Zanzoken
Arcane
- Joined
- Dec 16, 2014
- Messages
- 4,061
The best aspects of Morrowind are the worldbuilding and storytelling.
The world feels interesting, fleshed out, and believable from top to bottom. The environments, creatures, politics, history, books -- it has it all.
The storytelling is quite good as well, particularly the back story of Nerevar, the Dwemer, and the emergence of the Tribunal and Dagoth Ur. It is one of the few good executions of a true mystery in an RPG. The factions are also well-constructed -- the Tribunal Temple is the best example, with its various agents, rituals, of course spearheaded by the cult of personality surrounding Vivec.
I look at these aspects and I think "this is how people really act". Not many games make that happen in a satisfying way.
Where the game failed in this regard was reactivity. The realism falls apart with how the PC interacts with the factions, and the nonexistent interaction among the factions themselves. The world feels static after awhile, and it becomes apparent that you aren't really affecting much other than completing quests for its own sake.
But they still hit on something here, and it was a good foundation to build on. Instead Beth went for the cash and sacrificed the depth they had achieved in exchange for a bunch of hiking and random bullshit, essentially achieving in Skyrim the Grand Theft Auto of RPGs.
The world feels interesting, fleshed out, and believable from top to bottom. The environments, creatures, politics, history, books -- it has it all.
The storytelling is quite good as well, particularly the back story of Nerevar, the Dwemer, and the emergence of the Tribunal and Dagoth Ur. It is one of the few good executions of a true mystery in an RPG. The factions are also well-constructed -- the Tribunal Temple is the best example, with its various agents, rituals, of course spearheaded by the cult of personality surrounding Vivec.
I look at these aspects and I think "this is how people really act". Not many games make that happen in a satisfying way.
Where the game failed in this regard was reactivity. The realism falls apart with how the PC interacts with the factions, and the nonexistent interaction among the factions themselves. The world feels static after awhile, and it becomes apparent that you aren't really affecting much other than completing quests for its own sake.
But they still hit on something here, and it was a good foundation to build on. Instead Beth went for the cash and sacrificed the depth they had achieved in exchange for a bunch of hiking and random bullshit, essentially achieving in Skyrim the Grand Theft Auto of RPGs.