runtheplacered post=9.71759.738266 said:
I could not disagree more. Oblivion felt anything but polished. It was like a tech demo of what COULD be done if somebody put the care into it enough to create actual content, rather then the same dungeon over and over and over.
And the leveling system and fast travel took any awe out of the game for me. I love games where I can wander about and get lost for a bit. Yet, there was absolutely no reason to do so in Oblivion, since I could just be there in a split second.
While I can agree that the levelling system feels unrealistic - even if I can understand it for accessibility purposes - the fact that the fast travel system broke your immersion and awe was a fault with you, the player, having no self control. If you had truly wanted to wander Oblivion's logical topography, sword in hand, you could've.
The fast travel system was there as a response to the criticism of Morrowind's very long traipses around in the wilderness being assaulted by cliff racers and blinded by dust, that turned the vast majority of players off the game.
And about depth: Morrowind's dungeons were at least as repetitive as Oblivion's. They had the same system of using tilesets to create random-ish dungeons, with each game having roughly equivalent number of pieces used. They were also smaller, possibly using less of the available pieces in each one, meaning it gave the illusion of being diverse.
Morrowind's main quest was interesting and fairly varied, and although it had less "epic" setpieces than Oblivion's, it could feel more original; mostly because of the fact it came first. However, except the main quest, Morrowind's factions and subquests were entirely vapid and soulless.
Thiosk says it well -
thiosk post=9.71759.738438 said:
...the quests in morrowind were of the sort: Go to location 400 miles away, come back. Oops, go there again, watch something happen, now come back again. .
The guilds didn't have any personality. The main players in the guilds in Oblivion were just people who told you to walk away, slit someone, pick something up or set it on fire, and come back. There was no reason for most of it, and the attempts at trying to make them seem involving (for instance the bad Daedra-worshipping Fighters Guild head in Balmora) were short-lived and unimportant in the long run. Morrowind's guilds were a selection of miscellaneous skill-based challenges with no real rhyme nor reason to them and, apart from the Telvanni, no real benefits to getting to the top.