How Morrowind changed the world
How Morrowind changed the world
Editorial - posted by Vault Dweller on Wed 22 June 2005, 15:57:36
Tags: Bethesda Softworks; The Elder Scrolls III: MorrowindCVG has blessed us with <a href=http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=120732>this article[/url] claiming that Morrowind changed the world and made it a better place for all the idiots like the author of the article.
While the likes of Baldur's Gate and Diablo looked presentable enough in their day, such games were kept grovelling in the shade by the gloriously-lovely likes of Unreal, Half-Life et al. This was the unwritten rule until spring 2002, when PC roleplayers got their first real taste of succulent eye candy with the release of Morrowind, the long-awaited third instalment of Bethesda Softworks' Elder Scrolls series.I get it now, only FP games are immersive enough to change the world
Creating this feeling of liberty was a core part of the previous Elder Scrolls games, Arena and Daggerfall, and it was always going to figure in the series' third title. In fact, as project leader Todd Howard points out, Morrowind was originally planned to be extremely similar to its predecessor. "We first came up with the idea around 1996, during Daggerfall's final days. The initial concept was to build on the Daggerfall codebase and do it like that, but in high resolution."Wow, this Todd guy sure is a genius. I betcha he said the same thing about Oblivion: "Let's build on the MW codebase but in high resolution. Let's not forget to dumb it down too". One can't fail with a formula like that.
Spotted at: RPG Dot
While the likes of Baldur's Gate and Diablo looked presentable enough in their day, such games were kept grovelling in the shade by the gloriously-lovely likes of Unreal, Half-Life et al. This was the unwritten rule until spring 2002, when PC roleplayers got their first real taste of succulent eye candy with the release of Morrowind, the long-awaited third instalment of Bethesda Softworks' Elder Scrolls series.
Creating this feeling of liberty was a core part of the previous Elder Scrolls games, Arena and Daggerfall, and it was always going to figure in the series' third title. In fact, as project leader Todd Howard points out, Morrowind was originally planned to be extremely similar to its predecessor. "We first came up with the idea around 1996, during Daggerfall's final days. The initial concept was to build on the Daggerfall codebase and do it like that, but in high resolution."
Spotted at: RPG Dot