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Elder Scrolls Why Morrowind is a bad RPG

Harthwain

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How in the fuck one can simultaneously like this and dislike Oblivion or Skyrim? The same design principles all over except yeah I agree in some regards of course Morrowind's better:
You answered your own question. What made Morrowind better is the reason why it is liked more than Oblivion, and there is more to add to the list than what you listed. It doesn't help that Oblivion really took a nosedive (especially considering what was promised and what we got in the end) in multiple aspects, compared to Morrowind (the art direction being the most obvious, but not the only one).

To put it very bluntly: in Skyrim the game expects from you to clear and loot yet another nordic tomb with weak either draugrs or with buffed up draugrs(or whatever, don't remember the exact terms), in Morrowind the game expects from you to clear and loot yet another ancestors tomb with either cripple skeletons or skeleton champioins. The same fucking shit.
This is called a false analogy. Clearning dungeons for loot wasn't what made Morrowind great.

In conclusion: they really need a tag (reference to this thread).
Careful, because someone might say the same about you.
 

jackofshadows

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You answered your own question. What made Morrowind better is the reason why it is liked more than Oblivion, and there is more to add to the list than what you listed. It doesn't help that Oblivion really took a nosedive (especially considering what was promised and what we got in the end) in multiple aspects, compared to Morrowind (the art direction being the most obvious, but not the only one).
Oblivion is a horrible, shitty beyond belief RPG. Bottom of the barrel. When something is just better in some respects doesn't suddenly make it good. Also, who play games for art direction? Oh right, Bethestards apparently.
This is called a false analogy. Clearning dungeons for loot wasn't what made Morrowind great.
Morrowind isn't great. And I was talking about gameplay. It's roughly the same in TES games. That's the point.
Careful, because someone might say the same about you.
I don't care about these tags actually, point is I despise hypocrisy and when nostalgia blinds people this much. For me MW in some sense is a dear game too, like I mentioned I've had fun playing it with with my school mates back in the day but now I'm playing it and almost stunned at how bad it is. I plan to write summarized expressions later in this very thread.
 

Harthwain

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Oblivion is a horrible, shitty beyond belief RPG. Bottom of the barrel. When something is just better in some respects doesn't suddenly make it good. [...] Morrowind isn't great.
Here is a twist: people don't like Morrowind because it was better than Oblivion. People like Morrowind, because they think it is good in their opinion for whatever reason. You don't think it is good/great/whatever? You're free to have your own opinion, but then don't be surprised your opinion isn't shared by many nor bother asking questions why people think Morrowind is great if your response is going to be pretty much this:

i0t7iv2wnlnb1.jpg
 

MWaser

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Everything is both good and bad, it just depends which particular angle you're willing to look at it from more at a given moment.

Well, perhaps a few things might truly be so incredibly bad that maybe they're just bad aside from a potential meta-analytic value of their terribleness or the comedic aspect of their badness, but those examples are few and far between and definitely do not apply to these games (even to those that I personally dislike)
 

jackofshadows

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Oblivion is a horrible, shitty beyond belief RPG. Bottom of the barrel. When something is just better in some respects doesn't suddenly make it good. [...] Morrowind isn't great.
Here is a twist: people don't like Morrowind because it was better than Oblivion. People like Morrowind, because they think it is good in their opinion for whatever reason. You don't think it is good/great/whatever? You're free to have your own opinion, but then don't be surprised your opinion isn't shared by many nor bother asking questions why people think Morrowind is great if your response is going to be pretty much this:

i0t7iv2wnlnb1.jpg
Do you realize how many people are having fun by playing Bethesda games? Me too, but the thing bothers me is that here, on the Codex to admit doing that with Oblivion/F3-4/Skyrim is rightfully ostracizing while MW somehow gets a pass and a bunch of Bethestards having a circlejerk in any related thread. Nothing surprising in that, rather sad really.
 

Harthwain

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Do you realize how many people are having fun by playing Bethesda games? Me too, but the thing bothers me is that here, on the Codex to admit doing that with Oblivion/F3-4/Skyrim is rightfully ostracizing while MW somehow gets a pass and a bunch of Bethestards having a circlejerk in any related thread. Nothing surprising in that, rather sad really.
Calling people who like Morrowind, but not Oblivion/Skyrim/Fallout 3-4 "Bethestards" is an oxymoron.

And I do agree it is not surprising, but for different reasons (and in a different way) than you think. Yes, many people are having fun by playing Bethesda games post-Morrowind. But here, on the Codex, the emphasis is on RPGs. Oblivion marks Bethesda's shift into the realm of action games, and not in a good way.

