Morrowind let you have freedom with the story, you could go anywhere, kill anyone. There was even a secondary way to complete the main quest if you were a prick, and a third (but stupidly straight forward and dangerous way) if you were a total prick.
Skyrim gives you the illusion of choice, of depth, when it's actually the shallowest game in the entire series. They removed tons of spells, skills, weapons and armor. Everything that people like in skyrim could have been done in oblivion since they both run on the same engine. They turned TES into a First Person Stabber, ditching it's rpg elements for a casual audience. I know I put in well over 300 hours into morrowind, yet I could barely manage to put 20 into skyrim.
If having folks agree with you improves your faith in humanity, prepare to lose a bit.
I enjoyed Skyrim, for all its failings. Morrowind comes close behind it, but mostly for the setting. As for the story, and even that came around to kick itself in the butt. There was just too much "bar bar bar bar" when there could have been more game. Of course, Bethesda went the opposite direction with Oblivion and Skyrim, almost dumping the importance of the story entirely in favor of a more cinematic approach, but they refined it to a more acceptable level with Skyrim.
Not that I think the story in Morrowind sucked, or that the story in Skyrim was awesome. Skyrim just managed to entertain me more.
The levitation spell was removed because inside the city walls were thru a load area where in Morrowind they were in the main world area, Would have looked rough if able to fly over wall into a non loaded area in Oblivion/Skyrim.
Tho on pc u can remove the gates and have the city internals rendering in the main world areas, Is great fun when using the portal gun mod for huuge teleports.
I also think fast travel ruined the newer games as it removed any real exploration after u been to a few cities over the map. Instead of the journey adding to the quests, you just fast travel somewhere near quest then walk 30 seconds to area.
Just getting to Vos or Sadrith Mora was an adventure in itself before u even got to quest areas in Morrowind...
They cheapened out on the programing load by decreasing collisions, so no levatation is basicly lots less work, they found this out making mounhold be a no fly zone, and got lazy about it, making zones to contain the player in so they dont try to hit that object that wont collide with them, there are examples of this all over the later games, and they pass it off as levatation is illegal because Jiub doesnt like flying.
Morrowind is the best game, not very pretty but who needs that shit when you have actual gameplay and mountains of replay value.
So many hours walking between towns, and running from scathcrows all the day long.
omigosh huge picture - Remember that some people that browse these forums have small screens or limited bandwidth. In the least put it in spoilers.
I'm not sure how Morrowind had better customization than either Oblivion or Skyrim. Both had a huge number of things you could change about your character's face before sticking a mask or helmet over it. If you're talking about skills and such, that falls more under game mechanics than customization. Skyrim also had a lot more quests involved with the lore of the world than Oblivion, and did a much better job of presenting the past as something that happened. Oblivion mostly had books and the Emperor, and that was about it. If the world had started existing the day before you started adventuring very little would have been different.
omigosh huge picture - Remember that some people that browse these forums have small screens or limited bandwidth. In the least put it in spoilers.In morrowind you could equip 16 items, you could also put any enchantment you wanted on those, any at all, no restrictions.
I'm not sure how Morrowind had better customization than either Oblivion or Skyrim. Both had a huge number of things you could change about your character's face before sticking a mask or helmet over it. If you're talking about skills and such, that falls more under game mechanics than customization. Skyrim also had a lot more quests involved with the lore of the world than Oblivion, and did a much better job of presenting the past as something that happened. Oblivion mostly had books and the Emperor, and that was about it. If the world had started existing the day before you started adventuring very little would have been different.
(for example Asimov, Dune, Lord of the Rings, or fine literature)the only thing I can think of these (except maybe whatever "fine literature" refers to) have in common is a well developed setting? Also I'm not sure how relevant your little rant on the state of modern society is, there was only 4 years between morrowind and oblivion.
Still, customization implies aesthetics rather than mechanics when talking about games. Spells are more of a mechanical notion, and not all characters, or even players, use magic.The plastic wrap look that enchanted items had? Different spells had different colours, I remember being a level 70 god of death, with all my equipment either increasing my strength or giving me a ludicrous health regeneration. Good times.
Call me heretical or whatever else, but I could never get into Morrowind in any respect.The game is actually incredibly easy if you don't level at all, but know where all the good gear is. And I loved the quests, I could still do the theives guild quest-line even in my sleep.
I played it for about 10? hours and eventually just stopped.
My main problem was probably that either everything died in like two hits, or kill you in the same amount, so you actually couldn't explore anywhere (at least not at level 1-4) because the enemies simply walled you everywhere you went and the grind to get your stats up took forever.
So after faffing around the cities for a bit doing boring guild quests my attention wavered.
Now, Morrowind IS probably the best of the Elder Scrolls series hands down but it has some serious newcomer blocks.
The game is actually incredibly easy if you don't level at all, but know where all the good gear is.
It only becomes a problem if you know where everything is. The difficulty does jump when you gain enough levels for harder enemies to spawn, but it's still better than skyrim.The game is actually incredibly easy if you don't level at all, but know where all the good gear is.
Then that's honestly a huge problem, because a game shouldn't punish you for getting stronger.
It was an issue with Oblivion until I modded it out, and I really want to know which devs actually think rubberbanding difficulty is a good idea.
The game is actually incredibly easy if you don't level at all, but know where all the good gear is.
Then that's honestly a huge problem, because a game shouldn't punish you for getting stronger.
It was an issue with Oblivion until I modded it out, and I really want to know which devs actually think rubberbanding difficulty is a good idea.
Well I designed my characters basically the way you stated, with complimentary skills.
Maybe I'll give it another try sometime and see how it goes.
Scratch Damage (http://tvtropes.org/pmwiki/pmwiki.php/Main/ScratchDamage)
Comparison is strange. Morrowind + 2 expansions and years of patches vs Skyrim base game?Unless they completely remove the down dumbing that happened nothing can bring skyrim over morrowind.
Opinion stated as fact is still opinion. I'd still prefer to play skyrim or oblivion over morrowind. I would play morrowind remade in Skyrim's engine though.Comparison is strange. Morrowind + 2 expansions and years of patches vs Skyrim base game?Unless they completely remove the down dumbing that happened nothing can bring skyrim over morrowind.
I feel, essentially, Morrowind = Skyrim > Oblivion. Oblivion not being very far behind the other two.
Morrowind was absolutely thick with lore and just in general a deep world. Some nostalgia is definitely factoring into this, since I, like many, spent quite a few hours on it, years ago.
Negative points have already been stated before. Combat was less than spectacular compared to the later games.
Skyrim recaptured a lot of the depth of world that Morrowind had. Just try walking somewhere without even considering fast travel (I try to avoid using it entirely), and you'll find the world is pretty interesting. There's actually a fair few things out there that entirely lack map markers. There's also no shortage of interesting quests and questlines. I could probably fill an entire post just on the ones I've experienced, and I still have at least 50% of the game to go!
As for Oblivion, I can't say I've actually done very much in it. But just from what I have played, it does have its faults, and I feel places behind Morrowind and Skyrim for them. Not a bad game by far, but compared to the other two, falls behind.
Also the undercity under MournholdCity of Light! City of magic! (http://dschinghismorrowind.ytmnd.com/)
Also the undercity under MournholdCity of Light! City of magic! (http://dschinghismorrowind.ytmnd.com/)
-snip-
Hah, I was one of the two that picked Oblivion...
...I never got shivering isles for oblivion...
I also love the fact that you can steal items, and sell them to a different store, unlike in Oblivion/Skyrim, where everyone magically knows what belongs to who, and that it was stolen.
I deleted Skyrim when I met a guy in Whiterun who just kept regenerating to full whenever I tried to kill him (something Greyback) after getting his breath back (when he's invulnerable) and Morrowind's graphics make my head ache (literally), so it's Oblivion for me.
I can't remember. Did Morrowind have level scalling like Oblivion and Skyrim?No.
I deleted Skyrim when I met a guy in Whiterun who just kept regenerating to full whenever I tried to kill him (something Greyback) after getting his breath back (when he's invulnerable) and Morrowind's graphics make my head ache (literally), so it's Oblivion for me.
Basically it's just one exe file from the net, install it on Morrowind and its expansions and it will look like Oblivion.
Sorta.I can't remember. Did Morrowind have level scalling like Oblivion and Skyrim?No.
I also love the fact that you can steal items, and sell them to a different store, unlike in Oblivion/Skyrim, where everyone magically knows what belongs to who, and that it was stolen.
Yeah, I was irritated when I realized that I couldn't sell all my pickpocketed gems at stores, and pretty much anything at people's houses was worthless unless it was money or could be used in crafting. So sad, because I had become a savescumming kleptomaniac shortly after I started the game.
I deleted Skyrim when I met a guy in Whiterun who just kept regenerating to full whenever I tried to kill him (something Greyback) after getting his breath back (when he's invulnerable) and Morrowind's graphics make my head ache (literally), so it's Oblivion for me.
Basically it's just one exe file from the net, install it on Morrowind and its expansions and it will look like Oblivion.
Nonono. I have that mod for my morrowind. It makes it a lot more digestible, sure, but like oblivion? Lulz.
Sorta.I can't remember. Did Morrowind have level scalling like Oblivion and Skyrim?No.
I deleted Skyrim when I met a guy in Whiterun who just kept regenerating to full whenever I tried to kill him (something Greyback) after getting his breath back (when he's invulnerable) and Morrowind's graphics make my head ache (literally), so it's Oblivion for me.
Basically it's just one exe file from the net, install it on Morrowind and its expansions and it will look like Oblivion.
Nonono. I have that mod for my morrowind. It makes it a lot more digestible, sure, but like oblivion? Lulz.
Did you get right one? What changes the hard code, and also enable infinite sight? There is also site what creates the whole continent of Morrowind, with +2000 NPCs and lots of quest. You can actually see what is outside of Mournhold.
By the way games should be judged in a certain context. For example Morrowind graphics in its time was the best.
By the way games should be judged in a certain context. For example Morrowind graphics in its time was the best.
