Grauken
Arcane
- Joined
- Mar 22, 2013
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this is the longest post I've seen in my life, it doesn't even fit on 2 screens
Time to buy a bigger monitor
this is the longest post I've seen in my life, it doesn't even fit on 2 screens
Once - sure. But I prefer to have a threat hanging over the land instead of resolving it, because it makes the world feel... empty. The fact that the finale itself was a rushed job doesn't help.If you've never completed the main quest, then you haven't really played Morrowind.
Yeah, I don't want to see such a classic get the Netflix Adaptation or Amazon treatment...The Morrowind main quest plot would make for a cool movie or series, but nevermind - everything is gay now.
What people tend to mean when they say the game is empty is that it's entirely static and everything the player does is almost entirely inconsequential. You can walk into town and start shooting fireballs at people and nobody gives a shit, you can run into town chased by five cliff racers and a scamp and everyone just continues to walk in their allocated three-meter space. Stores don't close at night and shopkeepers stand still while you steal their entire stock - in fact, there's no day/night cycle at all in terms of NPC behaviour and the passage of time impacts nothing. You can walk into slave farms and kill the slavers and the slaves won't care.The game only feels empty if you haven't engaged with it. Yes, the NPCs don't move much, and many of them have identical canned wiki replies, but if you engage with the world, explore the wilderness and dungeons, join guilds and factions, play a role, read the in-game books, talk to the NPCs with bespoke dialogue, etc...there's just so much there.
I agree with this part and it's the one area where the game shines (other than art style and lore obviously). I really wish they'd designed the quests around this, like instead of "kill these people and report back" there were more quests of the type that ask you to achieve an objective that can be done organically by messing around with the various systems. It's a problem with every TES game, the game systems let you be almost anyone you want, but the instant you interact with any other person or take any quest, it can fall apart very quickly, and unless your character is "person who kills things for money" then you start to realise that the game isn't really accomodating you so much as just tolerating you.I get that any given mechanic is basically shallow, but the multiple approaches are, for the time especially, but even for now, really pretty cool. For example, if you want to unlock a door, you can be a security/lockpicking build and lockpick it, or you can be a mage/alteration build and unlock it with magic, or you can be a mysticism build and detect key to find the key, or you can be a warrior build and just kill everyone and loot them for the key, or you can be an illusion and personality and speechcraft build and calm enemies and persuade them to get the key, or you can be anyone and just use a scroll of unhinging, etc...all of these are, mechanics-wise, just variations on pressing a button, but the roleplay, if you meet the game half-way in the theatre of the mind, is really great. With relatively low production values and dev fidelity, you can create such a wide variety of mechanics at lower cost, and I think that is how Morrowind has so much more roleplay variety than the later TES games.
Wait, what? I recall NPCs helping me kill wildlife in Morrowind.you can run into town chased by five cliff racers and a scamp and everyone just continues to walk in their allocated three-meter space.
In case of Morrowind it can be argued it was not the laziness, rather - Bethesda at that time had to do too many things to add even more things to the workload.A lot of it comes down to the kind of developer laziness that characterises every Bethesda game, it wouldn't have been that hard to put some basic reactivity in (some mods have already done it) but they seemingly just couldn't be arsed.
Almost all townspeople and Ashlanders will stand totally still and do nothing while you get savaged before their eyes. There might be a couple people who can be attacked by wildlife and thus fight back (eg the pilgrim lady who wants to be escorted the mucksponge fields). Guards might attack creatures but I'm not sure.Wait, what? I recall NPCs helping me kill wildlife in Morrowind.
They somehow manage the same thing every time though. Their approach always seems to be to just shove random shit into the game without thinking it out or making it work, and you can almost pinpoint the exact part in each game where they basically give up, leave most of the game systems half-finished, and start filling with the world with copypasted dungeons and ultra half-assed quests. In Fallout 3 especially you can almost see the exact geographical point on the map where everything northwest of it was just slapped together at the last minute.In case of Morrowind it can be argued it was not the laziness, rather - Bethesda at that time had to do too many things to add even more things to the workload.
Ah, that could be it.Guards might attack creatures but I'm not sure.
And each subsequent game gets worse, not better.They somehow manage the same thing every time though.
Ugh I know right? If only the game would teleport my character from one quest to another so that I would be saved from all this "walking" and "linearity"...OMG! I can wander around the city and then I can go anywhere in the city! The non-linearity unleashed!JanC said:TOEE is *SO* more linear then BG. At some stages of BG you are actually quite free to explore the wilderness or Baldur's Gate itself. It just has choke points where you have to do something in order to progress. It is at least as free as Arcanum, or PS:T, or U7:SI but not as free as U7 or Morrowind. Plus, you could easily have a fairly non-linear adventure game, so linear != adventure game.
