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Is Morrowind overrated?

Submitted by grumpycat on

Not actually trolling, as I'm balls deep in this project, but being a Morrowind virgin more or less, I have to say that after reviewing the interiors for the game, it looks boring as hell!

Did people really find it fun wandering around empty rooms? Doesn't seem like there is much to do, and most of them look pointless. I'm crossing fingers that the dialog is outstanding, at this stage I cant find myself having any fun wandering what seems to be the same blank corridors and rooms for hours on end.

Do people have rose colored glasses on when it comes to the game? I feel like somebody should have told me that interiors are cookie cut from templates!

Karma: 2 (6 votes)
Last edited by grumpycat on 25 Mar 2014 - 03:05.

Of course it is, why people even play it, I wonder [External image]

But seriosly, it was released twelve years ago. In 2002 it looked very detailed.

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Well... You could answer your question by checking how did the other games look back in the day, taking into consideration that you won't find another one with hunrdeds, if not thousands of interiors ofcourse. The game is huge, thousands of lines, hundreds of places. I don't think that a bit empty spaces in game that is 12-13 years old is a reason to think that we all had rose coloured glasses. And i don't really remember thinking to myself "wow, that looks empty and generic" i was having fun exploring everything. So nah, the game isn't overrated. I mean - there were a lot of people that didn't like Morrowind  from the start and it's hard to argue with them - it's not really the matter to discuss. But i don't think that after 12 years you just "see more clearly" that the game wasn't that cool. It's like saying that all the old games are shit just cause they don't use directX9. I think that Gothic 2 would be a good thing to compare when it comes to level of details. Bearing in mind - ofcourse - how small it is. Not that i remember. but they had their premiere in the same year, right?

Well Bethesda went a bit crazy with the scale of Morrowind. Now they create smaller games with bigger attention to detail. But i don't think we can say that this is actually better. It's more immersive but at the same moment less immersive. Everything looks neat but when you realise that this huge beautiful land is actually one district of your city, well... it's not that immersive anymore :)

Hope i made my point clear - anyway - to sum up. The game is good. It's just your memory playing tricks on you ;)

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Outdated and overrated aren't the same thing. Clutter can be added to an interior if it feels like an empty room now, but Morrowind isn't a junk collector simulator at its heart.

The biggest appeal for me was how effectively Morrowind took me to a new world. Skyrim's world is extremely Nordic (Earth Nordic, not TES Lore Nordic), and Oblivion seemed like an ancient Roman/western fantasy fusion. Dragons are a nice touch, TES IV had big oblivion gates, but I don't think that compares to the jellyfish cows, giant mushroom forests, giant insect houses, and bug carriage network. Nix hounds > wolves, and guar > horses for 'wow' factor.

Concepts like dragons, oblivion (hell), and power struggles can be thrilling, but are fairly commonplace in our cultures. It could've been a design point to make it seem more intuitive and easily relatable so players can drop right in and understand the world, but I liked how Morrowind didn't have that. I walked around a magical place with varied, strange cultures that had to be explained to me, and I was every bit the awkward foreigner. I felt the need to read books to catch me up on local custums. And it was magical. Skyrim had the mages guild tucked away in a corner, with magic-weilding enemies sharply contrasting the gritty, rugged, earthly-nordic feel of swords and shields. In Morrowind, you had locations where the occupants probably had to cast levitation spells every time they wanted to travel to the bathroom. Nothing felt out of place, because I was never sure exactly what place I was in. 12 years ago, it was escapism at it's finest.

Does that shed some light on it's possible appeal?

  

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I haven't really played Morrowind, I've only really played Skywind, but I have to say the setting of Morrowind intrigues me a lot more than Oblivion and Skyrim. It seems a lot more fantasy like, the only reason I didn't want to play it now is because it just feels too dated. 

Exactly why I'm excited for Skywind!

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Balls. Deep.

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I don't think Morrowind is overrated, just outdated. But that is why this project exists, to make it modern and new again but still keeping it Morrowind.

The whole setting thing is a matter of personal taste. Personally I like Oblivions setting the best, because I'm a big fan of those kind lands, similar to Cyrodiil (Western/middle Europe and the Mediterranean). but others like the alien fantasy look of Morrowind. But in the end the settings match the races/provinces rather well, and that is the point. Skyrim and Cyrodiil are human provinces and look very human and sort of normal, while the Dunmer are elves and so the province looks very alien. Which one you prefer is up to you.

I've only played Skyrim extensively and have played only the beginnings of Oblivion and Morrowind, because I found them to be to outdated. And because of that projects like this on come up to fix that.

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Tbh now when i look at Morrowind, graphics and shit, wtf is this, i can't play this... BUT when i 1st got my hands on it and i was having a 128MB ram rig (such a buttleneck, but after i put another 128MB it just played flawlessly), it was top of the art in game design and more important in expectations...