Nope de nope, that doesn't really work for me. I remember thinking Morrowind looked AWESOME the first time I played it, but that doesn't mean the graphics have stood the test of time. Compare Morrowind to, say, Ocarina of Time- in OoT, everything was a little bit cartoony, and they decided to go for an anime/3D hybrid style. In Morrowind, everything is meant to look as real as possible with extremely limited technology, and that shows, most notably in the textures compared to polygon count of character models. I'm not saying I would have preferred a cel-shaded style or whatever, because the style definitely fits the tone they were going for perfectly, but the graphics don't impress me in any meaning of the word.
Also the gameplay. Morrowind is definitely my favorite TES game when it comes to the setting and writing and world map, but the actual gameplay is a total snoozefest for melee characters. Click click click dead. The magic system is cool, the alchemy is fun in a game-breaking kind of way, but when it comes to melee the animations are boring, there's no visual difference between a hit and a miss, there are very few tactical options in a one-on-one fight besides "click more" and "run away," and it just generally gives me a totally empty experience.
And lastly the skill system. There's too much. When I'm playing an RPG, I want to role-play, and I don't want to RP an accountant all the time. Why do there need to be three different blade skills? Is there really an interesting character choice being made when I'm deciding between Long and Medium blades, or Heavy and Medium armor? Shouldn't someone who knows how to move effectively in plate mail have similar knowledge of leather and chain, since you would wear them under plate anyway? Why do I make choices about starting skills in the beginning if those skills still start out ineffective on anything stronger than a mudcrab?
In Morrowind I see a game with a lot of heart and pitiful technical execution. I wish I wanted to play it, but no argument can really change that I don't have fun when I'm playing it, and in my book that makes it a bad game.
That's... pretty silly mate. Just ask my five themed roleplay characters who all have distinct different playstyles and quests completed in their own unique ways.
Being like real life means absolutely nothing. It means so little of nothing that simply bringing it up drives me to make this post. I don't care about realism. I don't care if you have to restrict your choices and have to get specific skills to do well. I want the freedom to make a character that smashes things with a mace and throws lighting with the other hand before putting on an artifact armor despite being the wrong type for my skill. To just wear clothes as a fighter character and have it be viable.
I want to roleplay without the clunky mechanics holding me back.
I greatly dislike Morrowind's leveling mechanics but other features are better than Oblivion and Skyrim.
Also this thread can be summed up as:
Person A states his opinion.
Person B states his opinion that is opposite of that of Person A.
Person A states his opinion on why Person B's opinion is invalid.
Person A states his opinion on why Person A's opinion that Person's B opinion is invalid is invalid.
And so on.
Unarmed was fun. Medium armor wasn't fun at all, it was only redundant.
Also, I like how I can look up Morrowind on google and get this thread.
Objectively speaking, Morrowind is the best Elder Scrolls game and any opinion to the contrary is wrong.
Also, there was no reason to remove the Unarmed and Medium Armor skills, Bethesda.
That's... pretty silly mate. Just ask my five themed roleplay characters who all have distinct different playstyles and quests completed in their own unique ways.
Being like real life means absolutely nothing. It means so little of nothing that simply bringing it up drives me to make this post. I don't care about realism. I don't care if you have to restrict your choices and have to get specific skills to do well. I want the freedom to make a character that smashes things with a mace and throws lighting with the other hand before putting on an artifact armor despite being the wrong type for my skill. To just wear clothes as a fighter character and have it be viable.
I want to roleplay without the clunky mechanics holding me back.
The exact opposite, Morrowind doesn't hold you back to do that, it only means that you have basic limits like you can win the game in 1 second, and can't blow up the continent. You could be a necromancer with a horde of undead, wearing plate mail, and use crossbow. However if you want be like that you have to pay the price, unusual character are harder to master.
On the contrary in Skyrim you couldn't really be anything but a shouting, dragon killing barbarian, what gets old fast. I can even finish the Morrowind main story 3 different ways, let alone the thousands of faction quests. Or is it hard to shallow, that you have mission what make you unable to do a mission of an enemy faction?
In Morrowind you have your choices. In Skyrim you have your directions.
ps.: he was the one who pressed the real life stuff by saying, in real life you wear light armor under heavy, then why do we have multiple armor types in the game, and why don't a heavy instanly knows light armor too.
Unarmed was fun. Medium armor wasn't fun at all, it was only redundant.
Also, I like how I can look up Morrowind on google and get this thread.
Maybe redundant, but it could give you a challange to collect all the best medium armor. Nothing worse like creating a challange to play Adventure Mode as a pacifist, or build a fortress without digging.
Unarmed was fun. Medium armor wasn't fun at all, it was only redundant.
Also, I like how I can look up Morrowind on google and get this thread.
Maybe redundant, but it could give you a challange to collect all the best medium armor. Nothing worse like creating a challange to play Adventure Mode as a pacifist, or build a fortress without digging.
Alright, I'm not seeing how this in an argument to keep medium armor though. If the goal is simply to collect it, why would it matter if the label over the armor said medium or heavy? In gameplay terms it was only redundant. One of the better decisions Bethesda made in Oblivion was to remove it.
You know its bad when the best argument you have for keeping an item is that it might be fun to pick it up. I'm sure Bethesda knew this too.
Basically they could have just made a few perks like in Oblivion for skills, like medium armor would give you some unique advantage. For example like the balance in Star Craft between the three races. There should be no best builds, but different builds, that have a "high score" differently. As I said there are good aspects in the first 4 TES games (even if a few in Arena), that could have been all collected, and made into the fifth game.
That's... pretty silly mate. Just ask my five themed roleplay characters who all have distinct different playstyles and quests completed in their own unique ways.
Being like real life means absolutely nothing. It means so little of nothing that simply bringing it up drives me to make this post. I don't care about realism. I don't care if you have to restrict your choices and have to get specific skills to do well. I want the freedom to make a character that smashes things with a mace and throws lighting with the other hand before putting on an artifact armor despite being the wrong type for my skill. To just wear clothes as a fighter character and have it be viable.
I want to roleplay without the clunky mechanics holding me back.
The exact opposite, Morrowind doesn't hold you back to do that, it only means that you have basic limits like you can win the game in 1 second, and can't blow up the continent. You could be a necromancer with a horde of undead, wearing plate mail, and use crossbow. However if you want be like that you have to pay the price, unusual character are harder to master.
On the contrary in Skyrim you couldn't really be anything but a shouting, dragon killing barbarian, what gets old fast. I can even finish the Morrowind main story 3 different ways, let alone the thousands of faction quests. Or is it hard to shallow, that you have mission what make you unable to do a mission of an enemy faction?
In Morrowind you have your choices. In Skyrim you have your directions.
ps.: he was the one who pressed the real life stuff by saying, in real life you wear light armor under heavy, then why do we have multiple armor types in the game, and why don't a heavy instanly knows light armor too.
I don't mean "Why wouldn't a plate mail wearer be an expert in leather," I mean "Why is that such an interesting choice that it is worth restricting the player's freedom?" Were I arguing on a "realism" basis, I would point out characters in all Bethesda games can wear the heaviest armor in the world indefinitely without suffering from heat stroke or exhaustion or dehydration. But I don't care about that, because that would not be a fun addition to the game.
I agree with Duke. I love roleplaying. When I get the chance to actually effectively play a character in an RPG it makes me all giddy and fuzzy inside. But my character is not interesting because I had to pick between Strength and Dexterity, my character is interesting because I have a self-imposed rule that my character only has one arm and so I can only ever have one one-handed item equipped. Or my character is interesting because I've decided he hates magic and he kills all magic-users on sight. Or my character is interesting because he is magically bound to never lethally harm another living being and so relies entirely on fists and summoned creatures.
Skyrim was a little too liberal with the number of invincible characters, and I found that extremely frustrating a few times. But even though Morrowind gives me more control over the game world, Skyrim gives me more control over my own character.
Also, like I said, Morrowind isn't fun for me and Skyrim is. We are each free to have our own experiences and they are equally valid.
NINJA EDIT: Fuck yeah though, I want unarmed back. Although the Skyrim VIKING!!! Challenge is still pretty great in an unintended way.
Removing features doesn't make a game better. Removing customization options, doesn't make a game better. Thinking like that is why skyrim had 16 skills, and morrowind had 27. Why morrowind had 7 weapon skills and skyrim had 3.Unarmed was fun. Medium armor wasn't fun at all, it was only redundant.
Also, I like how I can look up Morrowind on google and get this thread.
Maybe redundant, but it could give you a challange to collect all the best medium armor. Nothing worse like creating a challange to play Adventure Mode as a pacifist, or build a fortress without digging.
Alright, I'm not seeing how this in an argument to keep medium armor though. If the goal is simply to collect it, why would it matter if the label over the armor said medium or heavy? In gameplay terms it was only redundant. One of the better decisions Bethesda made in Oblivion was to remove it.
You know its bad when the best argument you have for keeping an item is that it might be fun to pick it up. I'm sure Bethesda knew this too.
Why Keep Medium armor in the Game? Why NOT keep it in the game? It adds to replayability and differentiates characters more. "Oh, I rolled a Heavy Armor Ax warrior last time? Maybe this time I will be a Medium Armor Swordsman."
More skills, more choices, more choices, more replayability. More is very nearly ALWAYS better in sandbox games. Whereas the Elderscrolls series seems to be getting less and less with each game. Character customization, aside from physical appearance, is nearly completely gone.
Removing features doesn't make a game better. Removing customization options, doesn't make a game better. Thinking like that is why skyrim had 16 skills, and morrowind had 27. Why morrowind had 7 weapon skills and skyrim had 3.
I'm pretty sure almost no one has ever played Arena.
Why Keep Medium armor in the Game? Why NOT keep it in the game? It adds to replayability and differentiates characters more. "Oh, I rolled a Heavy Armor Ax warrior last time? Maybe this time I will be a Medium Armor Swordsman."
More skills, more choices, more choices, more replayability. More is very nearly ALWAYS better in sandbox games. Whereas the Elderscrolls series seems to be getting less and less with each game. Character customization, aside from physical appearance, is nearly completely gone.Removing features doesn't make a game better. Removing customization options, doesn't make a game better. Thinking like that is why skyrim had 16 skills, and morrowind had 27. Why morrowind had 7 weapon skills and skyrim had 3.