In Morrowind your attack isn't guaranteed to land. In Oblivion all attacks will always hit. In Morrowind you aren't guaranteed to open a lock, even if you have enough skill to attempt doing so. In Oblivion the lockpicking minigame trivializes the character's skill in favour of the player's skill. You can also see each next game being gradually stripped of the complexity of its predecesor (spells and spellcraft being a good example). I could go on, but I think I made my point how "MW somehow gets a pass" on the Codex.
 

Ol' Willy

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Morrowind started the shift to more action oriented combat, the simplification of THC formula and introduction of stamina are good evidences of that.

THC in Morrowind is calculated as your weapon skill, then +/- comparing your and target AG and LUCK, then another check of your vs target stamina. AG and LUCK gives you +/-30% THC at max (without going over stat cap) while stamina modifiers are +/-50% hard capped. There's also blocking which is capped at 50% max. So you can see that stamina does play a major role in overall THC.

Compared to Daggerfall (though it was still bugged as fuck even on final vanilla patch), you don't have dodging skill anymore, no armor class, no weapon material THC bonuses. NPCs also use simplified skill system compared to player

Morrowind also introduced attack duration instead of damage rolls, which kinda reminds me of Dark Messiah system, and ability to stagger people, allowing stunlocks

Armor class on armors was replaced with DR, which means that enemies in better armor soak more damage instead of being harder to hit

In comparison you see, while in Daggerfall it's all about stats, Morrowind introduced quite a few action elements. I don't know much about oblivion, they kept the stamina but removed THC altogether, right? So you see the direction they were going
 

Falksi

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Levitation is key.

That single spell adds so much to exploration, combat, and player evolution. The real simplification of the series came when that got removed.
 

NecroLord

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Levitation is key.

That single spell adds so much to exploration, combat, and player evolution. The real simplification of the series came when that got removed.
It's a bit too powerful, to be honest.
If you have a Spear or a Bow or Crossbow, you can just kill your enemies without them being able to reach you.
The base spell cost is also quite high, so they definitely wanted to balance it out, I suppose.
But it adds so much to exploration.

Jump is a favorite of mine. Costs less than Levitation, and with high enough magnitude you can propel yourself across huge distances.
One of the first enchanted items I make.
 

jackofshadows

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So I'm finally done with the base game, completing it the second time, after 20 years or so.

First of all, and I don't remember anyone in this thread ever bringing this up but I just wanna say it's JUNK: the game. Why no one does mention that? I'm tolerant to junk and bugs as the next guy, especially if a game is good but here it's almost unbearable at times. Starting with the most basic thing: jump. You wanna use jump in this game, especially later on, in order to traverse faster at least (and recalling as you were playing Q3) but on the other hand, you don't. Because Vivec forbid you land on a wrong spot you might fall under the textures. It's happened to me over 100 times at the very least during my playthrough. That's not okay. Moreover, as your acrobatic skill increase, it become more and more apparent that 1) you can move while in air which is stupid and 2) very often you don't actually land when you should, resulting in some kind of levitating state first which can in turn result in falling under textures i.e. see above and just feels very wrong. At some places this is particularly annoying, like at that small pedestal over the mages guild portal in Ald'ruhn, which you will be visiting like 1000 times. Then of course you have all sorts of being stuck in terrain and not only for you but for all the NPCs and mobs. Also mobs are very often don't attack right away, only with a huge delay. Or notice you even. In truth there're some other engine related issues which are known to everyone but I wanted to highlight those.

The sound design and the music. Never understood the people's obsession about MW soundtrack, to me it's nothing special if nice but the real problem here is it doesn't fit for the game's somewhat alien and unusual setting. I imagine it's suppose to convey a sense of "adventure" and "fantasy" and that's it. Hardly that's the composer's fault I think it's rather mismanagement problem, as it seems to be for many other things about this game. Then there's another issue with the soundtrack. There're let's say exploration tracks and there're combat tracks. Now as in many other games this one switches tracks every time you engage/disengage combat. But more often than not it's just one mob along the way which turns this sometimes into even comedy as you see some fucking mudcrab attacks and so you hear intense fantasy combat music which then abruptly ends in 2-3 sec and you hear another "peaceful" track. This scheme work very well in games like HOMM but not here. For example, even when you explore Sixth House dungeons or the red mountain you still stuck with either "light-hearted adventure" themes or "intense epic" when you whack some cliff racers there. Fallout's approach where you get location-based ambient is far more superior one.

