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Morrowind was just fantastic. I loved that everything seemed to always exist. You could wonder around and find a super powerful artifact or kill or lose somethi
by tkuraku 3y ago
Morrowind was just fantastic. I loved that everything seemed to always exist. You could wonder around and find a super powerful artifact or kill or lose something required fornthe main quest. It felt more immersive that way.
- samstave 3y agoI didnt like morrowind, when I played it, only because it felt such a massive map and I would get lost easily... and if I stepped away from the game even for a short while... https://i.imgur.com/jB0TZm6.jpg https://i.imgur.com/jB0TZm6.jpg
- huevosabio 3y agoFunnily that's one of the things I loved the most! Nowadays games with massive world-maps have navigation on the HUD, and always-available fast travel. Morrowind had neither. A quest's instructions were like "take the road to Balmora and then on the second fork, go past the tree and you will find a cave". And then you would spend hours trying to find that spot. And unless you had the proper scrolls, you wouldn't even be able to teleport back to a main spot. It made the world so wonderful to explore.
- bamfly 3y agoOne of the things I really like about the new Zelda game is that, while it has quest markers and all that for many of the quests (but not all! Some will just mark where you need to return when it's done, and the rest is up to you!) you also get lots and lots of hints about locations of interesting or valuable non-quest things, and those are purely up to you to pursue, based on what you've been told. Not even a quest entry, just something you can do if you want to.
- djtango 3y agoYes I find being overladen with quest markers and journals so immersion breaking. And it also devalues conversations with non quest demoting NPCs because the game mechanics are laid bare. In Final Fantasy pre-12 the game obfuscated progression steps and quest givers to some extent. As a result the game rewarded you for talking to everyone and, as you never knew what was a quest and what was just filler it you would pay a bit more attention which ended up immersing you in the lore a bit more. Games are often a lot of smoke and mirrors and once the trick of the magic is clear it's often much more disappointing. I feel that way when games just descend into busy work fetch quests with markers and highlighted words.
- danielvaughn 3y agoYeah the ES games feel super immersive in a way that hasn't really been replicated. You can sit down anywhere, pick up any item, etc. That makes the game more "real" than any amount of graphical fidelity.
- deleted 3y ago[deleted]
- troad 3y agoThe game was fantastic. Buggy, awkward, sometimes barely functional - and yet it conjured a cohesive world in a way that every successive generation of TES game has managed less and less well for me. The lore- and world-building, circa Morrowind, was top notch.
- itsibitzi 3y agoOne thing that drove me mad about Oblivion was the level scaling of items which meant it sometimes made sense to be strategic about when you completed a quest in order to best optimise/metagame the mechanic. I really love it when a game is completely happy to allow you to innocently wonder into a zone far above your level and let you get completely squashed by the monsters you find there.
- StrangeATractor 3y agoor save scum it to get the loot. I got umbra gear not too long after getting out of the sewers in Oblivion by opportune saving.
- lapetitejort 3y agoDark Souls (released the same year as Skyrim) famously lets the player walk into high level zones mere seconds from the starting area. It's easier to find the cemetery than the path up to the proper first area.
- faangsticle 3y agoOh, that explains why i abandoned the game. Terrible design. It doesn't even tell you what's going on.
- Alekhine 3y agoPart of the fun is figuring it out yourself. It can feel oppressive at times, but I personally really enjoyed it.
- faangsticle 3y agoI didn't even realize there was an alternate path, but heard about people say the game was intentionally difficult. Banged my head on the graveyard for a few hours, then gave up.
- veave 3y ago
- umvi 3y ago> You could wonder around and find a super powerful artifact If that's true they got rid of this in later elder scrolls games. One of the reasons I abandoned Skyrim before finishing was because the loot leveled with you. You could walk across the world and find a secret cave, yet all the chests therein contain crap. So I had virtually no incentive to explore knowing the loot was randomly generated based on my current level. Compare to FromSoftware games like Dark Souls where you can run halfway across the world and find super rare and powerful items.
- sbierwagen 3y agoMorrowind also has random loot based on your level: https://en.uesp.net/wiki/Morrowind:Leveled_Lists https://en.uesp.net/wiki/Morrowind:Leveled_Lists This is especially obvious in the Mournhold sewers were basically every chest you find draws from the "silver weapon" list. Tribunal also had the usual expansion pack problem of basic enemies carrying better equipment than the top level items in the base game. (The goblin sword is worth 100 gold, but does 10-35 damage! The Daedric Wakizashi, the best short blade in the base game, is worth 48,000 gold... and does 10-30 damage.)
- account42 3y agoMorrowind level-scales loot in containers (although not to the extend that later ES games do) but does not level items directly in the environment, which includes most of the top equipment.
- djtango 3y agoMy fav bit about MW is they went hard on the role playing bit. Could level up all these random skills which then compounded with skills and enchantments. Being able to jump crazy far and breathe underwater were my favourites. The idea of alteration was so fun, hate that they took it out made later games feel much blander esp when I've always thought TES combat sucks . Also the weapon diversity was so much more interesting, they really dumbed down the weapon set in future games, I miss halberds