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Thieves Guilds: Morrowind did it right

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Funny thing is that you can easily alter/disable that gamesetting on the construction set. I guess the intent was to make you play the game instead of just printing money with some exploit and becoming a death god overnight, but other than spellcrafting and housing there's not much to spend money on so the limitation still feels too artificial.
 

SwiftCrack

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Both Baldur's Gate games have good thief guilds, though they do suffer from leather armor and grimdark clubhouse syndromes.
 

Commissar Draco

Codexia Comrade Colonel Commissar
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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Ideally every faction or guild in a game of this type should give you a different feel and mood from the rest of the game. As a mages guild member you should feel like a scholar, a researcher, a fucking bad-ass Telvanni wizard death machine. The fighter's and warrior's shit should make you feel like a grunt, a war machine, a fucking Viking. And of course a thieves guild sort of thing should make you feel like a rogue, a Garrett, a sneaky and charming speedster who never gets caught and no one knew was there. Morrowind did a really good job on all three of those, honestly, though for the fighters they really focused on the mercenary angle more than any kind of noble warrior aspect, which is fine.

For noble warrior aspect you can join House of Redoran and Imperial Legion; although the latter was mixed with SWAT work; which is OK given that Legion is both Knightly Order for upper ranks and Federal Police for lower ones... and for being Rogue you can join with House Hlaalu; they're even more Rogue than TG is. I am shocked how every faction in fact has different play style and interesting things to do without going over the top in the second quest.
 

corvax

Augur
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731
I wish games would make joining the Thieves guild a bit harder. Morrowind was pretty straightforward in that regards. Also, as much as I agree with the original poster, especially when comparing it to Skyrim, thieving in Morrowind became pointless after a 5 minutes. Money was never an issue. Thieving done properly would require an economy overhaul in pretty much all games...well except Thief but that's no RPG.

P.S. It's quite amusing to see all the praise Morrowind has been receiving here. I remember when it first came out, pretty much everyone here crapped on it as it it was the worst game ever. - end of old fart rant
 

Tharkin2

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Apr 5, 2013
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The Bal Molagmer was more Robin Hood than anything in Oblivion.
The TG protecting the people around the docks in Ob was more about protecting a resource than any noble ideal.
 

DalekFlay

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I wish games would make joining the Thieves guild a bit harder. Morrowind was pretty straightforward in that regards. Also, as much as I agree with the original poster, especially when comparing it to Skyrim, thieving in Morrowind became pointless after a 5 minutes. Money was never an issue. Thieving done properly would require an economy overhaul in pretty much all games...well except Thief but that's no RPG.

If you're paying for training and not using the cheat merchants money could indeed be something you need in Morrowind past 5 minutes.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
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Ideally every faction or guild in a game of this type should give you a different feel and mood from the rest of the game. As a mages guild member you should feel like a scholar, a researcher, a fucking bad-ass Telvanni wizard death machine. The fighter's and warrior's shit should make you feel like a grunt, a war machine, a fucking Viking. And of course a thieves guild sort of thing should make you feel like a rogue, a Garrett, a sneaky and charming speedster who never gets caught and no one knew was there. Morrowind did a really good job on all three of those, honestly, though for the fighters they really focused on the mercenary angle more than any kind of noble warrior aspect, which is fine.

For noble warrior aspect you can join House of Redoran and Imperial Legion; although the latter was mixed with SWAT work; which is OK given that Legion is both Knightly Order for upper ranks and Federal Police for lower ones... and for being Rogue you can join with House Hlaalu; they're even more Rogue than TG is. I am shocked how every faction in fact has different play style and interesting things to do without going over the top in the second quest.

Too bad Guilds after Morrowind are retarded.

A Master Wizard on the Mage Guild... who's a dumb orc that has only ever casted a light spell.
Guildmaster of the Fighter Guild... without ever swinging a sword.
Leader of Thieves Guild in Skyrim... where you don't need to sneak at all (at least Oblivion forced you to sneak!)

Dark Brotherhood is ok as it does let you be creative with kills but most of the quests are banal.

quantity and quality of guilds suffers after Morrowind because Todd is mentally retarded. I would cut off his head and make love to his wife! ALLAH AKBAR!
 

Tharkin2

Savant
Joined
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Messages
104
There were definitely a few times when I just had to stop for a while during the Skyrim Thieves line because it was so stupid, but I never really realized how much of it was so poorly put together until I read this great article deconstructing it.
Started off wrong.If you have no/low cash and poor gear Brynjolffs introductory speech changes.Author should have at least tried to see if it changed instead of assuming.
I know it is only a minor point about an article filled with minor points.
 