Having a bunch of shitty options doesn't make a better sandbox. I'd rather half a couple fleshed-out options then a bunch of junk. Morrowind had a LOT of "junk".
Believe it or not, removing features can make a game better. Did it work for Oblivion or Skyrim? Maybe not. But that doesn't mean you should keep every feature you can for the sake of "choice".
So having junk perks is not the same? By the way spears were also removed, despite they were more effective against heavy armor.
Morrowind had a lot of junk, and I love that. Do you know how much stuff in Morrowind I did to just do it? I barely even paid attention to the real quests a lot of the time and just ran around doing whatever struck me at the moment. I did this for dozens of hours and spent every moment amused.
Oblivion and Skyrim are just so....lifeless by comparison. Morrowind feels rich.
I need to go buy that GOTY Morrowind box I saw at Best Buy now...
I'm pretty sure almost no one has ever played Arena.I played it for about ten minutes, I think. It's free nowadays, which is something. I don't remember much besides not liking something about the interface that led me to put it down for a bit. Then promptly forget about it, o'course.
I'm pretty sure almost no one has ever played Arena.I played it for about ten minutes, I think. It's free nowadays, which is something. I don't remember much besides not liking something about the interface that led me to put it down for a bit. Then promptly forget about it, o'course.
I still haven't played anything past morrowind. I'd kinda' like to play skyrim just to wonder around in it... I know the graphics aren't supposed to be particularly spectacular these days, but I think currently the prettiest thing I've played to date is D&D online. Watching some LP's made it look pretty damn beautiful, which is something. Similarly, oblivion looks like it might be interesting after getting the ever-loving modded out of it. I hear it's pretty solid once it's been fan-content mangled into better shape.
Medium armor in morrowind was terribly executed.
It was rare, and not in a unique kind of rare but a "Hey can I ever find more then a single set of these things", didn't really fit into a niche (which led to it being harder to classify as medium so that it could be put it), and screwed anyone who tried to use it as a main armor type without knowing how it was nearly useless.
That would be just great if I could buy things through Steam, but I can't buy things through Steam or any other digital distribution service.
I suppose I'm not giving it a fair rap, because I never really tried using it. But the proportions of heavy and light were about equal, while medium was left out in the cold in terms of number of sets, and excluding the expansion sets, which were pretty great, medium armor A) weighed more then glass and B) was had worse armor then glass and C) was about as protective as the beast heavy armor. I know its not quite fair to exclude the expansions, but getting the base game (not really a concern now however since you pretty much get the expansions with it guaranteed) and having something thats worse in every single respect then light is rather annoying.Medium armor in morrowind was terribly executed.
It was rare, and not in a unique kind of rare but a "Hey can I ever find more then a single set of these things", didn't really fit into a niche (which led to it being harder to classify as medium so that it could be put it), and screwed anyone who tried to use it as a main armor type without knowing how it was nearly useless.
Unbalanced? Yes, very much so, but still usable. I would almost always roll an odball with medium armor and spear, and finish the game wihtout much difficulty. The other armor options are better, but not by far.
"Limitations so that you can't beat the game in one second"? AHAHAHAHAHAHAHAAAHAHAHA! In Oblivion and Skyrim, you do the Main Quest over a reasonable period of time. In Morrowind, you become the human singularity with alchemy and enchanting and suddenly have enough stats to one-hit anything while laughing as they try to defeat your 100% constant sanctuary enchantments.I remember finishing the main quest of oblivion before hitting level 5 without even needing to become a "human singularity".
I'm sorry, but did any of you like being forced to grind one skill for ages so that when you levelled up you could get the 5+ bonus which would be lost forever if you didn't?
Towerdude this bit is directed specifically at you:
Don't get me wrong, Morrowind was a far better game overall due to immersion and creativity then Oblicion or Skyrim, but seriously?
Medium armour was so stupidly inferoir that you were a fool to use it.
The Combat system was simply shit, being that you could hit someone ten times while connecting, but not doing damage due to dice rolls.
"Limitations so that you can't beat the game in one second"? AHAHAHAHAHAHAHAAAHAHAHA! In Oblivion and Skyrim, you do the Main Quest over a reasonable period of time. In Morrowind, you become the human singularity with alchemy and enchanting and suddenly have enough stats to one-hit anything while laughing as they try to defeat your 100% constant sanctuary enchantments.
Now, I will say, Morrowind was the best TES game I have ever played. Oblivion was the worst. Skyrim was very close behind Morrowind.
Why? Skyrim may have dumbed down practically everything, but with crafting and the like added (and with mods), it still feels like it's a good game. I'm sorry, but did any of you like being forced to grind one skill for ages so that when you levelled up you could get the 5+ bonus which would be lost forever if you didn't? What about basic Greek and European mythology creatures to fight? The story for Oblivion was just "I KILL WORLD BECAUSE I EEVVVVVVIIIIIIILLLLLLL" with a bit of "We kill you because we are MOOOOOOOOOOOOOOOOOOOKKSSSSS!"
Indoril armor is not a good idea unless you want every ordinator in the island trying to kill you.
There we quite a few medium sets, actually (not as much as the other two skills, but still), so I never really found what was the problem some people had with it.
You can also beat Oblivion in roughly 15 minute via exploit.
Dude, tower, breathe man. You'll pass out if you don't take a breath.
The only part of Oblivion with any actual atmosphere or character (I never played Shivering Isles, I hear that's pretty good as well) was the Dark Brotherhood questline.[Remain Silent]
The only part of Oblivion with any actual atmosphere or character (I never played Shivering Isles, I hear that's pretty good as well) was the Dark Brotherhood questline.[Remain Silent]
(Shivering Isles was awesome. Even if you took away all of the good stuff except for Sheogorath's voice acting and dialogue, it is still awesome.)
Remember Sanguine's and Sheogorath's quests? One ended in you stripping an entire party of strangers naked and the other ended in it raining flaming dogs.They are pretty alright in Skyrim.
I'd say both were awful. The Dark Brotherhood quest line made them out to be a bunch of idiots who got outsmarted by a cretin who's ultimate plan was to stab a ghost with a knife. Shivering Isles just showered us with "lol funny" caricatures of insane people. Sheogorath in particular. He was like Moira Brown, except with super powers and a dormant personality, which was his only sign of depth. I don't really remember anything good about Oblivion's writing.The only part of Oblivion with any actual atmosphere or character (I never played Shivering Isles, I hear that's pretty good as well) was the Dark Brotherhood questline.[Remain Silent]
(Shivering Isles was awesome. Even if you took away all of the good stuff except for Sheogorath's voice acting and dialogue, it is still awesome.)
Sanguine's Skyrim quest is just The Hangover in a Norse medieval fantasy setting, and that is a very good thing.Remember Sanguine's and Sheogorath's quests? One ended in you stripping an entire party of strangers naked and the other ended in it raining flaming dogs.They are pretty alright in Skyrim.
"Shit, what did I do last night?"
I remember stealing the hidden enchanted ebony longsword in Balmora and instantly getting a death sentence because it had a value of 14,000.Did you ever find the daedric face of god? I lost my mind what I found that for the first time. I knew that viking ship was lacking something.
I also like that Morrowind had a death sentence.
It's a netch, not a ketch, Aqizzar. Off I am to do that quest again. Got to love the fork of horripilation and it's constant effect magicka drain.
I will have to contest about the houses in Skyrim all looking the same. Each one is different.
Morrowind. My Morrowind house was a vampire lair in some Dwemer ruin. I killed the vampires, but left the thralls as my servants. Lit the place with stolen candles. It was cozy.
Also, I really liked that if you paid attention to Morrowind's story you'll know that:Spoiler (click to show/hide)
And if you paid attention to the lore books scattered about, you'll know thatSpoiler (click to show/hide)
And if you paid attention to the lore books scattered about, you'll know thatSpoiler (click to show/hide)
...Wait wait, what? Which books exactly? O.o
Time to get Dark Elf Supermage and visit my giant library and check all the books. Did I mention earlier that my Dark Elf Supermage had whole dwemer ruin dedicated for book storage? For example, I had complete selection of '36 Lessons' plus few books that I never found again (Book With No Name, or that theatre-play book about adventurers in jungle).
PS: Morrowind books FTW. I simply loved 'True Barenziah' and 'Poison Song' series.
And if you paid attention to the lore books scattered about, you'll know thatSpoiler (click to show/hide)
...Wait wait, what? Which books exactly? O.o
Time to get Dark Elf Supermage and visit my giant library and check all the books. Did I mention earlier that my Dark Elf Supermage had whole dwemer ruin dedicated for book storage? For example, I had complete selection of '36 Lessons' plus few books that I never found again (Book With No Name, or that theatre-play book about adventurers in jungle).
PS: Morrowind books FTW. I simply loved 'True Barenziah' and 'Poison Song' series.
There is a hidden message is the 36 lessons where Vivec outright states he killed Nerevar. Finding it can be hard, however.
And if you paid attention to the lore books scattered about, you'll know thatSpoiler (click to show/hide)
...Wait wait, what? Which books exactly? O.o
Time to get Dark Elf Supermage and visit my giant library and check all the books. Did I mention earlier that my Dark Elf Supermage had whole dwemer ruin dedicated for book storage? For example, I had complete selection of '36 Lessons' plus few books that I never found again (Book With No Name, or that theatre-play book about adventurers in jungle).
PS: Morrowind books FTW. I simply loved 'True Barenziah' and 'Poison Song' series.
There is a hidden message is the 36 lessons where Vivec outright states he killed Nerevar. Finding it can be hard, however.
It's hard to pick that from all the blowjobs going on
So Vivec, who had a grain of Ayem's mercy, set about to teach Molag Bal in the ways of belly-magic. They took their spears out and compared them. Vivec bit new words onto the King of Rape's so that it might give more than ruin to the uninitiated. This has since become a forbidden ritual, though people still practice it in secret.
Here is why: The Velothi and demons and monsters that were watching all took out their own spears. There was much biting and the earth became wet. And this was the last laugh of Molag Bal:
'Watch as the earth shall crack, heavy with so much power, that should have been forever unalike!'
