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Elder Scrolls Ways in which Morrowind indisputably inclined from Daggerfall

FriendlyMerchant

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The only ways Morrowind declined from Daggerfall was the removal of advantages and disadvantages in character creation. Other than that, it is pure incline.

And raw number of skills
Too bad half of those skills are just language skills that do nothing other than a give a chance an enemy of the right type won't be hostile.
I kill them all anyways so they're useless
 

Funposter

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The only ways Morrowind declined from Daggerfall was the removal of advantages and disadvantages in character creation. Other than that, it is pure incline.

And raw number of skills
Daggerfall has 24 non-language skills, 26 if we include Etiquette and Streetwise (which DO have uses outside of pacifying enemies). This still puts it one short of Morrowind's 27. Language skills are cool, conceptually, but I think you'd need to limit them to only one or two depending on the game's province and what you can do with it. Daedric absolutely should be a skill for communicating with summons and other bound Daedra - there's a lot of possibilities there for quests, too - but Harpy and Spriggan are certainly more limited. Dragonish would have been a fun skill for Skyrim. You could tie its XP gain to the use of Dragon shouts and it would open up extra dialogue options, allow for the combination of known words into brand new shouts (Fire Breath+Unrelenting Force or some such) and make the shouts an actual mechanic you could specialise in.
 

LarryTyphoid

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Morrowind added alchemy, which adds to being able to roleplay as an accomplished wizard or assassin mixing his own poison (Daggerfall forced you to use someone else's services, you couldn't mix potions on your own). Morrowind also added the Armorer skill, reversing the decline of Daggerfall which removed the Knight's ability to repair weapons and armor on his own from Arena.
 

Funposter

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Morrowind added alchemy, which adds to being able to roleplay as an accomplished wizard or assassin mixing his own poison (Daggerfall forced you to use someone else's services, you couldn't mix potions on your own). Morrowind also added the Armorer skill, reversing the decline of Daggerfall which removed the Knight's ability to repair weapons and armor on his own from Arena.
tbf Morrowind had no native function for poisons, that was added in Oblivion.
 

Zed Duke of Banville

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tbf Morrowind had no native function for poisons, that was added in Oblivion.
Next thread, "Ways in which Oblivion indisputably inclined from Morrowind"
As much as I lament the decline from Morrowind to Oblivion, I have repeatedly given credit to the latter for improving the stealth system and for having generally good quests for the Thieves Guild and an even better series of quests for the Dark Brotherhood. The least bad option for playing Oblivion is to opt for a stealth-based character completing those two guilds, while firmly avoiding the other two. :M
 

samuraigaiden

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In 1000 years, even the Codex will be but a footnote in history, but people will still be debating the ways in which Morrowind indisputably inclined from Daggerfall.
 

NecroLord

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As much as I lament the decline from Morrowind to Oblivion, I have repeatedly given credit to the latter for improving the stealth system and for having generally good quests for the Thieves Guild and an even better series of quests for the Dark Brotherhood. The least bad option for playing Oblivion is to opt for a stealth-based character completing those two guilds, while firmly avoiding the other two. :M
Without turning this thread into another "Was Morrowind better than Oblivion or viceversa",I will say that they are both great games.
Morrowind is an awesome setting. Oblivion is a rather bland,generic high fantasy setting,but it did many things right.
For me it's Daggerfall>Morrowind>Oblivion.
 

eli

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Morrowind is fully 3D like any other sensible game and Daggerfall is a 2D/3D horrific hybrid that causes me motion sickness.
 

Lemming42

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Daggerfall's setting is a lot more interesting and alien than people give it credit for. Morrowind's probably got the more interesting setting overall, but IMO not to the extent people often claim.

Plus everything you actually get to do in Morrowind's unique setting is boring as fuck because the guild and faction quests almost all suck. I don't buy the usual line about how it's good that you get forced to go on boring fetch quest chores when you join a guild because it's immersive or whatever, it's not, it's just total disrespect for the player's time, and then it turns out the later quests are also typically boring linear "go here get this/kill this" shit. Yes it's preferable to Skyrim's nonsense of "welcome to our guild, oh my GOD you're the chosen one we've been waiting for!!", but it's about as annoying to play.

The main quest is pretty interesting, but so is Daggerfall's, with the way the mystery of what actually happened at Cryngaine Field starts to compound with weird shit like finding out that Mynisera consigned Medora to Direnni Tower, discovering that Akorithi is doing some extremely strange paranormal politicking, stumbling into Aub-ki and Gothryd's coverup of Woodborne's assassination plot, and obviously the Numidium at the end. I don't think any game, even Age of Decadence, creates such a strong sense that you ought not to trust anyone you meet, because they're all trying to fuck you over - even nobodies like Cyndassa are trying to play you and keep information from you to some extent. Gortwog might be the most straight-up person you meet and he's still a dickhead.

