toggle, visual upgrades..... etc. I also got a mod that slightly increased accuracy, so level 1 wasn't a whiff-fest.
 

R Man

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SajuukKhar said:
Mororwind only had more content because its easy as hell to make 500 quests that are all "go here and get X because I told you so", instead of making a questline about "go here, here, and here and get these things because they actually contribute to an overall goal".

Questlines with a plot take more work, and thus they are shorter, but the quality of content is higher. More quests isn't a good thing when quests have zero substance to them, which is what most Morrowind quests were, substanceless.

Mororwind had quantity, but Oblivion and Skyrim have quality.
Almost any plot can be rendered down into kill a guy, or get a thing, or be in a place. The problem with Oblivion is that the quest-lines don't interact with each other, and they don't have any larger meaning. In Morrowid they frequently overlap and interact. For example in Ald'ruhn there is a legion quest to catch a smuggler. The smuggler, Drinar Varyon is also involved in a Hlaalu quest. In addition becoming head of a Great House will later make becoming Hortator much easier.
So Morrowind questlines aren't substanceless, it's just that substance is orientated to contributing to the general gameworld over more self-contained plotlines in Oblivion.
 

Chunga the Great

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I got the GOTY edition last Christmas. I loaded it up, excited to play the game that so many people had said was fantastic, and promptly got bored after 20 minutes because I kept laughing my ass off at the hilariously terrible animations and could hardly take the game seriously when I can "miss" an enemy standing still directly in front of me.

I'll get back to it sometime.
 

CardinalPiggles

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Personally I first tried it late like yourself, but because I grew up on games with lots of tutorials, more voice acting, better animations and better graphics I was put off by how outdated it felt.

Never felt like reading pages and pages of dialogue myself, because I was so used to it being spoken out loud for me to listen to.

Bottom line is I'm a spoilt lazy gamer.
 

LG Jargon

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neverarine said:
well yeah Morrowind was clearly the best game, play it long enough and my username will even make sense! lol
....Err...I hate to be the one to burst your bubble, bud, but....it's spelled "Nerevarine", not "neverarine"...Sorry. >.>;;

It's just...I've just started playing through Morrowind (don't like it all that much; I think Skyrim spoiled me) and that's the only way I've seen it spelled...

OT: Unless you invest in Athletics early on, Morrowind is going to be a slog when you start.
 

Prosis

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Ah yes, Morrowind. Very fun game, but I still have to beat it. I played it a year or so ago, before Skyrim but after I'd played Oblivion. Really, what struck me was that it was the first time I had ever gotten so immersed as a role playing character in a game. I didn't have a grocery list of things to do, so I just wound up exploring, eventually following the Pilgrim's Path and then scouring the lands for Daedric Shrines to do justice.

Great fun. Definitely the strongest dialogue out of the three. Combat completely sucks though. Fighting in Skyrim is a joy, while in Morrowind... hardly. And that journal. Always flipping through pages, all the time. Ugh.

Anyway, I highly recommend this mod. Morrowind Overhaul 3.0. Increases your graphics to something much more modern, corrects a number of bugs, and has a list of optional nerfs/power ups to better balance the game. It has its own installer, and a huge amount of customization to match your computer power/preference. It doesn't change the game really, so you can use it even if you've never beaten morrowind.

http://www.youtube.com/watch?v=d69wYi3_LWo