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Tags: Bethesda Softworks; Elder Scrolls III: Morrowind
I'm pleased to present the next chapter in esteemed community member Deuce Traveler's chronicle of the Elder Scrolls series, coming nearly a year after his retrospective review of Battlespire (well we've actually been hoarding it since November). Released in 2002, The Elder Scrolls III: Morrowind is widely considered to be Bethesda's last good game before their full embrace of the dark side. It's one of Deuce's favorite RPGs, so there are a lot of things that he likes about it, and a few that he doesn't. For example:
Read the full article: RPG Codex Retrospective Review: The Elder Scrolls III: Morrowind (2002)
I'm pleased to present the next chapter in esteemed community member Deuce Traveler's chronicle of the Elder Scrolls series, coming nearly a year after his retrospective review of Battlespire (well we've actually been hoarding it since November). Released in 2002, The Elder Scrolls III: Morrowind is widely considered to be Bethesda's last good game before their full embrace of the dark side. It's one of Deuce's favorite RPGs, so there are a lot of things that he likes about it, and a few that he doesn't. For example:
After you complete the introduction, you are processed as a released prisoner and receive your first quest: go out and get a job. You can take up your first job offer to deliver a document to an Imperial official named Caius Cosades in a faraway town, but even when you meet with him he tells you that you need to go out and find more work before he'll trust you with additional errands. I took forever to deliver that first document, instead opting to travel around and explore, investigating the small dungeon close to the ship I'd arrived on and at the same time learning about the local politics. It is in that starting dungeon that you first run into slavers holding captured Argonians and Khajiit, highlighting that this is a game that takes the racial and political strife seen in Arena and Daggerfall and cranks it up to a new level.
The Dunmer, Argonians and Khajiit have their tensions, but the stronger conflict is the one between the Imperial occupiers and the Dunmer who have lost their political independence. The game doesn't shove this conflict in your face, but you can see it everywhere, reflected in the architecture and the clothing of the different populations. The strange native architecture is found in the heartland of Vvardenfell, and the Dunmer of these cities are well-dressed and make up the overwhelming majority of the population. Argonians are more commonly found in the swamps and backwaters of the island, dressed in poor materials and living in squalor. The Imperials have several outposts and ports along the edges of Vvardenfell, which are heavily patrolled by armored soldiers. These locations have familiar Western European aesthetics, which look quite out of place next to the strange fauna and flora outside their gates.
The Dunmer themselves are quite diverse, which is another source of conflict. They might be united in their dislike of the Imperial occupation and their feelings of superiority over the poor Argonians, but if you take those external targets away the animosity is quickly directed inwards. The Dunmer Great Houses are in harsh competition for dominance over the island, and the regions they control deviate sharply in cultural norms. House Redoran is martially inclined and its members live in traditional adobe domiciles, members of House Telvanni live inside giant mushrooms and are strong practitioners of magic, and House Hlaalu mimics Imperial culture to some extent while focusing on trade and stealth. And if that's not enough, there are also several nomadic clans of Dunmer called Ashlanders who despise their urban cousins as much as they do outsiders. The Dunmer outnumber the Imperials and could probably kick them out of Vvardenfell if they wanted to, but they can't seem to get their act together enough to do so.
Moving onward, visiting Caius Cosades will initiate Morrowind's main quest, but as mentioned previously, he turns you away at first, telling you to go take some odd jobs and come back later. The game really encourages you to avoid the main quest at the beginning and to try joining up with the various factions and doing some side quests instead. These quests will beef up your character and earn you some coin to buy better equipment, so it's a good idea to take them early on. There are many joinable factions in the game, ranging from professional guilds to religious cults to Dunmer houses to the Imperial army. It's possible to rise in the ranks of a faction, but in addition to performing tasks for it you'll also need to show that you are talented enough in the appropriate skills. For example, you might be able to peform several important services for the Mages Guild using only the strength of your sword arm, but you won't get anywhere in that organization unless you also display some strong talent in spellcasting.
Morrowind's faction quests usually deal with increasing the wealth or power of the questgiver or acting against a rival, further fleshing out the game's setting. Going through a faction's entire questline is worthwhile, allowing you to earn a positive reputation through your heroics while gaining unique artifacts, such as the Skeleton Key, a high quality lockpick which is the reward for the final mission for the Thieves Guild. If I have any complaint about these quests, it's that their progression is anti-climactic. The early quests you can do for a faction are typically simple courier missions, which are usually quite low on risk if you pay to use the game's various transportation services. The financial rewards for these quests are generous enough to allow you to upgrade your equipment so that you can survive the harder ones later on. The mid-tier faction quests are the best. You might have to march deep into hostile territory to retrieve a holy relic from the body of a fallen knight, or delve into the bottom of a dungeon to retrieve lost technological marvels. But the final faction quests are too often overly simplistic, merely asking you to travel to another city and murder an NPC at their residence. By the time you get these missions, the cost of transportation will be negligible and your stats and equipment will make them utterly trivial.
