Sigourn
uooh afficionado
- Joined
- Feb 6, 2016
- Messages
- 5,767
As usual, your butthurt/attention whore thread is extremely unfocused, abuse of fake data and criticise Morrowind just for the wrong reasons.
I hope your post will enlighten me, then.
Morrowind hasn't "bad quality" world, in fact is just the opposite: Morrowind worldbuilding, art design, item/world object diversity, uniqueness, interactivity, internal consistency, credibility, originality, regional diversity, exploration-specific design, atttention to detail, etc, are among the best examples in any game.
Notice how you've said nothing about Morrowind's game world itself. You've only mentioned:
- It's lore (worldbuilding, uniqueness, internal consistency, credibility, originality).
- It's world design (art design, regional diversity, exploration-specific design, attention to detail).
- It's basic game mechanics (item/world object diversity).
Other few games are better in encounter design
I hope this was a joke.
or interior design, uniqueness or content diversity "average" -but for sure, not raw amount-, world/actors/enemy reactivity and some other contexts but still not a single game in crpg history has a world that can compete against Morrowind in a general perspective. Neither in quantity nor "quality".
Morrowind's interior design is nice. It's certainly not unique when most homes and dungeons look the same. The content diversity is average, as you said, and that's all that matters: quality > quantity. The world, actors, and enemy reactivity is pisspoor, I hope you didn't fall for the "he is House Redoran so he gets a disposition bonus/penalty from me" meme which can easily be negated with a few bribes or Admirations. You can kill the fucking DUKE OF VVARDENFELL and after paying a pathetic fine you can go on your merry way.
The people who describe Morrowind's reactivity and variety as unparalleled have no idea what reactivity even means.
To answer only some of your fallacies:
- New Vegas world is actually much bigger than Morrowind's, but emptier also, with 3, 4 or even 10 times in some cases less content than Morrowind: Less settlements, interiors, friendly o enemy npcs, creature types/placements, regional diversity, factions, architecture variation, unique items, weapons, armors and other inventory items diversity to buy or find in loot, etc, and of course less mechanics and tools also to interact with that world. Despite the difference in content density by wich Morrowind includes many more "irrelevant" locations, enemies and loot, MW gameworld includes much, much more diversity and uniqueness than New Vegas -and most games-, much more subtleness, attention to detail and internal consistence. More quality indeed.
Huh, I thought it was smaller than Morrowind's. Still
More quality indeed.
No, sorry. You have no idea what quality means if you think having hundreds upon hundreds NPCs that all give the same generic replies to topics, having enemies that are nearly indistinguishable from each other, having regional diversity that makes nearly no difference in gameplay (aside from picking herbs, and how annoying to navigate Molag Amur is), having piss poor weapon and armor progression (not to mention many of the equipment in Morrowind is so terrible only an idiot would use it), makes for more "quality". There are less mechanics to interact with that world, sure: there's no magic or enchantments, but that's par for the course in a post-apocalyptic game semi-grounded on reality.
Again, your only argument is "there's more stuff in Morrowind than New Vegas", which is something I've already acknowledged, so... good job?
The difference in content density or the abundance of irrelevant or secondary locations in MW is explained in first place by an obvious factor that you ignored: Morrowind and New Vegas are built at very different scales in very different contexts.
I don't need to acknowledge this. I've already stated that Morrowind's attempt to be realistic is the biggest issue with the game. You are given hunderds of locations that have no meaning other than to add some logic to the game world. But just because it makes sense doesn't mean Bethesda had the right idea in the first place by making a huge world filled with uninteresting locations.
There are dozens of "irrelevant" eggmines or minor tombs with dozens of the same re-used details or hundreds of barrels and boxes with the same scrap loot, but that's a poor representation of Morrowind content. There are dozens of interiors typologies, hundreds of weapons, scrolls, armor parts or books, thousands of different enemies -counting unique ones-, or to cite to examples of stuff that make even "irrelevant places" truly unique, there are over 500 lightsources, 28 variants of Hlaalu style houses, over 100 dunmer banners, etc. There are interior assets re-used many times and this is even more noticeable for some exterior statics -that "sea menhir" the most common object in the game...- but there are also hundreds of models used only a couple of times or even only one, including the most common places as for example some rare cave walls, tomb parts or even several unique exterior rocks.