O_o O_o O_oQuote from: The Thirty-Six Lessons of Vivec, Sermon 14So Vivec, who had a grain of Ayem's mercy, set about to teach Molag Bal in the ways of belly-magic. They took their spears out and compared them. Vivec bit new words onto the King of Rape's so that it might give more than ruin to the uninitiated. This has since become a forbidden ritual, though people still practice it in secret.
Here is why: The Velothi and demons and monsters that were watching all took out their own spears. There was much biting and the earth became wet. And this was the last laugh of Molag Bal:
'Watch as the earth shall crack, heavy with so much power, that should have been forever unalike!'
Then a bunch of demons started rampaging and Vivec killed them with his dick. It's basically self-insert fanfiction.
"And then I totally banged everyone and killed the demons and saved the day and got blowjobs from everyone!"
And don't forget that Molag Bal had Vivec's head for an hour before that for obvious purposes. Yup, perverse fiction everywhere in this game.
Poor Gamelord, we shattered his innocence :P I feel so proud c:
Oh, and the 'censored' passage in 2nd part of 'True Barenziah' is uncensored in Daggerfall, and that part is aboutSpoiler (click to show/hide)
And if you paid attention to the lore books scattered about, you'll know thatSpoiler (click to show/hide)
...Wait wait, what? Which books exactly? O.o
I wanna play again, but I only got it on Xbox, so no mods. :(
And if you paid attention to the lore books scattered about, you'll know thatSpoiler (click to show/hide)
...Wait wait, what? Which books exactly? O.o
36 Lessons, Sermon 19. “Vivec put on his armor and stepped into a non-spatial space filling to capacity with mortal interaction and information, a canvas-less cartography of every single mind it has ever known, an event that had developed some semblance of a divine spark.” A place that contains all the information about the mortal world and its inhabitants? It's non-spatial, not an actual place - like a just a bunch of tables and database entries. And it's almost divine. If you think about it, the developer of the game who uses the Construction Set to make the game world is literally its god, creating it out of nothing. This "space that is not a space", also referred to as the "Provisional House", appears again in Sermon 22. Vivec apparently uses it to erase people from existence, as he puts it. Much like a modder would with the CS.
I absolutely love this meta-aspect of the lore. More on it here: http://fallingawkwardly.wordpress.com/2010/08/29/the-metaphysics-of-morrowind-part-1/I wanna play again, but I only got it on Xbox, so no mods. :(
Oh please, it's like fifteen bucks on Steam. No excuses.
I always considered 36 Lessons as 'high fantasy'.
As in, 'I wrote this while high' fantasy :P
But when you actually read into the words of the Lessons, it comes out as a brutal biography of Vivec, containing murder, rape, orgies, more murder, conquests, some wicked magickery and even more murder.
I've actually noticed different; PC users as a whole tend to dislike Skyrim.Well, Skyrim certainly caters more to the Xbox audience. Beats oblivion though! And the number of mods shows there's certainly PC Skyrim players in large amounts.
I don't think there's a full voice mod, but I do know there's an updated graphics mod for Morrowind.
I think the bit on metaphysics proves why Morrowind is and will be the best in the series.I dunno, this is sorta like thinking the presence of the different races makes Morrowind the best. It's the same through the whole series. It's not a Morrowind exclusive thing.
I think the bit on metaphysics proves why Morrowind is and will be the best in the series.
I dunno, this is sorta like thinking the presence of the different races makes Morrowind the best. It's the same through the whole series. It's not a Morrowind exclusive thing.
That's not exactly right. The Elder Scrolls, as the name suggest, are very important to the background of the Elder Scroll games as a whole.
To Skyrim's credit, it really added to the backstory of the Elder Scrolls by explaining how they function for different people.
And lets not forget that deep down at it's core, Morrowind is about a magical artifact too. (Heart of lorkhan)
Fake or stilted depth and lack of depth aren't very different from one another.
Lots of textAgreed, very good points. And unfortunately, this degradation applies to all rpgs.
No they aren't. The first game they played any role in at all was Oblivion, and it was still just a side quest. The five preceding games barely mentioned them."Just a side quest" is how you describe the ultimate quest of the Thieves Guild and breaking into White Gold Tower?
Whether that was good or bad is a matter of opinion. Previously they were a mystery and therefore interesting, now they're much more mundane. Would the plot of Morrowind have been better if it gave you a clear answer to the question of what happened to the Dwemer or who betrayed whom at Red Mountain? Of course not! Leaving some questions unanswered is extremely important, and I for one was much happier when the Elder Scrolls were this nebulous thing in the background.Something being mysterious doesn't make it interesting. Mysterious things can be interesting, but some mysterious things are just plain unknown, like the Elder Scrolls were for most of the series. Futhermore, we still know almost nothing about them. All knowledge about the Elder Scrolls is as follows:
No they aren't. The first game they played any role in at all was Oblivion, and it was still just a side quest. The five preceding games barely mentioned them.
"Just a side quest" is how you describe the ultimate quest of the Thieves Guild and breaking into White Gold Tower?
Anyway, the preceding games had them in the background, but Skyrim having some contact with one isn't a bad thing. It's completely appropriate for the story in Skyrim's case, because as I said before, Skyrim's story brings Fate into the picture. In TES the only ways to alter Fate are through the direct intervention of Daedra or Aedra or through the use of an Elder Scroll. You aren't even the one altering Fate, that was done way back when Alduin first tried to eat the world. The Dragonborn's usage of the Elder Scroll is just to take a look at what was done with it before to learn Dragonrend, which for an artifact of the Elder Scroll's power is fairly mundane.
Something being mysterious doesn't make it interesting. Mysterious things can be interesting, but some mysterious things are just plain unknown, like the Elder Scrolls were for most of the series.
Futhermore, we still know almost nothing about them. All knowledge about the Elder Scrolls is as follows:
-They are the oldest things in the universe.
-They are capable of changing Fate.
-With them you can see the real past and all potential futures.
-You cannot grasp the true form of the Elder Scrolls.
-People who don't know about the Elder Scrolls do not react with Elder Scrolls and just see what looks like a weird star chart in some unknown language.
-People who know about the Elder Scrolls but are untrained to read them will see a future and be stricken blind by it.
-The Ancestor Moths can train people to survive staggered exposure to the Elder Scrolls, vision partially intact.
-The training of the Ancestor Moths only does so much, and eventually the reader will go blind.
-The Dwemer developed a machine that could read Elder Scrolls before they vanished, and there was one in the machine when they vanished.
-Elder Scrolls are uncountable and any gathering of them will fluctuate in number for no discernible reason.
And most of that requires some intentional lore searching to figure out.
I got as far as giving some guy something from a Dwemer ruin. Is that very far into the story :P?Isn't that the first mission?
I got as far as giving some guy something from a Dwemer ruin. Is that very far into the story :P?That is the first quest on Main Quest line if I recall correctly.
Can someone link me to 'Unofficial Morrowind Code Patch'? I'm following a guide to fix/patch/mod this game and this (http://oblivion.nexusmods.com/mods/19510) is not helping. It also isn't a very Googleable mod.
I wish installing mods wasn't so hard with this game :(. It all seems so easy, until my computer inevitably crashes.edit: nevermindihaveititwasonthefirstresultofgoofleiamanidiot
Nevermind the previous nevermind. The mod seems to be gone. I guess I'll just play vanilla.
The code patch works fine for me. I think it can be found in the TES Nexus.Can someone link me to 'Unofficial Morrowind Code Patch'? I'm following a guide to fix/patch/mod this game and this (http://oblivion.nexusmods.com/mods/19510) is not helping. It also isn't a very Googleable mod.
I wish installing mods wasn't so hard with this game :(. It all seems so easy, until my computer inevitably crashes.edit: nevermindihaveititwasonthefirstresultofgoofleiamanidiot
Nevermind the previous nevermind. The mod seems to be gone. I guess I'll just play vanilla.
I have a vague memory that the last time I tried to patch/mod morrowind, that code patch had been obsoleted and wrapped up into something else. I really can't remember what though and I don't have time to do a thorough search at the moment.
They're all troubled games with dull, broken rulesets and excessive padding.
Daggerfall is a vast sandbox with enough interesting lore to make it mostly forgivable.
Morrowind and Oblivion were steps from "abitious but broken" to "acceptably mainstream", losing more than they gained. Skyrim can finally pass as acceptably mainstream without embarassing itself.
They're all troubled games with dull, broken rulesets and excessive padding.
Daggerfall is a vast sandbox with enough interesting lore to make it mostly forgivable.
Morrowind and Oblivion were steps from "abitious but broken" to "acceptably mainstream", losing more than they gained. Skyrim can finally pass as acceptably mainstream without embarassing itself.
I hope you reaelize that in no way is mainstream a good thing. Not that skyrim is bad but mainstream-ness really destroyed what it could have been.
They're all troubled games with dull, broken rulesets and excessive padding.
Daggerfall is a vast sandbox with enough interesting lore to make it mostly forgivable.
Morrowind and Oblivion were steps from "abitious but broken" to "acceptably mainstream", losing more than they gained. Skyrim can finally pass as acceptably mainstream without embarassing itself.
I hope you reaelize that in no way is mainstream a good thing. Not that skyrim is bad but mainstream-ness really destroyed what it could have been.
I think the point was that morrowind and oblivion had moved further and further away the grand ambitions in world and lore which had been daggerfall's advantage, without a comparable increase in polish and accessibility. In any case I don't think someone saying something can "can finally pass as acceptably mainstream without embarassing itself." is really a glowing recommendation
Except for that one relating to the forum you're having this discussion on?
A game like dagerfall is impossible considering the costs of creating a video game. All video games got reduced in scope in favour of graphics.
A game like dagerfall is impossible considering the costs of creating a video game. All video games got reduced in scope in favour of graphics.