When you finish a faction's final quest you become the faction leader... and that's it. There are no more missions, and you can't order the faction to do anything or make any other changes. The designers could have added some sort of random quest system like in Daggerfall, or at least have you make the occasional administrative decision to make it feel like faction business was under your control, but there's nothing like that in Morrowind. I think the game would have been better off if your character was elevated to an honorary position in the organization instead of becoming a faction head who has no executive responsibilities.
The Dunmer, Argonians and Khajiit have their tensions, but the stronger conflict is the one between the Imperial occupiers and the Dunmer who have lost their political independence. The game doesn't shove this conflict in your face, but you can see it everywhere, reflected in the architecture and the clothing of the different populations. The strange native architecture is found in the heartland of Vvardenfell, and the Dunmer of these cities are well-dressed and make up the overwhelming majority of the population. Argonians are more commonly found in the swamps and backwaters of the island, dressed in poor materials and living in squalor. The Imperials have several outposts and ports along the edges of Vvardenfell, which are heavily patrolled by armored soldiers. These locations have familiar Western European aesthetics, which look quite out of place next to the strange fauna and flora outside their gates.
The Dunmer themselves are quite diverse, which is another source of conflict. They might be united in their dislike of the Imperial occupation and their feelings of superiority over the poor Argonians, but if you take those external targets away the animosity is quickly directed inwards. The Dunmer Great Houses are in harsh competition for dominance over the island, and the regions they control deviate sharply in cultural norms. House Redoran is martially inclined and its members live in traditional adobe domiciles, members of House Telvanni live inside giant mushrooms and are strong practitioners of magic, and House Hlaalu mimics Imperial culture to some extent while focusing on trade and stealth. And if that's not enough, there are also several nomadic clans of Dunmer called Ashlanders who despise their urban cousins as much as they do outsiders. The Dunmer outnumber the Imperials and could probably kick them out of Vvardenfell if they wanted to, but they can't seem to get their act together enough to do so.
Moving onward, visiting Caius Cosades will initiate Morrowind's main quest, but as mentioned previously, he turns you away at first, telling you to go take some odd jobs and come back later. The game really encourages you to avoid the main quest at the beginning and to try joining up with the various factions and doing some side quests instead. These quests will beef up your character and earn you some coin to buy better equipment, so it's a good idea to take them early on. There are many joinable factions in the game, ranging from professional guilds to religious cults to Dunmer houses to the Imperial army. It's possible to rise in the ranks of a faction, but in addition to performing tasks for it you'll also need to show that you are talented enough in the appropriate skills. For example, you might be able to peform several important services for the Mages Guild using only the strength of your sword arm, but you won't get anywhere in that organization unless you also display some strong talent in spellcasting.
Morrowind's faction quests usually deal with increasing the wealth or power of the questgiver or acting against a rival, further fleshing out the game's setting. Going through a faction's entire questline is worthwhile, allowing you to earn a positive reputation through your heroics while gaining unique artifacts, such as the Skeleton Key, a high quality lockpick which is the reward for the final mission for the Thieves Guild. If I have any complaint about these quests, it's that their progression is anti-climactic. The early quests you can do for a faction are typically simple courier missions, which are usually quite low on risk if you pay to use the game's various transportation services. The financial rewards for these quests are generous enough to allow you to upgrade your equipment so that you can survive the harder ones later on. The mid-tier faction quests are the best. You might have to march deep into hostile territory to retrieve a holy relic from the body of a fallen knight, or delve into the bottom of a dungeon to retrieve lost technological marvels. But the final faction quests are too often overly simplistic, merely asking you to travel to another city and murder an NPC at their residence. By the time you get these missions, the cost of transportation will be negligible and your stats and equipment will make them utterly trivial.
When you finish a faction's final quest you become the faction leader... and that's it. There are no more missions, and you can't order the faction to do anything or make any other changes. The designers could have added some sort of random quest system like in Daggerfall, or at least have you make the occasional administrative decision to make it feel like faction business was under your control, but there's nothing like that in Morrowind. I think the game would have been better off if your character was elevated to an honorary position in the organization instead of becoming a faction head who has no executive responsibilities.
Read the full article: RPG Codex Retrospective Review: The Elder Scrolls III: Morrowind (2002)