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I asked this question to myslef multiple times, wondering if I'm having nostalgia goggles on or not. So... I decided to play Morrowind again, this time with mods. Updating the graphics and sound was enough to make it a really good game, even in 2014 standards.

First, it was the closest to fulfilling what the series was about. It gave you actual freedom, and acknowledged that freedom comes with a cost. After Morrowind the next TES titles feel like just a really bad illusion of freedom. Say, Morrowind was like an island to explore on your own, Oblivion was like a themepark that you could only enter with a parental guidance, Skyrim was something inbetween in terms of freedom. Worth mentioning that details of the world were severely harmed, where in Skyrim there were only few side questlines (guilds etc.) that could be completed within few hours, without a real feeling of gradual progress.

Another thing that really hurt the game world, especially in Oblivion, a bit less in Skyrim is level scalling. One of the many means used to make the gameplay more streamlined and derive us of all, pleasant and unpleasant surprises that made Morrowind so unique and kept us wondering what's around the next corner. In Oblivion, when you saw one Ayleid ruin you basically saw them all, and you couldn't walk 20 meters without stumbling onto one. And in every one of them there were only creatures set to our level, or people in gear set to our level, ending up with a world filled to the brim with minotaur kings and bandits in full daedric armour.

You say you think that locations seem empty... I think the exact contrary. When I enter some place in Morrowind I can be sure there's going to be something unique in there, some kind of little story to uncover. This was completely absent from Oblivion and sort off put back in Skyrim... But then even that didn't work well with the horrible loot balance. In Morrowind, you had absolutely no idea what loot the game makers decided to put in a location - could be a pile of steaming guar crap, and could be an ebony cuirass. Everything set and not changed throughout the whole game. That made the world feel much more real and intriguing to explore, because you had a chance to find really good stuff early on if you were persistent enough to search. And there were so many different places that didn't make the next playthrough any less interesting, with 600 hours of gameplay you probably still didn't even see half of the dungeons. With level scalling you know exactly what you're going to encounter.
The loot system in Skyrim was as bad as in Oblivion, but in different way. Oblivion had you find stuff from time to time, and the most precious things were usually held by the inhabitants. The fact that you had 10 bandits in Daedric and Glass armours in every dungeon in the game was ridiculous, and these armours were not as powerful as they were in Morrowind (there's ONE bandit that has an ebony cuirass in Morrowind, and killing him is a cereal of nails and barbed wire). Skyrim on the other hand throws random junk at you at every step. Have a potion, have a gem, have a handful of gems, have a weapon, have an armour. There are containers on every step and with leveled contents they're more annoying than exciting to loot. No more things like levitating all the way up to the ceiling to find a hidden rock platform that has a glass greatsword worth 70000 gold lying on it. It didn't break the game, it made it intriguing to explore.

Another thing is depth of the lore. Countless factions playable and not, each designed to have conflicts and schemes with each other, and you slowly uncovering all those plots in the questlines and dialogues. That was the main thing that fascinates people so much about Morrowind. I'm sure you're already aware from many discussions how deep this stuff goes, to the point when an important historical event is remembered differently by every faction, and you must decide which version to believe. The most compelling part of Morrowind didn't actually happen in the game, it happened in our minds. That's why that world is still living in there after 12 years.

There's plenty outdated about Morrowind. Its NPC's were dead puppets just standing there with a wikipedia option (to see how it could have been done better at that time try out the first Gothic). Its combat system was based on skills, but arcade elements made it very awkward and often boring, unless you used magic or stealth which made it tactical and less clickando. The skill system wasn't perfect, and had plenty of grinding and exploits (constant bunnyhopping to increase acrobatics), but then... In Skyrim you still have grinding and exploits, take the broken Smithing system for example. Graphics blew out minds back in 2002 and... Frankly aged better than Oblivion due to the interesting and thought - through designs.


In general, Morrowind did best what TES is supposed to be about. Freedom, world depth, exploration - these things don't age, and they are still superior in Morrowind compared to the next titles. Nowadays we're used to games that don't take up much of our energy, so Morrowind can get boring pretty fast. But when we fight our way through the rough beginnings it pays off with amazing stuff (that's why I don't get people who say they don't like Morrowind, but only made it to Caius Cosades). And the rough beginnings used to by typical for RPG's, my favourite part of most of the games actually. The way modern RPG holds your hand in the beginning really annoy me, I remember games like Gothic for example, in which you started as a complete zero, being betrayed, mugged and made fun of by everyone, and only got respect and name through hard work. Very similar thing you have in Morrowind and it's actually a good experience, for me at least, but maybe not for people used to games getting them going right from the beginning like Skyrim and Oblivion did with their main quests.