I don't think so. Daggerfall is almost entirely procedurally generated, mostly empty, and composed of only a few building blocks that keep repeating. I don't see why it wouldn't be possible to create such a game today. I'd say the reason such games are no longer made is not because of cost but rather because a game where every town looks like every other town and the vast areas between towns are composed of completely empty flat ground is not very interesting. In terms of sheer scope, Minecraft springs to mind. It has a huge world with towns filled with NPCs and lots of underground areas with monsters. But unlike Daggerfall, MC's world is at least interactive, there's stuff to do everywhere. In DF there's no point ever venturing out of a town, because the areas outside the settlements are completely empty and the distances between points of interest are so vast that the odds of finding something interesting by accident are microscopic.
A game like dagerfall is impossible considering the costs of creating a video game. All video games got reduced in scope in favour of graphics.
I don't think so. Daggerfall is almost entirely procedurally generated, mostly empty, and composed of only a few building blocks that keep repeating. I don't see why it wouldn't be possible to create such a game today. I'd say the reason such games are no longer made is not because of cost but rather because a game where every town looks like every other town and the vast areas between towns are composed of completely empty flat ground is not very interesting. In terms of sheer scope, Minecraft springs to mind. It has a huge world with towns filled with NPCs and lots of underground areas with monsters. But unlike Daggerfall, MC's world is at least interactive, there's stuff to do everywhere. In DF there's no point ever venturing out of a town, because the areas outside the settlements are completely empty and the distances between points of interest are so vast that the odds of finding something interesting by accident are microscopic.
What I was trying to say is that generated environs are useless and boring, and to really expand the scope you must cough up some cash. That's why other departaments (writing, music, etc.) might and do get punished. Writing in Skyrim and Oblivion compared to Morrowind wasn't exactly superb, though Morrowind's graphics right now look like a joke.
>Get mods for morrowind
>Graphics beautiful
Wasn't it already established that they disappeared from Mundus? I thought the question was to whether or not they still existed in some form, or had been destroyed.
Wasn't it already established that they disappeared from Mundus? I thought the question was to whether or not they still existed in some form, or had been destroyed.
Summary of that final reportSpoiler (click to show/hide)
They're all troubled games with dull, broken rulesets and excessive padding.
Daggerfall is a vast sandbox with enough interesting lore to make it mostly forgivable.
Morrowind and Oblivion were steps from "abitious but broken" to "acceptably mainstream", losing more than they gained. Skyrim can finally pass as acceptably mainstream without embarassing itself.
I hope you reaelize that in no way is mainstream a good thing. Not that skyrim is bad but mainstream-ness really destroyed what it could have been.
I think the point was that morrowind and oblivion had moved further and further away the grand ambitions in world and lore which had been daggerfall's advantage, without a comparable increase in polish and accessibility. In any case I don't think someone saying something can "can finally pass as acceptably mainstream without embarassing itself." is really a glowing recommendation
A game like dagerfall is impossible considering the costs of creating a video game. All video games got reduced in scope in favour of graphics.
Wasn't it already established that they disappeared from Mundus? I thought the question was to whether or not they still existed in some form, or had been destroyed.That report addresses that, of course. Probably the best essay on the matter written.
They're all troubled games with dull, broken rulesets and excessive padding.
Daggerfall is a vast sandbox with enough interesting lore to make it mostly forgivable.
Morrowind and Oblivion were steps from "abitious but broken" to "acceptably mainstream", losing more than they gained. Skyrim can finally pass as acceptably mainstream without embarassing itself.
I hope you reaelize that in no way is mainstream a good thing. Not that skyrim is bad but mainstream-ness really destroyed what it could have been.
I think the point was that morrowind and oblivion had moved further and further away the grand ambitions in world and lore which had been daggerfall's advantage, without a comparable increase in polish and accessibility. In any case I don't think someone saying something can "can finally pass as acceptably mainstream without embarassing itself." is really a glowing recommendation
A game like dagerfall is impossible considering the costs of creating a video game. All video games got reduced in scope in favour of graphics.
"Acceptably mainstream" wasn't meant to be an endorsement. If those are the only choices, I prefer "ambitious but broken", I suppose that applies to many people here. But as I see it, the big steps down happened in Morrowind and Oblivion and those still weren't tight and polished by mainstream standards of the time. Skyrim... isn't too bad in that respect.
I'd prefer if we didn't make ourselves slaves to technology. If we can wow players with fancy graphics, fine... but it's not worth throwing out depth, scope or putting other extreme limitations on game design. I'd love a modern take on the Daggerfall approach with some effort spent on bringing the procedurally generated stuff to life, even at the expense of production value.
Games that look bad always looked bad, some players just didn't noticed because they were too dazzled by some expensive cheap parlour trick.
Games that use a mature technological standard well still look good 10 years later.
So dawn-guard just came out.
So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Actually, you can. I do it all the time when I run forum games. Just change the subject line when you edit the OP- you could call it "General Elder Scrolls Discussion" or something of that ilk.So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Yes but I can't change topic name retroactively.
So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Yes but I can't change topic name retroactively. And somebody requested Daggerfall, and I added Arena too since it is also a main release, what started all.
Actually, you can. I do it all the time when I run forum games. Just change the subject line when you edit the OP- you could call it "General Elder Scrolls Discussion" or something of that ilk.So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Yes but I can't change topic name retroactively.
So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Yes but I can't change topic name retroactively. And somebody requested Daggerfall, and I added Arena too since it is also a main release, what started all.
Well I'm just saying HEY EVERYONE, DAWNGUARD IS OUT.
So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Yes but I can't change topic name retroactively. And somebody requested Daggerfall, and I added Arena too since it is also a main release, what started all.
Well I'm just saying HEY EVERYONE, DAWNGUARD IS OUT.
And what is your relevant post here (opinion about the games, comparison, etc)? (beside your astonishing discovery)
So dawn-guard just came out.
So you mean, I should include it beside Skyrim in the poll?
I thought this was a cover-all topic for the 3 main games?
Yes but I can't change topic name retroactively. And somebody requested Daggerfall, and I added Arena too since it is also a main release, what started all.
Well I'm just saying HEY EVERYONE, DAWNGUARD IS OUT.
And what is your relevant post here (opinion about the games, comparison, etc)? (beside your astonishing discovery)
This is a TES thread, I'd say an expansion coming out is pretty relevant.
So I convinced my friend to get Morrowind GOTY edition. he got it for Xbox. GODDAMNIT.
So I convinced my friend to get Morrowind GOTY edition. he got it for Xbox. GODDAMNIT.Man, Morrowind on the Xbox kinda sucked monkey balls. It's not built for the hardware, there's no precious precious mods and most of all it's a mouse game, just like Skyrim is a gamepad game. Did any of you ever play the Myst games on the Xbox? It's like that except things are trying to kill you and the game crashes if you don't close doors behind you.
actually if you dumped Morrowind onto the HD it ran fast and allowed modding too (alot easier and open than doing oblivion and skyrim modding)So I convinced my friend to get Morrowind GOTY edition. he got it for Xbox. GODDAMNIT.Man, Morrowind on the Xbox kinda sucked monkey balls. It's not built for the hardware, there's no precious precious mods and most of all it's a mouse game, just like Skyrim is a gamepad game. Did any of you ever play the Myst games on the Xbox? It's like that except things are trying to kill you and the game crashes if you don't close doors behind you.
So I convinced my friend to get Morrowind GOTY edition. he got it for Xbox. GODDAMNIT.
Do you read the whole history of a generated world from top to bottom before starting to play it in Dwarf Fortress?
Jump (100) + Slowfall (1), maybe with agility and acrobatics in there, was a personal fave - leap over the horizon.
Just stack levitation effects until you get 300 magnitude. You'll be able to go from Ald Daedroth to Vivec in a few minutes.
What I don't understand is how 13 buildings and 3 courtyards make a city.
EDIT: I don't think the elderscrolls games really make nice cities, they make hamlets, even the imperial city it not that large.
Mournhold and the Imperial City give me a funny feeling about urban planning. Who actually makes a city like that? Do they just decide to make a perfectly circular wall, then say "let's divide it with a cross in the middle, later we figure out what to put in each side"? So symmetrical...
It's the law of conservation of detail, you can make things very large, or very detailed, it takes a lot of time and effort to do both.What I don't understand is how 13 buildings and 3 courtyards make a city.
EDIT: I don't think the elderscrolls games really make nice cities, they make hamlets, even the imperial city it not that large.
That's one of the reasons I don't like non-procedurally generated cities in "seamless" worlds. IMO the best way to depict a large city is to explicitly restrict exploration to a few zones (like Baldur's Gate 2, or BloodNet: you're shown a map, you're not expected to walk the entire length of it). Even better if it has random encounter areas that you only see once.
I guess in a first person game, some other way should be employed to make the cities seem larger than they are.
It's the law of conservation of detail, you can make things very large, or very detailed, it takes a lot of time and effort to do both.What I don't understand is how 13 buildings and 3 courtyards make a city.
EDIT: I don't think the elderscrolls games really make nice cities, they make hamlets, even the imperial city it not that large.
That's one of the reasons I don't like non-procedurally generated cities in "seamless" worlds. IMO the best way to depict a large city is to explicitly restrict exploration to a few zones (like Baldur's Gate 2, or BloodNet: you're shown a map, you're not expected to walk the entire length of it). Even better if it has random encounter areas that you only see once.
I guess in a first person game, some other way should be employed to make the cities seem larger than they are.
Bethesda usually tries to make things very detailed, which becomes a big problem when they're dealing with something that's supposed to be very large, because then they have to either spend ten years making it the size it's really supposed to be, cut out on the detail, or make it small. They usually just make it small.
It's the law of conservation of detail, you can make things very large, or very detailed, it takes a lot of time and effort to do both.What I don't understand is how 13 buildings and 3 courtyards make a city.
EDIT: I don't think the elderscrolls games really make nice cities, they make hamlets, even the imperial city it not that large.
That's one of the reasons I don't like non-procedurally generated cities in "seamless" worlds. IMO the best way to depict a large city is to explicitly restrict exploration to a few zones (like Baldur's Gate 2, or BloodNet: you're shown a map, you're not expected to walk the entire length of it). Even better if it has random encounter areas that you only see once.
I guess in a first person game, some other way should be employed to make the cities seem larger than they are.
