To relate to some game comparisons that were put in this thread:
IMO Morrowind is one of the few western RPGs I've played with a genuinely great story, and funnily enough, there's hardly any "choice and consequence" in its development. Either you fail the main quest, take the backpath, or do it as intended. A stark contrast from something like New Vegas', which never really kept my attention. And that's because Morrowind's main quest has a build-up and a payoff. No such thing in New Vegas: once you join a faction you receive a random list of tasks that bear little connection with each other (and only serve a greater goal, which is to strengthen a given faction).
In terms of New Vegas story/writing comparison, it's not so much that New Vegas has a "bad" or necessarily "weak" story, but it has a very direct one. In terms of regular progression, New Vegas has a great initial build up (mystery of why you were shot, investigation, getting in touch and learning of the factions, the whole anticipation of New Vegas Strip itself), but once you actually unveil the mystery, there's not much keeping you invested because, as Sigour said, you go into a checklist of actions until the game ends. New Vegas' strengths lie mostly in individual writing for any given quest and/or good characters therein. It's highly entertaining writing/story wise at the 'current moment' aspect by having any given event be somewhat interesting, but not really leaving you with much to look forwards to long-term, nor does it feel that good to think back to it most of the time.
Morrowind is practically the opposite of that entire paradigm in its writing. Individual quests are usually pretty uninteresting (while there's still a number that has some noticeable merit). What would make Morrowind "impressive" in a writing retard is that compared to most video game writing, actually thinking more about it and retrospecting makes it better as opposed to worse. On the surface, it's very lame - a pretty generic Chosen One story that you seem to be playing into. You can play the entire game believing that this is all that it is, especially if you don't pay attention to every detail presented. But the whole mythos surrounding it, the false incarnates, the tribunal's attitudes make it all the more interesting. It actually gains upon deeper inspection as you realize that there are a lot of clever details therein, as opposed to losing quality in your mind as you realize pieces not fitting and making little sense.
Even in terms of sidequest/guild structure, it's appreciable in how controlled they kept it, knowing what they are doing. Most guilds don't have a dramatic quest line within them that suddenly spikes up leading up to a grand finale - it's more of just everyday actions, regular job taking combined with some internal guild politics and occassional greater conflict. It makes the world feel rather consistent, as you naturally mold onto it - something Oblivion and Skyrim both lack because events always spike up to ridiculous intensity as soon as you get involved with a guild. True in both of these games, but Skyrim explodes faster in insanity and goes further, to really drive home the point of how ridiculous everything is and how it needs to create "interesting" spectacles for its audience with patience problems.
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friend of mine always talks about how much she cares for stories in particular in games, but she doesn't like Morrowind whatsoever because it doesn't give instant gratification in an "interesting" story, since the outwardly events and actions you take are pretty simple and direct. In its quality, it pretty much relies on the delayed gratification of people who really put extra care into thinking and looking as deep as possible into a story on its own.
Why don't you retards just go play a game with a simpler story that's easier to understand like Gothic?
Gothic is the stronger game. Even thought it's an action RPG. Even though it has gay voice acting. Even though the game is quite simplistic and the story is much, much simpler. We rate games by gameplay, not by now how many daydreams you had when you read a few in game stories about Vivec. Wankery over lore ( it has great lore ) and intellectual pretensions is not enough to make a good game.
Even gameplay-wise, Morrowind does have things to offer. Morrowind really is nowhere close to an action RPG (Oblivion and Skyrim try more for it, but they're not much of anything in the end), and your success is determined by your preparation for fights rather than your individual skill - although some clever movement can help you win out fights without having to spend excess resources like health / magicka potions. For people who enjoy character building specifically though and advancing the character's strengths quadratically as the game goes on, with incredible freedom - Morrowind does offer quite a lot in that regard. Sure, it's not that well balanced, but the fact that the game offers a lot to both optimize for yourself (very versatile enchanting with both constant effects and "cast on use" items), and find within the world (amazing quest reward items in some questlines, or even random artifacts you can find in the game world that aren't related to any quests) with their great powers really reward exploration and experimentation (on an initial/early playthrough) or your ability to optimize (on subsequent/many playthroughs) that I would not say Morrowind is "bad" or even "mediocre" gameplay-wise. It offers something really high quality for people who enjoy that particular kind of gameplay, it's just very much a non-direct kind of entertainment that it offers, but it both requires a particular mindset (people who like optimizing character builds) and a lot of patience (because the game's pace is slow if you're not REALLY well acquainted with it and/or use exploits - that is to say you can still progress quite fast even without exploits, just not quite at the same pace), but the rewards in how it rewards your progress feel great, and not many games offer that kind of gameplay structure and deliver it decently well.
Gothic, meanwhile, is a pretty directly enjoyable and somewhat better balanced action-RPG. You can just play it and enjoy it (mostly back in the day, but if you don't mind a minor bit of jank you can definitely pick it up and enjoy it nowadays - at least Gothic 2 NOTR, since Gothic 1 plays much worse for a variety of reasons). I would say it takes a particular kind of person to enjoy Morrowind a lot, while Gothic 1/2 can be enjoyed easier by most - so on a baseline analysis you could say Gothic 1/2 has "better" gameplay since it's more suited for anyone's preferences. But I wouldn't say that it, on its own, would make these games automatically superior, just like how more people enjoying any modern mainstream action RPG doesn't make it "better" than Gothic 1/2, just better-suited for direct enjoyment - and that is not to say necessarily "casualized" or "worthless", but focusing on different paradigms in design, or maybe just being technically better that those older games. But my point being, Morrowind does have its value in doing a specific thing really well - giving a niche to people who seek and desire to find that specific thing in a game.