Whisky

The Solution
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Yeah, in retrospect, the Morrowind Thieves's Guild, despite being called something as moronic as a Thieves's Guild, is pretty subdued. Morrowind in general had pretty good factions, they actually treated you like a monkey when you first joined instead of taking you on a super-special expedition that would inevitably reveal you're the chosen one.
 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
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9,173
Morrowind isn't that good as a game (vanilla) but there aren't many game worlds that are so well made.
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
The Thieves guild in Morrowind was on the brink of being pushed out of business by the Camonna Tong
On top of not really having pushed itself into business yet.

The guard dialogue suggests that the "thief armor" is not supposed to be something the other characters instantly recognize, for all intents and purposes it's just particularly good leather armor.
It's still a standard, faction exclusive armor. You'd think thieves would wear whatever they can get their hands on and gets the job done as opposed to custom made gear that unambiguously identifies them as TG members.

Well you didn't possed any superpower both in DF, Morrowind and Oblibion
Other than CHIM quickload.
:troll:

no supernatural nonsense
"I've seen you in my dreams" was pretty high on my supernatural bullshit scale, although strictly speaking it wasn't *PC's* supernatural nonsense.

Skyrim doesn't have shit on the atrocity that was Oblivion's MQ setup.

Both are atrocious
I can't really agree. Oblivion's introductory segment was a clusterfuck of contrived nonsense, whereas Skyrim's while actiony and scripted, generally worked - you didn't have moments where you'd stop and think "wait what" because shit happening just didn't make sense.

Yes, the game suffered from massive pacing problems due to instant gratification epic shit (dat dragon fight, faction questline pacing) later on, but that's still preferable to having the whole plot hinge on the emperor, his elite bodyguards and entire secret service simultaneously suffering from prolonged brainfart. And dat dragon fight, at least has you backed up by massive supporting cast that can generally hold their own.

its that the hiking simulator part of TES is far more superior in Skyrim; No Potato faces and Skyrim actually looking like snow covered shithole as it was portrayed in lore doing the trick; also locals starting good nord fashioned civil war the moment Empire was in turmoil beats the lack of any political intrigue in Oblibion
Especially given that Cyrodiil was supposed to be rife with political intrigues, there was suddenly a power vacuum, and Skyrim's civil war backstory/underlying lore is actually pretty well done.

still if Oblibion was made now you would have to untastfuly rape St. Allessia corpse to make MQ more MAJESTIC.
Never really liked St. Alessia.
:martini:

Besides, you already had the PC tastefully rape Tiber Septim's corpse (or at least scrape his blood off his armour, presumably with a spoon).

I agree, I liked the fencing aspect in Oblivion too, was a nice integration of more freeform game mechanics into wider quest structure. In other words it basically rewarded you for adopting the playstyle the guild already endorsed - pretty smart. In Skyrim, the Thieves Guild didn't really have much to do with actual thievery.
Well, there are guild sidequests, and having thieving playstyle forced upon you doesn't work if there is nothing worth stealing.

Also, the thing I didn't like about fencing mechanics was that you could never sell stolen goods to normal merchants. Sure, there should be risks involved, for example, Skyrim's style hired thugs having chance of being sent after you and victim's disposition decrease whenever you sell ill gotten goods to a legitimate merchant, but you should be able to try and sometimes succeed (and hired thugs were a decent implementation of delayed consequence based on generic mechanics).

Ideally every faction or guild in a game of this type should give you a different feel and mood from the rest of the game. As a mages guild member you should feel like a scholar, a researcher, a fucking bad-ass Telvanni wizard death machine. The fighter's and warrior's shit should make you feel like a grunt, a war machine, a fucking Viking. And of course a thieves guild sort of thing should make you feel like a rogue, a Garrett, a sneaky and charming speedster who never gets caught and no one knew was there. Morrowind did a really good job on all three of those, honestly, though for the fighters they really focused on the mercenary angle more than any kind of noble warrior aspect, which is fine. Anyway yes, I think you nailed it, Morrowind excelled at setting those moods. For the Temple and other factions too.
:salute:

Oblivion's thieves guild went for the stupid Robin Hood thing, and like most of Oblivion felt over the top, cheesy and too high fantasy.
It isn't really true, though. You already had the Bal Molagmer in Morrowind (and that's as Robin Hood as it gets) and overall TG felt nicer in MW.
Then you got freeform fence quests.
In some regards - guild being more obscure, joining being more difficult, better integrated thievery, I'd actually consider OB's TG to be incline over MW's which is more than can be said about pretty much anything else in the game.

The main caveats of TG questline in OB were that there was a questline and that freeform thievery was rendered pointless by level scaling.
And dat "we've ran out of ideas/resources, so giant hourglass".
It was the best questline in an otherwise unbearably shitty game, though.

Sneaky archers are very fun in Skyrim though
Not in unmodded game:

But the thing with Skyrim is that it has a lot of stuff implemented as if for a much better game and RPG, but prevented from working to its full potential (for example AI effectively neutered by hilariously short alert times), which makes it easy to massively incline with mods, while Oblivion was broken on much more fundamental level.
thieving in Morrowind became pointless after a 5 minutes. Money was never an issue.
You could still use it to acquire rare or even unique gear.