Now, ToEE gives you several ways into the Temple, one is directly from the Moathouse, I think at least 5 ways to beat the game (one allows you to banish Zuggtmoy without fighting), different factions inside the temple, and as Spazmo pointed out variety of endings based on your actions.
Yeah, I think I got the linear one too. May be there was a special edition or somethingHanoverF said:Are you talking about the same BG where they practicaly say "You can't go in the city yet, come back in a later chapter"?
No it must be some other BG I didn't get, I got stuck with the linear one
Oh and of course the BEST of them all:
Really? I feel the opposite way. That act of the main quest feels far too short and underwhelming. Compare it to the journey you take going from a clueless newcomer, figuring out what the hell a Dagoth Ur and Nerevarine are, overcoming Corpus, to finding out that you are in fact the reincarnation of Nerevar. And then you very quickly go from Great House to tribe to sign your Nerevarine License and then you're off to fight Dagoth Ur. Should have been a little more involved, both in convincing the factions as well as them being involved in the climax.Yea I thought the morrowind main quest was great, except for the whole uniting the houses and tribes part. Felt very long-winded.
What people tend to mean when they say the game is empty is that it's entirely static and everything the player does is almost entirely inconsequential. You can walk into town and start shooting fireballs at people and nobody gives a shit, you can run into town chased by five cliff racers and a scamp and everyone just continues to walk in their allocated three-meter space. Stores don't close at night and shopkeepers stand still while you steal their entire stock - in fact, there's no day/night cycle at all in terms of NPC behaviour and the passage of time impacts nothing. You can walk into slave farms and kill the slavers and the slaves won't care.
The whole world is frozen in time and nothing happens outside the player, and even the player has a very limited capacity to actually do anything. A lot of it comes down to the kind of developer laziness that characterises every Bethesda game, it wouldn't have been that hard to put some basic reactivity in (some mods have already done it) but they seemingly just couldn't be arsed. It's annoying because a lot of this could be governed by fairly simple overarching systems; Daggerfall already had class/region/criminal reputation and a day/night cycle, and Oblivion and Skyrim had simple AI that caused people to flee if the player started attacking people.
This matters because most of the open world elements start to suffer as a result - it's all well and good for there to be diagetic fast travel networks, but what's the point when there are no timed quests, time passing has no effect on anything, and nothing happens in the world? It ultimately doesn't matter whether you fast travel or not; all it does is eliminate the tedium of walking through ground you've already covered on which nothing has changed because everything's entirely frozen and unreactive.
Oh and of course the BEST of them all:
The forums must be broken, your link is all messed up. Pretty sure you meant this:
Took you this long?Now i realize it's not just modders who are insane but entire TES community
Yeah I agree that the world is not dynamic. There are some one-off small things like guards attacking creatures you drag into town, or everyone in a room attacking you if you kill their leader (e.g. a telvanni councillor), the end of the thieves and fighters guilds being mutually incompatible, people from your guild/house or race liking you more and from rival guilds liking you less, NPCs noting your nice clothing, etc...but it's not that much. One particularly egregious example of poor dynamics in the AI I ran into was this: in the house Redoran quest line you have to save a Redoran councilor's daughter from a kidnapping by the Telvanni. I travelled to Sadrith Mora where she was being held, went into tel whatever, looked around and found her, told her to follow me, got attacked, killed everybody, then ran out to the mage's guild in the castle nearby and teleported with her back to Ald'ruhn, brought her back to her father and talked to him, but he was still just like "woe is me where is my daughter" and the daughter was like "take me to the docks and I can get back home on my own," and I was like "jesus she doesn't know we're already standing here in her house next to her dad?" So, I had to teleport/walk all the way back to Sadrith Mora and lead her back to the docks lol. Obviously, that was terrible, although not a super common issue as most quests don't involve moving NPCs around.What people tend to mean when they say the game is empty is that it's entirely static and everything the player does is almost entirely inconsequential. You can walk into town and start shooting fireballs at people and nobody gives a shit, you can run into town chased by five cliff racers and a scamp and everyone just continues to walk in their allocated three-meter space. Stores don't close at night and shopkeepers stand still while you steal their entire stock - in fact, there's no day/night cycle at all in terms of NPC behaviour and the passage of time impacts nothing. You can walk into slave farms and kill the slavers and the slaves won't care.