Bethesda usually tries to make things very detailed, which becomes a big problem when they're dealing with something that's supposed to be very large, because then they have to either spend ten years making it the size it's really supposed to be, cut out on the detail, or make it small. They usually just make it small.
There is actually a 'build your own house' mod for skyrim. You collect the resources and decide what to build, how to decorate it, etc.
Hopefully we'll soon hit a threshold on graphics and physics where all of the resources that go towards programming a shinier game engine can go towards writing and level design...
Agreed, a town mod in a similar vein to this one would be fantastic. There are plenty of very nice areas for new towns in skyrim.There is actually a 'build your own house' mod for skyrim. You collect the resources and decide what to build, how to decorate it, etc.
Aha! That's what I'm talking about!
Thanks, just Googled it (last time I searched was probably before this was uploaded). Hopefully it doesn't need SKSE or uses anything except standard scripting (none of that "Settlers" nonsense with rotation and other weird stuff).
Now we just need a mod for an entire town :D
To be fair to Bethesda the "If it is visible it can be explored" attitude is kinda the whole point of The Elder Scrolls games and for some does manage to be a damn sight more immersive than a city of 1000 static doors...
To be fair to Bethesda the "If it is visible it can be explored" attitude is kinda the whole point of The Elder Scrolls games and for some does manage to be a damn sight more immersive than a city of 1000 static doors...
No need for any static doors. In fact, no need for any change at all in the city's cells. Just a bigger footprint in the overland map.
Think of Oblivion's Imperial City. If those zones weren't clearly "adjacent", the city would be bigger. No change in the cells. Any "static doors" are completely offscreen since you never walk by them, they are never modeled, or placed, or seen. You travel from Cell A to Cell B, and it is implied that you walked by 10 blocks of unimportant houses or whatever you want. The only difference is that there isn't a clearly drawn 1 foot thick wall separating both cells.
There is actually a 'build your own house' mod for skyrim. You collect the resources and decide what to build, how to decorate it, etc.Its nice but im looking for a "Build your own Stronghold" mod, morrowind definitely interested me in it (if anyone still plays Telvanni, look for the "Build up Uriviths Grave" mod, best stronghold mod ever)
if anyone still plays Telvanni, look for the "Build up Uriviths Grave" mod, best stronghold mod ever
Mournhold/Almalexia was rebuilt over the ruins of the old one, probably after the ALMSIVI tapped the Heart, so that one can be explained. The Imperial City doesn't look like it can be easily explained, I think.
My favorite city in vanilla MW is probably Uvirith's Grave (after stronghold is built, of course). The "Building Up Uvirith's Grave" mod probably influences that.
NNNNOOOOOOOif anyone still plays Telvanni, look for the "Build up Uriviths Grave" mod, best stronghold mod everMournhold/Almalexia was rebuilt over the ruins of the old one, probably after the ALMSIVI tapped the Heart, so that one can be explained. The Imperial City doesn't look like it can be easily explained, I think.
My favorite city in vanilla MW is probably Uvirith's Grave (after stronghold is built, of course). The "Building Up Uvirith's Grave" mod probably influences that.
I'm afraid I've beaten you to that.
Unlike Uvirith's Grave, both Bal Isra and the Odai Plateau were pretty bad when it came to expansion room. Especially because of how Hlaalu and Redoran buildings are shaped.NNNNOOOOOOOif anyone still plays Telvanni, look for the "Build up Uriviths Grave" mod, best stronghold mod everMournhold/Almalexia was rebuilt over the ruins of the old one, probably after the ALMSIVI tapped the Heart, so that one can be explained. The Imperial City doesn't look like it can be easily explained, I think.
My favorite city in vanilla MW is probably Uvirith's Grave (after stronghold is built, of course). The "Building Up Uvirith's Grave" mod probably influences that.
I'm afraid I've beaten you to that.
they only place that got no love was the redoran stronghold
there was a hlaalu mod that expanded across the canyon and built another mine on the other side. Had a boat in everything.Unlike Uvirith's Grave, both Bal Isra and the Odai Plateau were pretty bad when it came to expansion room. Especially because of how Hlaalu and Redoran buildings are shaped.NNNNOOOOOOOif anyone still plays Telvanni, look for the "Build up Uriviths Grave" mod, best stronghold mod everMournhold/Almalexia was rebuilt over the ruins of the old one, probably after the ALMSIVI tapped the Heart, so that one can be explained. The Imperial City doesn't look like it can be easily explained, I think.
My favorite city in vanilla MW is probably Uvirith's Grave (after stronghold is built, of course). The "Building Up Uvirith's Grave" mod probably influences that.
I'm afraid I've beaten you to that.
they only place that got no love was the redoran stronghold
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Wrong thread dude.
yay random advertisements
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Wrong thread dude.
I made this thread dude. And I really wanted to help, never tried it personally though (I know it's free).
Also I think grid planned cities are more functional, but extremely boring, and don't have a soul. It's like you are on a vacation for Europe, go to Rome, and eat in a Mc Donald's, terrible.
Thread maker or not, its a completely off-topic advertisement for an unrelated game which looks like utter crap. You seem to be taking this 'thread-maker' stuff far too seriously.yay random advertisementsNot an advertisement, it is a comment from the thread maker.
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Wrong thread dude.
I made this thread dude. And I really wanted to help, never tried it personally though (I know it's free).
Also I think grid planned cities are more functional, but extremely boring, and don't have a soul. It's like you are on a vacation for Europe, go to Rome, and eat in a Mc Donald's, terrible.
What ARE you talking about? I really have no idea what your last posts have to do with anything?
Who's talking about Wurm, or admins, I have no idea. That's why I said "wrong thread", because it doesn't matter if you made it, you're just saying random things at this time.
Mournhold and the Imperial City give me a funny feeling about urban planning. Who actually makes a city like that? Do they just decide to make a perfectly circular wall, then say "let's divide it with a cross in the middle, later we figure out what to put in each side"? So symmetrical...
The city layouts you see in most games tend to be utter crap.
Because the people designing things have no clue of (urban) history and the factors that determine how cities and roads form and grow IRL.
Planned cities tend to have grid patterns. Anything that started as a roman fort or a properly planned greek or roman colony has atleast a core based on a grid layout with some sort of rectangular walls around it. Those roman forts tended to be pretty much symmetrical. Take a look at a map of Manhattan and you can see multiple stages of extensions with slightly different patterns. Road layouts tend to remain the same over centuries and even millenia. So what started as roads between some roman barracks can survive for 2000 years.
Parts that aren't planned tend to result into rings around some point of interest... like churches or market places or crossroads along important trade routes and less order in general.
City walls tend to be somewhat expensive to build, so there is an incentive to use the space inside of them as efficiently as possible. Using lots space for trees or gardens is something you won't see often within walled cities.
Imperial fortifications in Elderscroll Games don't really look like anything the roman empire would build.
In games cities often end up with some sort of deliberately planned layout or geometrical pattern. That pattern will apply to the whole city and you won't see any changes in that pattern indicating multiple stages of growth. Those patterns tend not to be grid-based but something more elaborate, usually resulting in longer routes than necessary. So basically they are planned but planned to be inefficient and annoying.
If there are city walls ingame, atleast 60% of the space within those wall tends not to be used for anything.
Sometimes you see some sort of modular city like Vivec or Stormwind ... which are of course utter crap for traffic and mostly a waste of space and resources.
Not to mention that ingame cities tend to be comically small. Usually they're more theme park than a believable part of world inhabited by rational beings.
Thread maker or not, its a completely off-topic advertisement for an unrelated game which looks like utter crap. You seem to be taking this 'thread-maker' stuff far too seriously.yay random advertisementsNot an advertisement, it is a comment from the thread maker.
It just amused me how you declared the announcement that a DLC expansion for a TES game currently being discussed is now available as inappropriate for this thread but you have no problems promoting some crappy MMO.Thread maker or not, its a completely off-topic advertisement for an unrelated game which looks like utter crap. You seem to be taking this 'thread-maker' stuff far too seriously.yay random advertisementsNot an advertisement, it is a comment from the thread maker.
Then any mention of another game than a TES one, is also off topic. You see I don't like internet dictatorship, and most threads and forums are like that, don't get me wrong I am not into totally free talk (like viagre commercials), that is why this thread has a title.
One commenter complained about the layout of TES cities, I wanted to show him a different example, where people build their towns and design them. You can judge virtual city layouts better if you actually see ones, that were designed by those who use them. In this case wurm online is a research tool.
One commenter complained about the layout of TES cities, I wanted to show him a different example
Obviously the "ThreadMaker(TM)" has somehow interpreted my posts as "TES sucks, I want to see another game instead, with 1000s of houses in a grid", while I'm saying the exact opposite: you don't NEED to make 1000 houses. You just need to SAY that there are 1000 houses in the Imperial City and NOT SHOW THEM.
EDIT: Re: your last comment: NO it doesn't fit to my comment about Baldur's Gate, where the city size is IMPLIED not SHOWN. Wurm has nothing to do with it, and having a large moderated community of users creating each single house in a 1'000,000 inhabitant city has absolutely no bearing on my comment.
Let's say you have to put a sign on each city that says:
Welcome to Balmora
Commercial Hub of Morrowind (or whatever)
Population: 20
Wouldn't you rather put
Population: 50,000
And then just say "well, the city is actually bigger, you're just visiting a small part of it."
Obviously the "ThreadMaker(TM)" has somehow interpreted my posts as "TES sucks, I want to see another game instead, with 1000s of houses in a grid", while I'm saying the exact opposite: you don't NEED to make 1000 houses. You just need to SAY that there are 1000 houses in the Imperial City and NOT SHOW THEM.For the record, I completely agree with you. I loved how games like neverwinter nights abstracted out most of the city, instead allowing you to explore important areas and specific city districts. Dragon Age did the same, giving you an actual city map with important locations which you fast travel between and even included random encounters in alleyways and streets along the way. You don't need to have every single area be contiguous and explorable, and in fact it hurts immersion a bit. I mean the Imperial City in oblivion, seat of the Empire, was laughably tiny. There were maybe 100-150 actors total in the entire thing.