Worse, the more such switches happens, the more becomes apparent just how dead silent the gameworld is as background sounds are very rare and in between with exception being Dwarven ruins I'd say. Those and the fact all the NPCs like to speak to you all the time with mundane phrases and I imagine this's better instead of they being silent unless spoken but it still looks bizarre even at times. I guess they tried really hard to fix this with TES4 and we got the memes, thanks mr. manlet.

The core progression system. Now to where all the schizophrenia is embedded. Not sure where to start especially since it's probably been discussed to death before me but the system simply sucks and primarily because of the potential attribute growth. I think it'd be much better if they'd not grow (as well as HP with each level) and the rest of the game would take that into account obviously speaking. If we subtract the attribute growth instantly classes make sense, races become more distinct, the overall progress curve becomes much more predictable so it'd be possible to make late game to suck less etc etc. Then, on the skill side we have trainers and I think they were added, at least as they're in the game later in development. Because again, I think they should've been cut entirely with proper adjustments for individual skill growth curves. You just cannot design the whole game with one system in mind and then introduce a feature which kills it at its root. Again, schizo all over. Mismanagement, lack of strong vision etc. Btw, somewhat funny oversight in skills: if you unequip shield the game consider it to be unprotected spot even if you have armor everywhere else and you'll be able to increase unarmored skill.

The trainers are also a root for the Arch-everything at once silliness because all those faction skill requirements suddenly mean nothing. Even without google it's easy to find at least "major" trainers for any particular skill. And the gold is no problem, the economy break itself sooner or later even without player special efforts. For instance, there's a dungeon (and one of the best ones I might add) called Urshilaku Burial Caverns which is incentivized to visit fairly early on the main quest and there's plenty of glass gear, ebony helm, wizard staff etc. If nothing else it costs more than 100k combined I think which is a lot! So to everyone who deflect similar critique with the "you deliberately brake the system" - fuck off, the game does it itself unless you restrain yourself at every step (and miss stuff).

Speaking of Arch-everything, after completing the Imperial Cult branch I'm convinced this is another schizo/mismanagement moment since you end up at the rank Primate and been told that that's a maximum for an adventurer like you, otherwise in order to increase rank you gotta dedicate yourself fully to the faction (become a healer or something) which sounds very sensible actually. The NPCs gives you their MMO-style crap quests also in certain fashion which you'll never see in any other faction except for Caius Cosades so I believe they did Imperial Cult first, decided to change the approach later but to keep the content too probably since many quests there might serve as some kind of tutorial. Who among new players goes straight to Ebonheart though? The game doesn't suggest that at all.

Also, looking ahead, I on purpose firstly became the Arch-everything and only then started the main quest. And wouldn't you know it, almost no one ever recognized it (aside from Ordinators in the Ministry of Truth who all said that they don't care I'm the Patriarch and that they will kill me if I won't leave - wtf even). You meet fighters guild member, mages guild member (informants), thieves guild member... Obviously it was done in order to introduce player to said guilds but then they all started asking ME for favors. Fucking ridiculous. Moreover, then you meet a member of dissident priests and she don't care at all you're actually the Patriarch and then even let you inside their sikrit sanctuary! Furthermore you're also suppose to meet then "the leader of the Temple who is worried". Hey, he's retired. Just fuck off, game.

The combat, the Action/RPG balance. I think everyone who insist on MW being much closer to RPGs unlike TES4-5 is either full of shit or played the game wrong. If you play it as intended (stacking class/race bonuses, keep stamina high) your THC will be very high and the action aspect will kick in right from the start meaning you're suppose to hold weapon a bit before the attack and... stunlocking enemies (and chugging stamina potions all the time). Which is pretty stupid but that's just how the game works. For magic users you also suppose to kite in order to avoid interrupts so it also doesn't work as in classic RPGs. By the way, AI is terrible but I guess that's no secret to anyone who played MW, what can you do right? One time I killed some mage in a few hits but wasn't able to stunlock him so he managed to cast a single debuff on me. Never guess which one: Sound :lol:

The setting, lets finally move on to something positive. Yes, it's very good, especially the Great Houses I'd say but then you have stuff like totally not-Romans. What's up with that? I imagine it's been dragged from previous entries? But we also have some odd pieces like yurts, katanas, orcish armor (reminded me of nu-Asscred now lol), Bretons (really?) etc. Daedras and their bickering strongly remind me of Greek Gods but whatever. It's just ironic when luj1 loves to make fun of PoE and their fampires and shit and then adores this very game. On a less serious note, why there's so many niggers? We have not one but two types of them and the action takes place on one type's motherland so you'll see plenty for sure. Then we can add orcs as honorary niggers and so you get 3 types. Niggerwind, indeed. On the other hand, when oh so honorable head of the thieves guild: a nigger in fancy clothes said that now he can finally retire and maybe (!) visit his family on Hammerfell I laughed hard man.