The whole world is frozen in time and nothing happens outside the player, and even the player has a very limited capacity to actually do anything. A lot of it comes down to the kind of developer laziness that characterises every Bethesda game, it wouldn't have been that hard to put some basic reactivity in (some mods have already done it) but they seemingly just couldn't be arsed. It's annoying because a lot of this could be governed by fairly simple overarching systems; Daggerfall already had class/region/criminal reputation and a day/night cycle, and Oblivion and Skyrim had simple AI that caused people to flee if the player started attacking people.
This matters because most of the open world elements start to suffer as a result - it's all well and good for there to be diagetic fast travel networks, but what's the point when there are no timed quests, time passing has no effect on anything, and nothing happens in the world? It ultimately doesn't matter whether you fast travel or not; all it does is eliminate the tedium of walking through ground you've already covered on which nothing has changed because everything's entirely frozen and unreactive.
This is true and a legitimate criticism.
I love how Gothic handled this by using the chapter system to update the world state whenever major story events occur, so that you actually get to see changes over time. It seems like a really intelligent way to add reactivity without a heavy amount of complicated scripting.
I'd suggest the AI and world in general being so unreactive actually jars with the apparent aims of the game and series. There's no point having a crime system when nobody remembers your crimes after you pay a bit of gold, there's no point having thief skills or being a vampire (as you mention) if nighttime and daytime are identical (in fact, there's no point in time passing at all if it doesn't affect anything), there's little mechanical reason to have different types of fast travel when there's no longer any time limits on quests, etc.The lack of NPC dynamics is a simplifying assumption that presumably made almost every aspect of world design, interior level design, navigation, quest design, game balance and so on vastly easier. So, I think it's more a matter of priorities rather than laziness.
I think that's the problem at the core - there's a lot of open world simulation stuff and interesting mechanics in the game, but the game itself generally doesn't make use of it, because it's mostly concerned with the player walking to dungeons and killing things. Fast travel exists but it doesn't really do anything other than apply a trivial tax to the player. Shops exist that can be stolen from, but there's no real viable stealth mechanics or skills attached to doing this, and anyone can thus successfully burgle any shop no matter what their character build is (or just kill the shopkeeper without consequence). You can get caught for crimes, but the system starts and ends with "pay money to a guard to reset everything back to normal". Time passes and it can become night or day, but these states mean nothing and the passage of time has no impact on anything. The world is full of NPCs, but they don't do anything. Roads connect towns, but nobody travels on them. Cities are loaded as part of the world rather than as separate cells, but leading enemies into cities does basically nothing, and the cities can't interact with the outside world in any way. Speechcraft builds are possible with calm spells and spamming Admire, but the game never actually expects you to do that and doesn't tie it into any of the many quests that expect you to engage in combat, and so on. It's the illusion of an open world but when you poke any part of it, it crumbles.I disagreed with Todd a lot because Todd and I do not like the same kinds of games. This is not his fault or mine. Whether it is more fun to smash things with a huge axe or coax secrets from obfuscated texts is pure opinion. Whether it's better to play against dice or against an intelligent designer is pure opinion. Frankly, most gamers are more like Todd. It is in Bethesda's best interests to appeal to those gamers, instead of making a game that appeals to me. I selfishly didn't want to work on a game that didn't appeal to me, but that wasn't my job. My job was to work on Morrowind, regardless of whether I liked it or not.
I don't disagree with much of this. It is possible to commit enough crime in Morrowind that you get a "death warrant" and can no longer pay it off (they just kill you), but it would be much better if, like you say, your reputation for crime was (more like the faction relations) regional rather than everyone in the world knowing about you the notorious outlaw as soon as you steal a loaf of bread. Morrowind has jail, but it's balanced weird such that it's almost always better to pay or fight or reload. Committing crime should tie more into the appropriate guilds, the way murder in Oblivion + the dark brotherhood does. And, ofc I agree that day/night should exist as discussed, but as per my last paragraph, I do like the in-game fast travel even without timed quests, and I think it adds more to the game than just existing.I'd suggest the AI and world in general being so unreactive actually jars with the apparent aims of the game and series. There's no point having a crime system when nobody remembers your crimes after you pay a bit of gold, there's no point having thief skills or being a vampire (as you mention) if nighttime and daytime are identical (in fact, there's no point in time passing at all if it doesn't affect anything), there's little mechanical reason to have different types of fast travel when there's no longer any time limits on quests, etc.The lack of NPC dynamics is a simplifying assumption that presumably made almost every aspect of world design, interior level design, navigation, quest design, game balance and so on vastly easier. So, I think it's more a matter of priorities rather than laziness.