Obviously the "ThreadMaker(TM)" has somehow interpreted my posts as "TES sucks, I want to see another game instead, with 1000s of houses in a grid", while I'm saying the exact opposite: you don't NEED to make 1000 houses. You just need to SAY that there are 1000 houses in the Imperial City and NOT SHOW THEM.
EDIT: Re: your last comment: NO it doesn't fit to my comment about Baldur's Gate, where the city size is IMPLIED not SHOWN. Wurm has nothing to do with it, and having a large moderated community of users creating each single house in a 1'000,000 inhabitant city has absolutely no bearing on my comment.
Let's say you have to put a sign on each city that says:
Welcome to Balmora
Commercial Hub of Morrowind (or whatever)
Population: 20
Wouldn't you rather put
Population: 50,000
And then just say "well, the city is actually bigger, you're just visiting a small part of it."
Sadly you are not a mindreader. That was there to give an idea about cities, where every building was built on purpose, so a town has just as many houses, as inhabitants. For me that is good research to test this idea more practically.
What you said is just a cheap attempt from the developers to make the city larger, I really hate those games where the maps says there is an area, but you can't visit it. That is why I never really cared if the town in TES games are small, the only one which was a disappointment at first look was the Imperial city, but later I begin to like it too. If am in a (supposed) big city and I just travel seamlessly large distances without continuation, that gives me a very unrealistic feeling.
Obviously the "ThreadMaker(TM)" has somehow interpreted my posts as "TES sucks, I want to see another game instead, with 1000s of houses in a grid", while I'm saying the exact opposite: you don't NEED to make 1000 houses. You just need to SAY that there are 1000 houses in the Imperial City and NOT SHOW THEM.For the record, I completely agree with you. I loved how games like neverwinter nights abstracted out most of the city, instead allowing you to explore important areas and specific city districts. Dragon Age did the same, giving you an actual city map with important locations which you fast travel between and even included random encounters in alleyways and streets along the way. You don't need to have every single area be contiguous and explorable, and in fact it hurts immersion a bit. I mean the Imperial City in oblivion, seat of the Empire, was laughably tiny. There were maybe 100-150 actors total in the entire thing.
It just amused me how you declared the announcement that a DLC expansion for a TES game currently being discussed is now available as inappropriate for this thread but you have no problems promoting some crappy MMO.Thread maker or not, its a completely off-topic advertisement for an unrelated game which looks like utter crap. You seem to be taking this 'thread-maker' stuff far too seriously.yay random advertisementsNot an advertisement, it is a comment from the thread maker.
Then any mention of another game than a TES one, is also off topic. You see I don't like internet dictatorship, and most threads and forums are like that, don't get me wrong I am not into totally free talk (like viagre commercials), that is why this thread has a title.
One commenter complained about the layout of TES cities, I wanted to show him a different example, where people build their towns and design them. You can judge virtual city layouts better if you actually see ones, that were designed by those who use them. In this case wurm online is a research tool.
Obviously the "ThreadMaker(TM)" has somehow interpreted my posts as "TES sucks, I want to see another game instead, with 1000s of houses in a grid", while I'm saying the exact opposite: you don't NEED to make 1000 houses. You just need to SAY that there are 1000 houses in the Imperial City and NOT SHOW THEM.For the record, I completely agree with you. I loved how games like neverwinter nights abstracted out most of the city, instead allowing you to explore important areas and specific city districts. Dragon Age did the same, giving you an actual city map with important locations which you fast travel between and even included random encounters in alleyways and streets along the way. You don't need to have every single area be contiguous and explorable, and in fact it hurts immersion a bit. I mean the Imperial City in oblivion, seat of the Empire, was laughably tiny. There were maybe 100-150 actors total in the entire thing.
Before you insult my English, you may want to check your own. :)
Obviously the "ThreadMaker(TM)" has somehow interpreted my posts as "TES sucks, I want to see another game instead, with 1000s of houses in a grid", while I'm saying the exact opposite: you don't NEED to make 1000 houses. You just need to SAY that there are 1000 houses in the Imperial City and NOT SHOW THEM.
EDIT: Re: your last comment: NO it doesn't fit to my comment about Baldur's Gate, where the city size is IMPLIED not SHOWN. Wurm has nothing to do with it, and having a large moderated community of users creating each single house in a 1'000,000 inhabitant city has absolutely no bearing on my comment.
Let's say you have to put a sign on each city that says:
Welcome to Balmora
Commercial Hub of Morrowind (or whatever)
Population: 20
Wouldn't you rather put
Population: 50,000
And then just say "well, the city is actually bigger, you're just visiting a small part of it."
Sadly you are not a mindreader. That was there to give an idea about cities, where every building was built on purpose, so a town has just as many houses, as inhabitants. For me that is good research to test this idea more practically.
What you said is just a cheap attempt from the developers to make the city larger, I really hate those games where the maps says there is an area, but you can't visit it. That is why I never really cared if the town in TES games are small, the only one which was a disappointment at first look was the Imperial city, but later I begin to like it too. If am in a (supposed) big city and I just travel seamlessly large distances without continuation, that gives me a very unrealistic feeling.
Actually yes, I am a mindreader. It's one of my superpowers. I am very well aware of the subset of gamers that enjoy being able to map every single square inch of every city in their games, and that they prefer that to the sense that they exist in a world that is not the size of a school project diorama.
I'm also well aware that most people who like TES games don't defend that bad design choice as something "inherent to the series" or that somehow "it's the whole point of the experience" or that it is a "cheap attempt" to say "there's a whole world out there" without making sure you can walk along the equator visiting each single landmark until you go all around the globe.
I like two types of games:
paper based or forum based where everything is mostly in your imagination (the looks, travel etc.), with limited restrcition (game master, rule book).
or games that show you everything they got, like TES
If they want to mix it, it becomes just a cheap attempt to make a larger world, and it doesn't really immersive. I have played those kind of games, but I have always felt I am just a dude who controls a dude. In TES like games I have always felt I am the one who does the exploration.
In the real world if I want to visit Paris, and I live in Lyon, I know it's there and I could go there (no matter if I never will), and it isn't just a mark on the map.
I like two types of games:
Only two? I like a lot more than two.Quotepaper based or forum based where everything is mostly in your imagination (the looks, travel etc.), with limited restrcition (game master, rule book).
or games that show you everything they got, like TES
It breaks immersion when a world "shows you everything it's got". In reality, you wouldn't "see everything that there is to see". Being able to do that just makes people feel they live in a holodeck. You know that place where everybody knows your name? That's not a country. That's called a "pub".QuoteIf they want to mix it, it becomes just a cheap attempt to make a larger world, and it doesn't really immersive. I have played those kind of games, but I have always felt I am just a dude who controls a dude. In TES like games I have always felt I am the one who does the exploration.
Holy generalization, Batman! So, anything that doesn't cater to your very specific tastes is a cheap attempt. Gotcha.QuoteIn the real world if I want to visit Paris, and I live in Lyon, I know it's there and I could go there (no matter if I never will), and it isn't just a mark on the map.
In the real world, you're never going to know the entirety of Paris. NEVER. Parisians don't know the entirety of Paris.
QuoteQuoteIn the real world if I want to visit Paris, and I live in Lyon, I know it's there and I could go there (no matter if I never will), and it isn't just a mark on the map.
In the real world, you're never going to know the entirety of Paris. NEVER. Parisians don't know the entirety of Paris.
Never say never. Some people may not, but it is not impossible. Even in 1 year you can do a lot of things, let alone several years. People have habits to use mostly familiar roads and ignore all the others where they don't have any business, but that doesn't mean that it is impossible for them.
Is it logical to have a world where you could only visit places where relevant to your productive interest? Maybe, but it is totally boring.
Should I report this thread for all the arguing, double/triple-posts and derailment? :vIf you feel it necessary, sure.
Unless people calm down, doing so may be necessary.Should I report this thread for all the arguing, double/triple-posts and derailment? :vIf you feel it necessary, sure.
QuoteQuoteIn the real world if I want to visit Paris, and I live in Lyon, I know it's there and I could go there (no matter if I never will), and it isn't just a mark on the map.
In the real world, you're never going to know the entirety of Paris. NEVER. Parisians don't know the entirety of Paris.
Never say never. Some people may not, but it is not impossible. Even in 1 year you can do a lot of things, let alone several years. People have habits to use mostly familiar roads and ignore all the others where they don't have any business, but that doesn't mean that it is impossible for them.
Just the fact that you think a person can visit the entirety of a large metropolitan city (every landmark, cafe, pub, shop, park, traverse every single street, even if we skip visitting every house, which apparently we can do in TES because each city consists of 20-50 people) during a single lifetime has convinced me that there is no sense arguing any of this with you anymore.
Just that you say "never say never" and then point to something that's very unlikely tells me you're grasping at straws.QuoteIs it logical to have a world where you could only visit places where relevant to your productive interest? Maybe, but it is totally boring.
Having a world that consists of a pub and 4 houses is totally boring. Being able to explore them all doesn't make it less boring or immersion-breaking.
And posting that map and saying "immersion breaking!" doesn't make it so. I'm sure you don't look at the moon and yell "immersion breaking!" because there isn't a rocket that can get you there.
That reminds me, Skyrim is totally boring and immersion breaking, because you can see Morrowind from there but you can't walk to it.
So, basically, TES fails at its own standards, according to you, towerdude.
There is a reason I've simply given up on this and am just sitting back to watch with popcorn in hand.Unless people calm down, doing so may be necessary.Should I report this thread for all the arguing, double/triple-posts and derailment? :vIf you feel it necessary, sure.
Should I report this thread for all the arguing, double/triple-posts and derailment? :v
Or you are just too lazy to read what I have said as it is, and it is easier to position it as something ridiculous, and dismiss it on that ground.
Paris is not that large, and my main point wasn't about that they could explore it entirely, it was only a secondary argument. But even that doesn't mean one person is incapable to do that in a lifetime (obviously you have obstactles like trespassing laws, but in theory you are capable to do that). The main point was, that it is there, you could go there if you really want to, it exists.
