Lemming42
Arcane
There's been a very clear change in how the game's perceived over time on this site - older threads from around 2003 show people complaining that Morrowind is barebones, heavily dumbed down, and possesses an empty and unreactive world.
I largely agree with the older assessments; and ultimately I think Morrowind, Oblivion and Skyrim all have far more common with each other than they do with Daggerfall. I like all three of them but I really don't buy that Morrowind is some kind of high benchmark for RPG complexity while the other two are just retarded action games.
Of interest is the Douglas Goodall interview from 2005 (engagingly titled "Why Morrowind Sucked" here on the Codex):
https://rpgcodex.net/forums/threads/why-morrowind-sucked-the-douglas-goodall-interview.10408/
The objective of Todd as project lead, and various other devs, was specifically to streamline Morrowind and make it an action game designed to appeal to action game fans and console gamers - and it succeeded, hence why it had a console port that allowed Bethesda to break through into the console market. Oblivion continued the same streamlining process, but if you use Daggerfall as a starting point, Morrowind had already gone most of the way, and fully laid the groundwork for Oblivion and Skyrim. The core gameplay loop is more or less identical in all three games.
I largely agree with the older assessments; and ultimately I think Morrowind, Oblivion and Skyrim all have far more common with each other than they do with Daggerfall. I like all three of them but I really don't buy that Morrowind is some kind of high benchmark for RPG complexity while the other two are just retarded action games.
Of interest is the Douglas Goodall interview from 2005 (engagingly titled "Why Morrowind Sucked" here on the Codex):
https://rpgcodex.net/forums/threads/why-morrowind-sucked-the-douglas-goodall-interview.10408/
The objective of Todd as project lead, and various other devs, was specifically to streamline Morrowind and make it an action game designed to appeal to action game fans and console gamers - and it succeeded, hence why it had a console port that allowed Bethesda to break through into the console market. Oblivion continued the same streamlining process, but if you use Daggerfall as a starting point, Morrowind had already gone most of the way, and fully laid the groundwork for Oblivion and Skyrim. The core gameplay loop is more or less identical in all three games.