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"Why Skyrim Forever Remains in the Shadow of Morrowind"

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http://www.vice.com/read/why-skyrim-forever-remains-in-the-shadow-of-morrowind-bethesda-jim-trinca

Why 'Skyrim' Forever Remains in the Shadow of 'Morrowind'

It's difficult to place where Bethesda sits in the public consciousness. The RPG studio turned publisher has a great deal to be proud of—in recent years, it has bankrolled the beloved Dishonored franchise, overseen the resurrection ofDOOM, and perhaps most impressively has built Fallout, a niche series largely thought deceased at the turn of the millennium, into a blockbuster property that makes a ridiculous amount of money across its mobile and triple-A iterations.

But if your only impression of the studio came from specialist forums, gaming Twitter, and the like, you'd be forgiven for thinking it maligned. Hated, even. Its games are subject to a number of recurring complaints—poor combat, dated tech, and bad writing among other grievances. Bethesda's self-developed RPG series, Fallout and The Elder Scrolls, occupy the same bizarre no man's land as the Call of Duty franchise: Apparently nobody likes it, and yet everyone does. The charts don't lie, and neither does Activision's bank balance.

Much of this dissonance can be explained by taking the temperature of the community's impression of Morrowind, the third Elder Scrolls game that set the template for both of its blockbuster RPG strands back in 2002. That game, and its sequels: 2006's Oblivion, which became a massive, studio-defining success for Bethesda during the early Xbox 360 era, and 2011's Skyrim, the soon-to-be-reissued (and remastered) last entry in the series to date (discounting The Elder Scrolls Online, of which the less said the better).

The differences between Morrowind and its immediate successor are vast. While Oblivion is recognizable as a sequel, it tossed out a lot of what made the series so appealing, much of what connected its predecessor with a passionate audience. The Eastern-inspired, alien world of exotic fauna and giant mushroom trees was cast aside in favor of a distinctly Tolkienian setting, with its European architecture, European wildlife, and European forests. This was a disappointment for many of the preceding game's admirers, and the differences were more than cosmetic. Oblivion's job was to be The Elder Scrolls but accessible, palatable to a wider, more general audience at a time when the big-budget cinematic adaptation of The Lord of the Rings still felt fresh. It didn't matter if some of the old magic was lost—it was all about bringing extra punters to the party. For the first time, Bethesda was genuinely gunning for the console market—however, these guys achieved it, they had to sell The Elder Scrolls to living rooms, not desktops.

And the gambit worked. The accessibility of Oblivion propelled The Elder Scrolls from a niche PC gaming pastime to a sat-on-the-sofa phenomenon. The game sold 1.7 million copies in a month, a figure that's since risen to closer to 10 million, and critical coverage was incredibly positive. Skyrim followed five years later and preserved that accessibility—and yet the fifth Elder Scrolls game proper also attempted to return the series to what made Morrowind special, pulling back where Oblivion had been so keen to push away. Because, despite being the least commercially successful of the 21st-century Elder Scrolls games—the original, Arena, and its sequel, Daggerfall, date from 1994 and 1996 respectively—Morrowind dominates the fanbase's discourse. Skyrim struggles with itself to invoke Morrowind, and emulate it, at every possible opportunity—but it's difficult to understand why unless one examines Bethesda's relationship with its "core" audience.

A considerable number among Bethesda's fan community consider Morrowindto be the pinnacle of the series, and this community has the company's collective ear. This relationship is evident throughout its games, which are littered with references to fan forum in-jokes, most blatantly via a recurring character, M'aiq the Liar, who routinely dispenses quips about the same forum's predilection for rumor and speculation, and has done in every game since Morrowind—making him, perhaps unwittingly, part of its creeping shadow. The developer knows its audience, and loves pandering to it.

One prevailing idea among this audience is that Oblivion's ambition to be accessible resulted in a "dumbed-down" version of Morrowind—and, frankly, that's something that rings true with a direct comparison. There are no Oblivion-style map markers in Morrowind. Every quest comes with written directions. Go north until you find a strange tree; head east until you lose the will to live; that kind of thing. Oblivion essentially gives you a GPS and tells you to go kill stuff.Skyrim keeps the GPS but makes traversing the land more difficult, with dangerous high-level zones, extreme weather, and a new emphasis on verticality.