Anyway, even setting being very good, cool and nice my issue is with it - excessive exposition. All these ashlander prophecies. All these books and notes you're suppose to read which tell you basically the same story but from different angles. Which is cool I guess but it's happened a long time ago. Some people have had similar issue with Colony Ship and its mutiny story and rightfully so. Compare this all to UnderRail when the lore is very good too but you have to make effort in order to learn it. Otherwise you can throw that all off and the plot still will make sense, just less so. Nevertheless, I liked the MW plot. I imagine some people on Codex like it too very much at least for its honesty, elaboration and the lack of even Arcanum-level twists. No, you're actually the chosen one, kissed by a God.

What I liked about gameworld is that even when you often see how it's stitched together it's still doesn't slide into biome x>biome y etc. Overall the whole island look pretty organic, I'd hate if they'd add a small desert or some shit (they did DLCs for that). On this note let's talk about exploration, another allegedly strong game's point. After doing that and then doing the main quest I'd say just do the main quest: all the best dungeons are there and it's not even close. And despite some small encounters here and there (cultists kidnapped my wife!) you're rather suppose to take quests and explore the game using them since we have here the same "the rest of the dungeon is blocked off because you're here by accident" Skyrim-esque design. It's just not worth it. Yes the loot thankfully isn't scaled but why would you want it? You'll trip over some OP gear sooner or later either way and the game's easy as shit unless you're a dumb kid or have never played RPGs before in your life.

Anyway, let's wrap it up already: the game is fundamentally broken. It's bad almost in every facet but because of the people who've done a great job of putting together the game's lore and the game world players are tend to forgive anything I suppose.
 

Ryzer

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Should be nice on the front page as a Morrowind review Infinitron.

On a sidenote, I wrote some Skyrim review a few days ago listing everything that is wrong in that game I think it reached a few pages already.
 

Ol' Willy

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The trainers are also a root for the Arch-everything at once silliness because all those faction skill requirements suddenly mean nothing. Even without google it's easy to find at least "major" trainers for any particular skill. And the gold is no problem, the economy break itself sooner or later even without player special efforts. For instance, there's a dungeon (and one of the best ones I might add) called Urshilaku Burial Caverns which is incentivized to visit fairly early on the main quest and there's plenty of glass gear, ebony helm, wizard staff etc. If nothing else it costs more than 100k combined I think which is a lot! So to everyone who deflect similar critique with the "you deliberately brake the system" - fuck off, the game does it itself unless you restrain yourself at every step (and miss stuff).
Trainers remained from Daggerfall, but there they have 50% cap on max training
 

jackofshadows

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Against my better judgement (and lack of plans for these few days) I've decided to finish Tribunal as well. Well, it was awful. The most dull dungeons imaginable with boring mobs (I also laughed when realized dark brother guys respawn as any other mobs after some time). With a few unbelievably retarded puzzles at the end. Some plot and some closure I guess. Woman are crazy wink-wink. Some useless loot, some new assets. Yawn.

And by the way, for the fans of levitation: how cool that it doesn't work neither in Mournhold nor in the last dungeon right? At least it works in the sewers - saved me from falling under the textures many times since there's a water down there and the game doesn't automatically return you to the location start.

I guess I'll pass on Solstheim.
 

None

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Both the expansions suck ass. If I had to pick I'd easily say Tribunal is the worse of the two. That no one has bothered to do a comprehensive overhaul of them after all these years is just a sign of how unredeemable they are. And TotSP doesn't count as that is a visual and environmental overhaul.
 

Harthwain

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And by the way, for the fans of levitation: how cool that it doesn't work neither in Mournhold nor in the last dungeon right?
While the idea for the expansion sounded good on paper, in practice it removes one of the biggest strength of Morrowind: the open world. I never used levitation in Mournhold, because I didn't feel the need for it and Tribunal is so boring (outside of the city of Mournhold itself), because it is all about the underground dungeons, that I never bothered to finish it.

Solstheim is an open world map, so that alone makes it a lot better than Tribunal. Besides that I found the main quest there to be quite interesting and the base-building aspect was very nicely done as not only you have to provide resources for the colony to expand, this means generating more problems (read: quests) that the player has to solve, which increases the interaction with the world and makes it feel a little less static. But if you don't like Morrowind, I doubt you will like Solstheim either.
 