It depends whether you're a fan of Kirkbride's more esoteric metaphysical shit, or prefer Daggerfall's focus on politics and subterfuge with the weird cosmic stuff more in the background.
 
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NecroLord

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It depends whether you're a fan of Kirkbride's more esoteric metaphysical shit, or prefer Daggerfall's focus on politics and subterfuge with the weird cosmic stuff more in the background
mzx7B7a_d.webp


I like both,to be honest.
Daggerfall was more politicking,as High Rock is renown for its court intrigue.
However,Morrowind is also pretty political. You have the Tribunal,the Imperial Cult,the Great Houses Hlaalu,Redoran and Telvanni,who engage in all manner of shady activities,from assassinations to kidnappings and smuggling.
 

luj1

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Without turning this thread into another "Was Morrowind better than Oblivion or viceversa",I will say that they are both great games.
Nope

Oblivion,

- less of everything
- console port
- the beginning of the use of algorithms for vegetation/terrain
- DLCs replacing expansion packs
- no more dice rolls in combat
- voice acting = lower word count
- bland generic setting
 

LarryTyphoid

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You know, I made this thread to express a belief that Morrowind was superior to Daggerfall, but since then Daggerfall has really grown on me. Morrowind seems to be in an uncanny valley in comparison; take the NPCs, for example. Daggerfall has unkillable NPCs that you can barely interact with. So Morrowind making every NPC a true character, in the mechanical sense, with stats and health bars and all that, is incline. But at the same time Morrowind's NPCs are completely lifeless. I know Morrowind had a rough development and all that, but RPGs have had NPC schedules since fucking Ultima 5 in 1988, and maybe even before that. This, combined with the fact that the OST has only like TWO songs, actually makes Daggerfall feel like a more lively game. Sure, every NPC in a tavern is literally flat and cannot be interacted with outside of rudimentary dialogue, but there are also unique character sprites and a unique song for the tavern. You walk into a tavern in Morrowind with the same old repetitive fantasy theme playing, every NPC gives you the flouride stare and says "Speak quickly, outlander, I'm busy".
 

tentanz

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Codex Year of the Donut
MK went by Ald Cyrod at Temple Zero forum, a spin-off of The Imperial Library. He shared that, when they were brainstorming the next game after Battlespire, that he and Kurt Khulmann came up with a space pirate game. They showed their concept to Todd Howard, who said it was insane, but the pirate bit could work as an elder scrolls game. Apparently, there was a time between Battlespire and Redguard, where they hadn't settled on doing another elder scrolls. Maybe Todd was considering a space game back then. Well, some of what became Morrowind's lore could have originated in that concept, he and Kurt had made.
 

Maggot

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Codex 2016 - The Age of Grimoire
You know, I made this thread to express a belief that Morrowind was superior to Daggerfall, but since then Daggerfall has really grown on me. Morrowind seems to be in an uncanny valley in comparison; take the NPCs, for example. Daggerfall has unkillable NPCs that you can barely interact with. So Morrowind making every NPC a true character, in the mechanical sense, with stats and health bars and all that, is incline. But at the same time Morrowind's NPCs are completely lifeless. I know Morrowind had a rough development and all that, but RPGs have had NPC schedules since fucking Ultima 5 in 1988, and maybe even before that. This, combined with the fact that the OST has only like TWO songs, actually makes Daggerfall feel like a more lively game. Sure, every NPC in a tavern is literally flat and cannot be interacted with outside of rudimentary dialogue, but there are also unique character sprites and a unique song for the tavern. You walk into a tavern in Morrowind with the same old repetitive fantasy theme playing, every NPC gives you the flouride stare and says "Speak quickly, outlander, I'm busy".
You are experiencing the honeymoon phase of Daggerfall, it will pass.
 

Funposter

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You know, I made this thread to express a belief that Morrowind was superior to Daggerfall, but since then Daggerfall has really grown on me. Morrowind seems to be in an uncanny valley in comparison; take the NPCs, for example. Daggerfall has unkillable NPCs that you can barely interact with. So Morrowind making every NPC a true character, in the mechanical sense, with stats and health bars and all that, is incline. But at the same time Morrowind's NPCs are completely lifeless. I know Morrowind had a rough development and all that, but RPGs have had NPC schedules since fucking Ultima 5 in 1988, and maybe even before that. This, combined with the fact that the OST has only like TWO songs, actually makes Daggerfall feel like a more lively game. Sure, every NPC in a tavern is literally flat and cannot be interacted with outside of rudimentary dialogue, but there are also unique character sprites and a unique song for the tavern. You walk into a tavern in Morrowind with the same old repetitive fantasy theme playing, every NPC gives you the flouride stare and says "Speak quickly, outlander, I'm busy".
You are experiencing the honeymoon phase of Daggerfall, it will pass.
Yeah, Daggerfall is really fun for maybe 15-20 hours but then it starts to wear on you.
 

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