Oblivion raised the bar in Elder Scrolls presentation but fudged much of the detail. Its denizens are conversationally stunted in comparison to Morrowind, where almost every character delivers a novella's worth of exposition via written text. Oblivion has full voice acting and, as a direct consequence, a lot less to say. Skyrim kept the actors, but gave them more lines of dialogue—around 23,000 more—and made sure that you'd have to play through the game more than once to hear them all.

Morrowind forces the player to role-play. You can join the thieves' guild, but don't expect to be able to complete the fighters' guild, too—their quest lines cancel each other out. You can join one noble house, but not the others. Seeing all of the mission content Morrowind has to offer requires multiple playthroughs, varied character builds, and deep knowledge of the game's systems and branching points. It is built for nerds. Oblivion flattens the playing field, offering only one class of character: the player. They can join, rinse, and become the head of every guild and organization, regardless of skill set. There is very little thinking required to become, on paper, the most powerful resident of Cyrodiil, the president of every club. After a few dozen hours, it all becomes absurd.

Skyrim's quests intersect at points where the player is forced to make a decision between two warring camps, or whether or not to kill major characters. It's not quite the tangled web of branching narratives that Morrowind was, but it prevents players from seeing every possible outcome in one playthrough—something that drew fan ire when seen in Oblivion.

At the center of Morrowind's map stood the Red Mountain, a domineering volcano that belched ash into the sky, blighting the land with ruined crops, poor visibility, and terrible disease. At the center of Oblivion was an Elven tower, pulled straight out of those popular Peter Jackson movies. It was so drearily conventional when compared to the giant of slag and soot that rose from the third game's landscape. Elder Scrolls fans would lament the loss of Morrowind's varied biomes, its giant mushrooms, and monstrous wildlife.

Which may be why Oblivion's expansion DLC of 2007, Shivering Isles, signaled a reassertion of Morrowind's ethos, and its vegetation—fans would rejoice at the return of giant mushrooms and branching narratives with distinct choices. It's widely regarded as Oblivion's best content, and it's filled with direct references to Morrowind—in the form of creature types and returning characters. As an addendum to Oblivion, it's a massive shift in tone. As a love letter to Morrowindfans, it's dead on the mark.

Skyrim also featured plenty of callbacks to Morrowind—but these were bittersweet. The game's lore establishes that the landmass on which Morrowindoccurred, the island of Vvardenfell, has been destroyed in a catastrophic volcanic eruption. In the intervening centuries, Red Mountain belched its last, destroying the very ground upon which so many adventures had taken place, wrecking any hope of a much requested return to the region—and it's difficult to imagine that this wasn't, quite directly, the point.

Despite some folkloric allusions to Morrowind, and a heavily touted continuity with the events of Oblivion, Skyrim's story and setting were vastly different. Soaked with Nordic mythology and featuring, for the first time, actual fucking dragons, it felt like a great culmination of everything Bethesda had learned from a solid decade of producing Fallout and Elder Scrolls titles. Players were given big choices, intuitive systems, expansive lore, and memorable characters. You could almost have sworn that they'd set a new bar, and would no longer need to remind their community of past glories to get them on side.

However, Skyrim would almost allow people to return to Morrowind in its final expansion, Dragonborn. Revisiting the island of Solstheim, the location ofMorrowind's Bloodmoon expansion from a decade earlier, it gave fans a tour of old haunts, a chance to wander the ruins of places they once visited and—perhaps most significantly—a front-seat view of the smoldering remains of Vvardenfell.

It's tempting to think, as I do, that this was symbolic. Bethesda wants to move on from Morrowind. It wants its fans to move on from Morrowind. But you can only see the ruins of Vvardenfell from Solstheim. The journey comes full circle. The Elder Scrolls remains locked in a Morrowind-shaped prison, doomed to keep referencing itself for eternity. You can visit Morrowind in The Elder Scrolls Online. You can even run into M'aiq the Liar. For Bethesda, it's impossible to escape, and perilous to ignore.