P.S. It's quite amusing to see all the praise Morrowind has been receiving here. I remember when it first came out, pretty much everyone here crapped on it as it it was the worst game ever. - end of old fart rant
Then a lot of people realized they were actually crapping on it for not being Daggerfall 2.0, but it's a great game in its own right.


There were definitely a few times when I just had to stop for a while during the Skyrim Thieves line because it was so stupid, but I never really realized how much of it was so poorly put together until I read this great article deconstructing it.
Started off wrong.If you have no/low cash and poor gear Brynjolffs introductory speech changes.Author should have at least tried to see if it changed instead of assuming.
I know it is only a minor point about an article filled with minor points.
Also, the worst bit of writing in Skyrim wasn't the Forsworn quest but the College of Winterhold.
While it's singular quests generally work, more or less, the entire story arc just doesn't make sense.

A Master Wizard on the Mage Guild... who's a dumb orc that has only ever casted a light spell.
Another example of Skyrim seeming nearly as bad as Oblivion on the surface, but actually being much better put together - you have a test of magical ability on entry and while it's irrelevant in unmodded game, modding magic skill to have more impact automagically makes it a requirement for entry without having to mod the quests themselves.

Inside Skyrim there is a proper RPG (or at least aRPG) struggling to get out.
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
Again, I don't think the "TG Uniform" complaint is all that valid. I like to think of the Skyrim TG as more of a gang of bandits than neccesarily burglars or sneak thieves who've really mainly been reduced to picking pockets due to their recent period of bad luck, because clearly everyone knows that Brynjolf is a gangster and that the TG is chillin' down in the sewers but everybody's too shit-scared to do anything about them.

Biker 1%ers also wear uniforms and it works very well for them. You're much more likely to hand over your wallet or day's business income to a thug if the patch on his leather vest suggests that failure to comply will not just make an enemy out of him but also his entire biker organisation. Criminal uniforms work, at least if you live in the western world where free speech laws allow you to proudly display your gang affiliations on your clothes. I imagine any badge-sporting biker spotted on the streets in China or Teheran would find himself in a windowless room with his legs broken soon enough, but I digress.
 

sea

inXile Entertainment
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May 3, 2011
Messages
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Also, the thing I didn't like about fencing mechanics was that you could never sell stolen goods to normal merchants. Sure, there should be risks involved, for example, Skyrim's style hired thugs having chance of being sent after you and victim's disposition decrease whenever you sell ill gotten goods to a legitimate merchant, but you should be able to try and sometimes succeed (and hired thugs were a decent implementation of delayed consequence based on generic mechanics).
To be fair, in Skyrim it's hard to walk down the street and not be attacked by someone regardless. :)
 

DalekFlay

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It isn't really true, though. You already had the Bal Molagmer in Morrowind (and that's as Robin Hood as it gets) and overall TG felt nicer in MW.
Then you got freeform fence quests.
In some regards - guild being more obscure, joining being more difficult, better integrated thievery, I'd actually consider OB's TG to be incline over MW's which is more than can be said about pretty much anything else in the game.

The main caveats of TG questline in OB were that there was a questline and that freeform thievery was rendered pointless by level scaling.
And dat "we've ran out of ideas/resources, so giant hourglass".
It was the best questline in an otherwise unbearably shitty game, though.

I remember it being extremely "we must protect the lower classes and bring justice to Tamriel!" from start to finish. It was part of the jolly fun time high fantasy aesthetic I hated so much about Oblivion in general.
 

Delterius

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Entre a serra e o mar.
The Winterhold College Quest was a bit of a troll. When I first did it I chose Conjuration and had to summon a Fire Atronach. Which is a fine test, I think. Then I was being taught the basics of ward spells. It almost felt down to earth. Five minutes later I was the Chosen One for the fifth time in the game.

Only weird thing I remember from Morrowind's questline is Ajira suddenly knowing where super artifacts of immesurable arcane power were hidden.
 

Xeon

Augur
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Apr 9, 2013
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One thing I kinda like about the Thieves guild of Skyrim is the Nightingale armor set. It had horrible enchants that don't come close to my enchanted clothing but they looked pretty good for an assassin instead of the somewhat dirpy looking Dark Brotherhood armor set.
 

DalekFlay

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One thing I kinda like about the Thieves guild of Skyrim is the Nightingale armor set. It had horrible enchants that don't come close to my enchanted clothing but they looked pretty good for an assassin instead of the somewhat dirpy looking Dark Brotherhood armor set.

I like to ignore crafting in Skyrim, because nothing in the game world matches up. Crafting kills exploration or any sense of quest reward.
 

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