Curious_Tongue
Larpfest
Does deeper TES:Lore mean anything at all in the game
If you get into it, you start "feeling" the culture and history surrounding individual NPCs.
So yeah, it can change the game experience.
Does deeper TES:Lore mean anything at all in the game
Skyrim lore is all SKYRIM BELONGS TO THE NORDS
Yes... and no. TES as a franchise can be generally divided in two parts - Arena-Daggerfall era, when everything was generic, and era after Redguard-Morrowind(-Battlespire) duo(trio), which in fact created TES as we know it. This was necessary due to the nature of Daggerfall ending. Invention of the Dragon Break led to the the creation of complex aedric/daedric/magna-ge mythology, that led to the Jills, that by the way led to the PGE1 and all of this obscure, strange stuff deeper TES lore is full of. Just read c0da or Prophet of Landfall, or KINMUNE, about wars between Hist and some strange voidical creatures fought in 9Era by the means of 16dimensional cannons.
If you get into it, you start "feeling" the culture and history surrounding individual NPCs.
So yeah, it can change the game experience.
what's the stuff with Lorkhan, Akatosh, Lorkhatosh and Tower of I and CHIM. All of this is necessary to have an experience with Morrowind I described above.
I still barely have an idea of what shit like CHIM and et al are because whenever I expect an answer to be given I get more vague BS shoved in my face. Not simply from the Lore but from the fans who are into it that come off condition to the point where they can't say anything plainly and directly.
Quest markers are more realistic...Imagine a world where you had to read books and interpret what people said to you to find out where to go next instead of blindly following the quest marker.
This guy named Ren the Crow that I killed in Requiem had all books for the "A Brief History of the Empire" set. I read them all, and I sure as hell didn't know that Uriel Septim IV was a dark-elf/Breton hybrid. I wonder why they had him labeled as an Imperial in Oblivion. I read something about hybrids being the race of their mother, which means that Uriel IV should be a dark-elf, right? I guess lore doesn't mean much.
Shit, I got them mixed up then. I thought we met Uriel IV. Nevermind then.Labeled where? Do we ever hear more about him? The dude we meet is Uriel VII, who is descended from a cousin of IV so his race is kind of inconsequential, though.
Oblivion has some other inconsistencies. Mankar Camoran should be a bosmer, since he's the son of a warlord from a traditional bosmer line and his "bosmeri mistress". I guess they thought an altmer would look more intimidating, though a typo of "altmeri mistress" is more likely. His race is kind of a big deal since being descended from ayleids is what apparently lets him wear the amulet of kings (some crackpot theories suggest that his diaries imply he made himself a dragonborn with the help of Mehrunes' razor, but that's probably too interesting to be true)
Chancellor Ocato was also changed from a breton (at least he looks like one in Daggerfall's intro) to an altmer.
Oh, yeah. If you're a necromancer, Ron is amazing. Dude can kill giants in a single blow with a greatsword.
- When it comes to Morrowind I don't find anything about it "obscure", in a sense where obscure might mean "too derp4u" & shallow. The story is explained very well. The lore dumps after finding Moon-and-Star and after becoming Hortator & Nerevar of 4 tribes paint the picture clear. Probably the only thing that remains obscure is who killed Nerevar, and I think it was important for it to remain so.
The obscure in like "bad" way is probably stuff like Skyrim's expansion about Hermaeus Mora, although, concidering what that daedra is about maybe they knew what they were doing. Still I'd much rather prefer the realities and answers of history that happened to shallow getaway of unsolved "mysteries".
- The true power of Morrowind's lore lie in how the world building is layered on a foundation of that huge historical event. That might sound banal and obvious but I just remembered a recent game that, actually, asked a question: what if gods are not real? And you know what's the difference between great world building and story telling and just a random question? It's that Morrowind, I think, also works with that same question, and it also answers it, and builds world, story and events during which player acts on top of it. The scope, the ambition, the work done to make player believe in reality of what is happening in Morrowind is truly unparalleled and I can't but think how shallow PoE's take on godbeing looks in comparison.
It's basically becoming one with the universe without losing yourself, your personality. Which is why you can then experience the universe and still have your own thoughts about it. You are one with it but still separate at the same time. It's a bit like Hindu ideas about godhood, where gods are immanent and transcendent at the same time.I still barely have an idea of what shit like CHIM and et al are because whenever I expect an answer to be given I get more vague BS shoved in my face.
I think the Redguard-Morrowind era was the sweet spot in this regard. Then they decided to run over their setup with a steamroller in Oblivion, followed by leaving Kirkbride too much rope in Skyrim. I can't tell you who it was, but I guess Kirkbride must have had someone during the Redguard/Morrowind era who had real interest in what he wrote, but on the other hand kept the stuff grounded and wove it properly into the game story of Morrowind.TES as a franchise can be generally divided in two parts - Arena-Daggerfall era, when everything was generic, and era after Redguard-Morrowind(-Battlespire) duo(trio), which in fact created TES as we know it. This was necessary due to the nature of Daggerfall ending.
That would be the more prosaic version of it, yes :D.CHIM is realizing you are playing a video game and you have amazing powers, like "save game" and "load game", and the editor. Then you become a God.
CHIM is realizing you are playing a video game and you have amazing powers, like "save game" and "load game", and the editor. Then you become a God.
What makes Morrowind so special to me is how the world is rooted in its history, just like Shadenuat said. There are so many mysteries to discover, it's truly a game of exploration - every time you enter a major ruin you hope to find something interesting, and sometimes there is such a thing. It's about hearing ancient legends, vague prophecies, sketchy descriptions and following them. Some of my favourite quests were from the Imperial Cult, the ones where you had to hunt down artefacts while being given only a rough description of where they could be. This is pretty much the only game I know that works with exploration like this. There's nothing else that does such a thing.
No, I guess all of that nonsense is not necessary, but thinking about the level of detailed insanity that Morrowind hides always makes me smile.