Maybe it should remaster Morrowind.
 

evdk

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Maybe it should remaster Morrowind.
:bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce: Please Bethesda? Me love you long time...
How? They can't even have cities directly accessible from the world map.

Versatile spell creator? Guilds having stat checks for advancement? LEVITATION?

Not in this economy.

Are you on drugs?

Searching for Azura's shrine with quest compass present :D:D
 

AMG

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Morrowind sucks, it's same shit as later games but without quest compass.

Also article writer is clueless, you can complete Fighter and Thieves Guild, you just have to do 2 quests in correct order or sth like that. In fact, you can become the boss of every guild, even those that are supposed to be sworn enemies. Also lol @ Morrowind being for nerds, it's a shitty action game, where skills upgrade on their own and you can pay to max everything with your infinite money. Gas the fag who wrote that.
 

Mozg

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A Morrowind remake would obviously be a complete travesty.

Try to imagine voiced Vivec. Bethesda-level voiced Vivec.
 

Roguey

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Bethesda are creatively bankrupt so of course they will always reference previous games in their current ones, and no, they will never stop.
 

Santander02

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Arena: The clunky prototype, ambitious but primitive, sheer size is breathtaking for something so old but nothing in the way of lore or world-building that made ES as beloved as it was.

Daggerfall: The overambitious achiever that was ahead of its time, so many features, lore, branching quests and great dungeon crawling held back by being an unfinished mess.

Morrowind: The "playing it safe" sequel. After Daggerfal's failure Bethesda now went for a traditional approach at game design, ditching the randomly generated world and branching narrative for a comparatively small world with a linear main quest, yet said world was lovingly detailed and this game gave us the best exposition of ES lore yet trough its dialogues and visuals.

Fans hoped that the world building aspect would be expanded up in the next game, some hoped it maybe even return to the scale of the previous games with more refined technology. Alas, Morrowind's simplified systems were heralds for things to come, and instead we got...

Oblivion: Baby's first Elder Scrolls, with almost all the people behind the traditional ES games gone and/or fired and having had a taste of that sweet console money Bethesduh now decided to go full AAA mode and did everything possible to cater to console peasants that never heard of the ES series and never played an RPG, if Morrowind was "simplified" Oblivion is a fucking dumbed down abomination. Half of the features of the already trimmed down Morrowind were cut, the setting turned into a painfully generic fantasy one, and the lore was thrown out of the window, anything to not appear unfamiliar to the new target audience.

Skyrim: The half-hearted attempt at winning back the old audience, some aspects of the game seem to evoke some effort at capturing the old ES spirit, from some of the music being straight remakes of Morrowind's to the heavier emphasis in exploration. None of it is really sincere though, the removal of even further features like attributes, the still present level scaling, and, above all, the godawfull interface that somehow manages to be even more shitty and consolized than the one in Oblivion tell us quite clearly for whom this game was made for.

Had Skyrim come out after Morrowind instead of Oblivion it would have been hated almost as much I think...

TL;DR: Modders will fix it.
 
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Luzur

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Maybe it should remaster Morrowind.
:bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce: Please Bethesda? Me love you long time...
How? They can't even have cities directly accessible from the world map.

Versatile spell creator? Guilds having stat checks for advancement? LEVITATION?

Not in this economy.

Are you on drugs?

Searching for Azura's shrine with quest compass present :D:D

Yeah, Bethesda shouldnt be let near any Morrowind remake, let Obsidian or someone else do that one.
 

Miner Arobar

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A Morrowind remake is pointless. The game is perfectly fine as it is, it still has an active modding community, with Open MW, Tamriel Rebuilt etc. coming along nicely.

Instead, I want Bethesda to stop wasting their time with Fallouts and silly card games, rehire Michael Kirkbride, stick him in a shack in the middle of a desert with a pen, a notepad and liberal amounts of alcohol and psychotropic substances, and tell him to start working on TES VI: Akavir.
 

Wayward Son

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Maybe it should remaster Morrowind.
:bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce::bounce: Please Bethesda? Me love you long time...
How? They can't even have cities directly accessible from the world map.

Versatile spell creator? Guilds having stat checks for advancement? LEVITATION?

Not in this economy.

Are you on drugs?