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Jaedar

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Both MW expansions are kinda bad and poorly implemented. Epic level sewer goblins! Naked barbarians more dangerous than literal demigods! Balance breaking changes to level 1 characters!
 

wwsd

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I'm sure it seemed like a good idea at the time to make the expansions for players who had already finished the base game and were already overpowered, so they needed new challenges. So you get attacked by assassins/hear Solstheim rumours and it's go time. I suppose they didn't expect people to keep playing for 20 years and keep re-rolling new characters. In retrospect it would have been much better to have a similar progression as the base game, so there's something to do for all levels. One of many things TR did better.
 

Riddler

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Bubbles In Memoria
Levitation is key.

That single spell adds so much to exploration, combat, and player evolution. The real simplification of the series came when that got removed.
It's a bit too powerful, to be honest.
If you have a Spear or a Bow or Crossbow, you can just kill your enemies without them being able to reach you.
The base spell cost is also quite high, so they definitely wanted to balance it out, I suppose.
But it adds so much to exploration.

Jump is a favorite of mine. Costs less than Levitation, and with high enough magnitude you can propel yourself across huge distances.
One of the first enchanted items I make.
Which they could have done by making it a concentration spell. IE. You can't do anything else while levitating and taking damage can make you lose the spell and fall.

Or any of a number of other ways to balance it.


I don't think they removed it because of balance (in a single player game with much worse balance issues that weren't fixed in oblivion or Skyrim either..) but because they wanted to simplify level design and because they wanted outside interior cells for some cities due to RAM limitations.

It really shouldn't be an issue any more so there shouldn't be an issue reintroducing it for ES VI but given the trajectory of Bethesda I somehow doubt it.
 
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Sweeper

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Both MW expansions are kinda bad and poorly implemented. Epic level sewer goblins! Naked barbarians more dangerous than literal demigods! Balance breaking changes to level 1 characters!
Yeah, if you think about it it doesn't really make sense. But then if you really think about it, it becomes both hilarious and an endearing remnant from a bygone era of (better) design.
 

NecroLord

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Both MW expansions are kinda bad and poorly implemented. Epic level sewer goblins! Naked barbarians more dangerous than literal demigods! Balance breaking changes to level 1 characters!
Got filtered by those Solstheim reavers with their Damage Strength on hit axes?
 

ind33d

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The actual game part of Morrowind is playing dress-up

Wearing a costume metaphysically makes you become the thing you are dressed as

This is why Morrowind is good
 

CHEMS

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The actual game part of Morrowind is playing dress-up

Wearing a costume metaphysically makes you become the thing you are dressed as

This is why Morrowind is good
Dagoth Ur can wait. I am not doing any nerevarine bullshit before finishing my collection of Colovian Helms. There are things that are a matter of duty and my duty is to be the dapperest dunmer in Tamriel

del9qk.png
 

CHEMS

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Both MW expansions are kinda bad and poorly implemented. Epic level sewer goblins! Naked barbarians more dangerous than literal demigods! Balance breaking changes to level 1 characters!
Got filtered by those Solstheim reavers with their Damage Strength on hit axes?
He isn't wrong though. Bethesda assumed everyone installing the expansions would do so with their post main quest character. But their content triggers since the start of any playthrough, so at level 1 you get attacked by the DB even though by that time you're a unknown nobody fresh out of the boat.

DB assassins scale to your level, at level 1 they're easily dispatched and their armor not only outclasses anything you'd get in the light armor category but sells for a pretty good amount of money (their ebony dart alone is like 2000 gold a piece).
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
Both MW expansions are kinda bad and poorly implemented. Epic level sewer goblins! Naked barbarians more dangerous than literal demigods! Balance breaking changes to level 1 characters!
Got filtered by those Solstheim reavers with their Damage Strength on hit axes?
He isn't wrong though. Bethesda assumed everyone installing the expansions would do so with their post main quest character. But their content triggers since the start of any playthrough, so at level 1 you get attacked by the DB even though by that time you're a unknown nobody fresh out of the boat.

DB assassins scale to your level, at level 1 they're easily dispatched and their armor not only outclasses anything you'd get in the light armor category but sells for a pretty good amount of money (their ebony dart alone is like 2000 gold a piece).
There are rebalance mods for the expansions, which also reduce the value of DB armor, but the ebony dart is still as expensive as ever lmao.
 

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