Saying that TES like worlds are just a pub and 4 houses compared to Baldur's Gate like ones is just overlooking the world theme and sweeping generalization
Your comment about te moon is pretty much stupid, sorry. It is another object in our solar system separated by hunder-thousand of km-res from us, generally uninhabitable. But if a fantasy game is placed on one connected world, its is entirely different. I can't walk to the moon, but I can to China (even if it takes a few years). If I have a game like WoW, where there is an entirely different world (Outland), it is reasonable that you can't simply walk there.
That reminds me, Skyrim is totally boring and immersion breaking, because you can see Morrowind from there but you can't walk to it.
So, basically, TES fails at its own standards, according to you, towerdude.
You just didn't read what I have said. Skyrim places you in a province, so from start you know that you could explore it entirely. You don't just barge into Whiterun and see an area that is marked (interrim city where you can't go). It is continous it has borders, but within those borders you don't ecounter those kind of areas. However I don't really like Skyrim, because it don't have for instance levitation (not the only reason), so to a certain sense it fails the series. This is why I have started this thread in the first place, I really wanted to see what people think about the games, and compare them.
What I say if there is a world what has only patches of explorable area, but claims to be exist as that larger world, Lotr online is an example of this.
In Arena the Imperial Palace gardens is like that, you see it, but you can't go through it, it just teleport you into the palace.
Or you are just too lazy to read what I have said as it is, and it is easier to position it as something ridiculous, and dismiss it on that ground.
It is you who keeps misrepresenting everything I say and just say it's a cheap attempt that breaks immersion.QuoteParis is not that large, and my main point wasn't about that they could explore it entirely, it was only a secondary argument. But even that doesn't mean one person is incapable to do that in a lifetime (obviously you have obstactles like trespassing laws, but in theory you are capable to do that). The main point was, that it is there, you could go there if you really want to, it exists.
Paris is 105.4 km² in area (that's probably larger than Tamriel, since each kingdom is aprox. 16 square miles). It has 16 million people. If you could meet one person per half hour (assuming average travel times and zero sleep), you'd need 900 years to meet them all.QuoteSaying that TES like worlds are just a pub and 4 houses compared to Baldur's Gate like ones is just overlooking the world theme and sweeping generalization
And now look who is too lazy to read. Did I say that TES is a pub with 4 houses? Citation needed.QuoteYour comment about te moon is pretty much stupid, sorry. It is another object in our solar system separated by hunder-thousand of km-res from us, generally uninhabitable. But if a fantasy game is placed on one connected world, its is entirely different. I can't walk to the moon, but I can to China (even if it takes a few years). If I have a game like WoW, where there is an entirely different world (Outland), it is reasonable that you can't simply walk there.
Really? Walk from Skyrim to Vvanderfell then. It's there. You can see it. There's even an arch and a road leading there.
Wait... are you saying that TES breaks immersion because you can't? Oh yes you are.That reminds me, Skyrim is totally boring and immersion breaking, because you can see Morrowind from there but you can't walk to it.
So, basically, TES fails at its own standards, according to you, towerdude.
You just didn't read what I have said. Skyrim places you in a province, so from start you know that you could explore it entirely. You don't just barge into Whiterun and see an area that is marked (interrim city where you can't go). It is continous it has borders, but within those borders you don't ecounter those kind of areas. However I don't really like Skyrim, because it don't have for instance levitation (not the only reason), so to a certain sense it fails the series. This is why I have started this thread in the first place, I really wanted to see what people think about the games, and compare them.
What I say if there is a world what has only patches of explorable area, but claims to be exist as that larger world, Lotr online is an example of this.
In Arena the Imperial Palace gardens is like that, you see it, but you can't go through it, it just teleport you into the palace.
Borders... I get it! It doesn't break immersion if you have invisible walls keeping you away. Well, in that case, place invisible walls around the city areas you can't visit and say "that's outside the boundary."
I love the way you reply to each of my posts with "you just don't read what I write!". That's probably the laziest way to argue. You just decided that "saying from the start you can't leave the province" is ok, but "saying from the start you can't visit an entire city" is not.
One thing I liked the most about Daggerfall was that when you made a character, you could see his life's story from before he came to Lliac Bay. It's pretty hard for me to come up with a history of my character sometimes, so I really enjoyed that it had that.
@towerdude, this time you didn't even bother. Just one ad-hom after another after ignoring my post. So I'm not going to bother anymore either.
The point is to make it fit the game's lore. The Imperial City in oblivion is supposed to be a massive place with thousands of people living there, the heart of the Empire and the seat of its power. Instead it was a handful of houses and a temple. It makes no sense, but it was done due to hardware limitations.
Daggerfall vs Morrowind
I've played both Daggerafll and Morrowind. Both had similar strengths and weaknesses. Large worlds, interestign game mechanics, highly customizeble characters and magic/enchantment systems, lots of interesting sidequests that could easily keep a player entertained for weeks...and awful main quests that weren't nearly as fun as the rest of the game.
Daggerfall's main quest was arguably better written than Morrowind's. I don't recall ever staring at the screen in shock at how stupid it was. I did occassionally do that while playing Morrowind. But Morrowind's main plot was far more interesting overall, however head-on-desk-banging stupid it was at some points.
Morrowind suffered from a slight lack of replayability compred to Daggerfall. Daggerfall had a lot of dynamically generated content. And some of that content was comparable in complexity to some of Morrowind's guild questlines, and with less railroading. Daggerfall's quest had far more flexlibilty in how they were completed, and with multiple possible endings. But, Daggerfall's dynamic content while sometimes very good, was sometimes irrelevant for how similar things were. Some of the random-joe-nobody-in-a-tavern questgivers spawned quests that were far more interesting than some of the guild quests, some of which were notoriously bad. Mage guild kill quests, for example, were amongst the most tedious affairs in the history of gaming.
...which brings us to Daggerfall's dungeons. Daggerfall had dungeons bigger than most games. Completely and entirely literally...you could go to a random crypt of no consequences in the middle of nowhere, and sometimes it would be a 4-hour long affair. And not because of combat, but because the things were so huge. Individual Daggerfall dungeons were like 3-4 levels of Descent combined. Morrowind dungeons were generally entirely liner affairs. Go in one end, maybe make one or two redundant choices, possibly follow a circle, then reach the end turn around and go back. Daggerfall dungeons were labyrinthine extremely three dimensional mazes, and some individual dungeons (Castle Necromoghan comes to mind) were quite possibly bigger than every dungeon in the entirety of Morrowind combined.
Impressive. But...honestly Daggerfall's dungeons went beyond what could possibly be considered fun. They were too much. And their 3d layout was so honeycombed and complicated that sometimes even something s simple as navigating an inch up on the map visualizer involved several minutes of zooming and rotating to find a path.
Daggerfall also failed in its world map. Yes, it was notoriously big, possibly the largest computer generated game world ever made, without thousands of cities and dungeons and an overland map that would probably takes days or weeks of real time to traverse. In fact, it was so big that most players didn't even realize it was possible to travel from one town to another without automated fast travel. But...there wasn't really much reason to because it was all the same. And there wasn't much reason to visit any of those thousands of cities and dungeons because they were also all the same. And with the way quests were dynamically created, there wasn't really much reason to go anywhere at all. You could easily pick one city with each of the various guilds you cared about and spawn random quests all day long and never have to leave. In fact, as large as many cities were, that was kind of the only reasonable way to play. A medium-sized town in Daggerfall might have several hundred buildings, and spaced out enough that even with magically enchanted speed and flying it could take a couple minutes to travel from one end to another. Larger towns tended to take so long just to get from point A to point B that it was unpleasant. The capital in Daggerfall was big enough that flying from one end to another was a feat of similar magnitude as flying the entire overland gameworld in Morrowind. And it probably had more individual buildings than the whole of Morrowind, too. That's...one city.
Daggerfall did some things very much better than Morrowind: Daggerfall's character paper doll was better. It was pretty much a playfkiss doll game. Hundreds of different possible outfits with lots of cosmetic accessories. Morrowind did this as well, but Daggerfall's was better. Even individual shirts had multiple graphics sets so you could wear a shirt tucked in or loose. Daggerfall's quest generation was better than Morrowind's entirely static quest set. Daggerfall's spell and enchantment system was (debateable, but probably) a bit better too. But other things Morrowind did better. Alchemy in Morrowind was vastly better than the potion maker system in Daggerfall. Morrowind was prettier. Morrowind's world was more well fleshed out and full. Morrowind's dialogue system was much better. And some things they did about the same. Both had lots of ingame books to read. Both had optional quests that could keep one entertained for days or weeks.
Overall I'd say Daggerfall was bigger, more complicated in some ways, and vastly more ambitious. But Morrowind, while smaller, was more well refined. Morrowind was lacking in some ways, a bit simple at times, but overall it gave a better presentation, it was more "fun" and the world more memorable.
Finally, no discussion of Daggerfall would be complete without mentioning it's largest and most complete failling: It was broken. The game was so bug ridden that it was difficult to play to the end without running into some fatal problem that was irrecoverably destroy your savefile. To have any chance of playing you had to make regular backups, or at least cycle through the available saveslots. And sometimes even if you did you'd end up having to revert back hours of gameplay because irrecoverable crashes weren't immediately obvious. Daggerfall also had issues that would render the game unbeatable even without visibly breaking. The most obvious being that if you didn't meet one particular meeting deadline in the early game, it would become impossible to engage the main questline. It would be like in Morrowind, if you didn't report to Caius Cosades in Balmora within the first half hour of play...both he and all other relevant main quest npcs would vanish and it would be impossible to beat the game. And you wouldn't even know it.
Ultimately, I want to like Daggerfall more. It was a multi-level stone castle with a dungeon, moat and flying guards at a time when most other games were tents. But as impressive as it was, it was also unfinished. Tough to live in a castle when it's missing floors and chunks of loosely masonry occasionally fall from the ceiling on your head. Morrowind only seems small and simple in comparison to Daggerfall. It's still more open and more well developed than most other games of its genre. And it has enough refinements and improvements while retaining enough of the spirit of Daggerfall that regardless of the smaller scope, the fact is that Morrowind is more playable and more fun than Daggerfall. Morrowind was good. Daggerfall can best be summarized with "So, awesome! If only..."
So, Morrowind gets my vote.