Searching for Azura's shrine with quest compass present :D:D

Yeah, Bethesda shouldnt be let near any Morrowind remake, let Obsidian or someone else do that one.
Ok, that one I could agree with definitely.
 

evdk

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From what I can judge, a highres, redone, Morrowind is a good thing.
This supposes some sort of mythical remake, that would only touch graphics and leave everything else alone, which the modding community has done already and in Beth's hands would mean a new engine, which opens a whole new can of worms.

But this is also patently impossible, because Beth's new audience are the very same people who complained endlessly about hitting mudcrabs without the blow connecting (because there were actual accuracy dice rolls involved in the process). So a Morrowind remake under NeoBeth would mean:
  • the FP combat system redone to more closely resemble Oblivion/Morrowind
  • fully voiced dialogues, which naturally does away with the wiki style of the original game (you can decide for yourself if that is a drawback or not)
  • the guilds (of which there are too many for the current player (and voice acting budgets)) have entry and advancement prerequisites - that would have to go
  • quest compass ('nuff said)
  • simplified spell creation/item enchantment, removal of spell effects entirely from the game
  • Beth would somehow have to place towns back on the world map or scrap levitation (that falls under the above point about spells in general, but levitation was such a huge part of the game - we would probably get the levitation pads from Dragonborn again, but that does not truly capture the assholish Telvanni nature)
And I am sure I am forgetting something.

At this point you basically have Skyrim with a coat of paint, which is already available in Dragonborn or total conversion mods.

So why bother?

PS Skyrim is a fun action game
 
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Commissar Draco

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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Morrowind sucks, it's same shit as later games but without quest compass.

Also article writer is clueless, you can complete Fighter and Thieves Guild, you just have to do 2 quests in correct order or sth like that. In fact, you can become the boss of every guild, even those that are supposed to be sworn enemies. Also lol @ Morrowind being for nerds, it's a shitty action game, where skills upgrade on their own and you can pay to max everything with your infinite money. Gas the fag who wrote that.

You can complete both Fighter and Thieves guild in peaceful way only after PC talks to his Blades Boss and resolves the quest Empire wants (By removing Comona Tonge who infiltrated the Fighter guild; harldy shit just lore friendly extra way to solve quest. They guilds had also sympathy/antypathy meter So if you joined too many Imperial ones natives hated your guts to the point could not join without again well raised speech and/or fat bribes which is not something every game offers you Its always forced choice at start or you can play all from get go those days. Finish game being too easy cause you have too much money is again present in every Codex RPG top ten games and its mitigated by nice money sinks like Trainers or enhancers and potion makers if you did not played mage or your own Stronghold. So gas your self nigger kike who think game in which you play in RT and In 3D needs to be actiony. Morrowind was great game and last Swan song for old Bethesda Studio.
 

Santander02

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  • fully voiced dialogues, which naturally does away with the wiki style of the original game (you can decide for yourself if that is a drawback or not)

I hear so many people complaining about the dialogue system in Morrowind, and I can understand were they are coming from, but still, the dialogues, for all their clunkyness, still yielded a lot of interesting information about the world, it just needed some refinement instead of being completely cut out

instead of every NPC being a walking encyclopedia have it so that their knowledge is restricted by class (so a commoner can't tell you all about the schools of magic) social status (so a beggar won't be chewing your ear off about the history of Vvanderfel) or disposition (So some random dude you've just met isn't going to stand for hours explaining what the fuck is an RPG a foyada) and so on

in this case modders really did fix it; LGNPC does much of what I say and I highly recommend it to anyone that is interested in doing a Morrowind playthrough, yes there are some dumb dialogues, but anything is better than the sentient information dispensers of the vanilla game
 

Mozg

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Skyrim's combat is still completely worthless. The distance between the best Elder Scrolls combat and good combat is immensely further than the distance between Morrowind combat and Skyrim combat. I remember being shocked that they were able to get away with something that bad. It was like one of those '90s bargain bin console games made by clueless people that tried to replicate the appearance of some game genre without understanding any of the underlying methods. Shaq-fu, Rise of the Robots kinda shit.
 

ortucis

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Apr 22, 2009
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TES lore is shit, Morronwind included.

Not sure how Oblivion was more generic than the predecessor. :lol:
 
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