The annoying part is that most of these things were already achieved in games that existed prior to Morrowind (even Fallout has better world reactivity in terms of NPCs reacting to shit). Radiant AI was a hilarious mess (albeit a boldly-intentioned one) but it's far from the only way to handle a lot of this stuff.
Daggerfall had already sketched out how this could all work in the context of The Elder Scrolls six years earlier. People remember your crimes and if you're a repeat offender you end up getting harassed by guards and chased out of towns, shops close at night and the player can attempt to break in at the risk of being caught by guards, guards will spawn to apprehend the player if they attack a townsperson, and almost every quest is timed and forces the player to factor in travel (which obviously makes teleportation supremely powerful). All the systems were fairly simplistic (except the crime and court system which I honestly thought was pretty good) but Morrowind removed or gutted them without having anything much to replace them, while still keeping The Elder Scrolls' "open world where you can build any character you want" format, which leads to the weirdness of having a bunch of skills and builds that no longer really have any purpose and aren't serviced by what the game offers. A lot of stuff in Morrowind feels almost vestigial - day/night cycles, thief skills, the crime system, they're all there because they've been inherited, but they barely serve a purpose anymore.
Yes, this is the most important question. It is ultimately just a video game, and a game will not encompass all, or most, or even a non-trivial percentage of the complexity of reality. So, the question is, does Morrowind contain enough complexity, mechanics, and their interactions + world/background to conjure up the illusion of a LARP to enjoy at some length? For me, yes, because I basically think of Morrowind as a dollhouse for adults that's fun to play with if you can meet it halfway, but that does mean that a lot of the RP plays out in the theatre of the mind. I will say though, that if you want an experience like Morrowind, you pretty much have to play Morrowind or maybe Daggerfall (Unity?) if you can get past the jank. Oblivion and onwards are basically dungeon-crawlers to me, and more modern open world games tend to be more on-rails and more third-person action focused. What I mean is, I ofc do not think that Morrowind is anywhere close to a perfect immersive open world medieval fantasy, but it's like 65% of the way there in a world of games that aren't even 10% of the way there.The obvious question is whether or not these mechanics are present just enough to make the game work as a LARPing simulator, which is sort of the main goal of Bethesda games anyway. To some degree it works, but I feel like the game has a bunch of annoying shit and systems so hollow that they even get in the way of a good LARP.
I think the key is to integrate the systems that already exist into quest design (which I think is pretty much objectively a weak spot of all TES games).So, perhaps it's kind a medieval fantasy government agent (ie a "Blade"), but with an open ended skillset, simulator, rather than a general life sim. Go too far down the general life sim path though, and you are basically looking at a different audience for your game. What's demo the overlap between players of The Sims and the players of Mordhau? I'm just not sure what the ideal balance is there; should you be able to open a shop, or get a job as a diplomat and just talk to NPCs all day and never fight, or try to make it as a travelling merchant? What would be the dev impact to immersion bonus ratio there? How many of your players would bother with non-combat RP?
iirc Kingdom Come: Deliverance had some timed quests, but I might be misremembering. I seem to remember some quest that was a race against time to get an antidote to a poisoned village, which was exciting. Could be a blueprint of how to make timed quests work in an first person action RPG.Time limits on some quests would be more immersive in many ways, but also perhaps quite frustrating, so I think the devil would be in the details with bringing that back into post-Daggerfall TES, but I'm open to the idea (would it be limited to only side quests, or only certain quest types?),
Yeah, I think these games are very difficult to make and that Bethesda (pre-Fo4 Bethesda, at least) don't tend to get enough credit. Even Oblivion, which I find very little to enjoy in, is attempting something pretty impressive. Skyrim doubles down on the dungeon crawling aspect and sheds most of the last vestiges of the world simulation stuff but I think even that is a pretty impressive game in terms of the freedom it gives the player and the sheer number of playstyles and approaches it offers (in open world exploration, if not in quests).I think that a AA (perhaps 20-30 person? Morrowind had about 33 people) team of talented people using a decent modern game engine that set out to make "Morrowind, but..." and just added the few things we've discussed would basically hit it out of the park, even if the graphics weren't updated much. It is strange that basically nobody emulates TES directly even though it's been more than a decade since the last one, which is one of the most popular games of all time, so we may be underestimating how difficult it is to do all of this, or maybe the industry just isn't interested in anything but MP looters and/or shooters, including Bethesda now...
I will say though that I am more in the Ken Rolston school of top down, plot/lore driven rather than character driven, and pseudo-historical/historical metaphor rather than outlandish fantasy setting/aesthetic type writing and background.