Read what I said above. Morrowind may have many assets. The issue with Morrowind is that it barely makes interesting uses of them. What is the use of 500 lightsources when they are mostly used in the same places in the same ways? You could now say to me
How do you expect a creative use of light sources, you idiot?
and thus have come to terms with the truth: having 500 lightsources means shit to a game's quality. Fallout didn't have 500 different lightsources and it isn't a much worse game because of it.
Not every location in Morrowind is linked with quests, but that's great. Subordinate every location to "narrative" or "questing" is a shitty design that reduce player agency, kills exploration and make gameworlds a railroaded experience in which all is built around the pre-fixed narrative designed by developers. Freedom and options > "Narrative".
Morrowind "loot" is not simply the scrap that you obsessively collect from shitty barrels, there are thousands of handplaced items both inside and outside containers + far more diversity in "generic" items than any other game + more unique items than most games. How many games, open world or not has Morrowind inventory/item diversity?
Both addressed above. Morrowind is quantity over quality. The amount of insignificant locations and loot dwarf the amount of significant locations and loot.
Morrowind dialogue is not limited to "wikipedia" lines. There are hundreds of natural, decently written or even good lines, but usual retards continue to link Morrowind dialogue with the 5-6 generic topics instead the good parts
Addressed above. Do yourself a favor and install UI Expansion just to know how wrong you are. It's a neat mod that lets you see, in color, how generic most dialogue in Morrowind is.
Morrowind isn't designed to complete more than 60-80 faction quests -that's 2-3 factions max- with the same character build. There are mechanical limitations in rank promotion/quest giving that make impossible to complete more than those few factions without obsessively abusing the mechanics, extreme grinding and other mmoish decadent vices as you need to level up the most irrelevant skills for your character to access to many quests. There are world consistence and "roleplay" reasons also, which not everyone here care about, but only the mechanic ones are enough to discourage a sane player to "complete more than 150 quests" with the same character.
It's interesting how I was able to complete so many quests when I'm running mods that
- Slow down my leveling speed by two.
- Remove growth of miscellaneous skills.
- Increase faction requirements.
Maybe you confused Morrowind with The Age of Decadence? I've heard that game is truly brutal and you can't play a jack of all trades like you can in Morowind.
The "truly unique" dungeons -unique in your secondary, figurative sense of memorable- are many, many more than 5-6.
I'm sure there are, after all I've explored roughly 60% of the mainland so far.
There are more than 50 dungeons in Morrowind with really unusual layouts or unique items, enemies or npcs.
That I'm sure there aren't.
However even in the most generic examples, as many tombs and caves, the items or enemies diversity is much bigger than most games.
The way you worded this literally applies to Skyrim. As in, literally.
Usual retards complaint about how they found the same corridors, ash pits and urn types in all 45 tombs they visited, but curiously forget about the different 25 different generic monsters, 100 unique enemies, 300 different generic items and 50 unique ones in those tombs. They forget also about the misterious corpse, the deep pit layout, the underwater hall, the three levels with holes, the "rest of an old battle", the failed expedition, the totally different walls or objects, the cross references to other places, etc that individualize many of those tombs.
I think you are simply delusional. I'm not gonna marvel at visiting a new bandit cave just because the layout is slightly different (but ultimately pointless), just because the generic leveled chests are positioned differently, just because the bandits are wearing a variation of the same generic chitin/netch leather/iron/bonemoold/steel equipment, just because the slave pen is located in the right path instead of the left path. I'm not gonna marvel at visiting a new ancestral tomb just because the altars and urns are placed next to the walls instead of rows, just because instead of 5 generic Skeletons I'm facing 5 generic leveled Daedra... and I could go on.
If you stretch the definition of the word unique to "every single dungeon is different than the other", then sure, all of Morrowind's dungeons are unique. If you use the word "unique" like a reasonable person does (and I'm sure like you do in every day life), then most of Morrowind's dungeons are definitey not unique. After all, every bottle of Coca-Cola is unique. The point is that remembering Morrowind's dungeons is a futile exercise when most give the same experience to the player. (Addamasartus can be easily remembered just because everyone will visit it multiple times over the years)
Butthurt prejudices are blinding you.
Thank you for proving you don't know what you are talking about. Quantity =/= complexity =/= quality. Morrowind has quantity, in spades. Quality? Very little from a gameplay point of view, and as you said earlier yourself: Morrowind has unique lore, it's pretty to look at, and it has lots of shit in it. That's it. That is Morrowind.