In the end, I just want to underline that Morrowind has some timeless quality to it, and that is why people, including us, want to refresh it so much and see it in modern glory, but keeping to the old spirits. I hope Skywind will achieve that at least partially.



Holy crap, that's a huge wall of text and I didn't even tackle one quarter of things I liked and disliked about Morrowind.

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Yes. It's overrated. But it's still damn amazing.

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It's overrated only in meaning that it's game in which you possible playing as a child. But there are many culture, religion and other things overrated like that.
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I think gameplay made up of alien flora&fauna and magic of alteration.

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Those videos shouldn't be watched without watching this first: https://www.youtube.com/watch?v=JweTAhyR4o0


And to be honest I find both of those guys wrong in many cases, and right in others :P

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ya its overated its unplayebel for me why u think i like skywind and morroblivion so much

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Idk if its overrated I just work here.

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Yeah, it's overrated. To be honest, I found many of the quests to be boring and tedious. But the lore and style surrounding it is too great to pass up, so that's what's good about this project.

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I would say that Morrowind is simultaneously overrated and underrated. For every Morrowind fanboy singing its praises and pretending it is without flaw there is someone who thinks the game is awful and unplayable for superficial reasons.

The thing people forget is that Morrowind is a game (my favorite, in fact) and that game is made by human beings, none of whom are perfect, nor are they incompetent. Dragomir did a good job pointing out where the game shines and where it pales. It's not for everyone, but that's for each individual to decide for themselves.

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I have been playing morrowind since I was 4 years old it is definitely one of the best in the series. 

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I should have title this "Is Morrowind outdated?". But we know it is, but I really wanted to point out that "outdated", can turn into "overrated" very quickly when we are trying to promote this as a game that can be enjoyed 2014.

So I am genuinely shocked that while looking through a lot of random interior locations just how empty, copy and pasted everything feels and looks. Its got me worried that although we have focused on making the landscape beautiful, as soon as you go to explore a dungeon or tomb, even buildings, the game will be boring for a lot of people. I find this a problem as game play is a lot to do with finding new locations to explore. You want to be excited about this. I'm interested to see if vanilla Morrowind/Skywind is going to wane very quickly on the average player.

This is an important question. Will over half the players not be inspired enough to sink their time into a 12 year old game? Of course the people here are mostly original players. You represent the top of the nostalgic heap, so you're not going to be objective enough to see that gameplay might not actually be that interesting for todays players.

I guess my point is expect a lot of todays generation of players, not to be so loving of the generic NPC dialog and seemly endless corridors of nothing interesting. Of course we are not actually trying to sell the game so what do we care? We don't. But just be prepared for not such a loving base of players.

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I really can't put my finger to what you're saying. Interiors are extremely detailed to this day, each cave and tomb has something interesting and unique to offer and actually what you're calling a problem here is one of the biggest selling points of Morrowind. I have no idea what locations were you looking at, remember there are so many houses and places that it has to feel similar to a degree. For example I will never forget the cave that has a cauldron, bones and an Ogrim in the middle, and a journal that tells us a story of three cultists wanting to summon daedra. This kind of stuff was around EVERY corner, and any seasoned Morrowinder will tell you that after 12 years of playing it can STILL surprise you with its secrets. The most interesting cases were when you only heard a rumour in some pub from an old sailor (no quest even started), he'd tell you some fairy tale about some old hero, and you could actually find his burial cave, that had a labirynth at the entrance.

As I said before, I threw away my nostalgia goggles years ago and I acknowledge all of Morrowind's weaknesses. But with all honesty I can tell you, that locations in that game are 10 times more interesting than in Oblivion, and 2 times more than in Skyrim.

And what do you mean by copy-pasted? Those silly urns from Skyrim every few steps, each with a healing potion, a ruby and a handful of money were driving me nuts. I don't know, maybe we need to throw examples around, but you seem to be describing a different game.

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Empty rooms?

 

Are we playing the same Morrowind?

 

But yeah, the best part of the game is the writing, the main story, and the culture of the actual province of Morrowind.

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I really can't put my finger to what you're saying. Interiors are extremely detailed to this day, each cave and tomb has something interesting and unique to offer and actually what you're calling a problem here is one of the biggest selling points of Morrowind.

Sorry buddy, they just are not. Some are OK, some are good, the bulk of the game is not. Its just aged, so I'm just telling you that unless we get a dedicated number of people cluttering and detailing interiors for the next year, Skywind could be a big miss for a lot/most of the new players.

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To go into more detail, there are too many walls, not enough cave in and shelves and altars and intricate final destinations. Interiors need more height levels. Tombs and caves drastically need a overhaul. Vivec's sewers needs more sewage and graffiti and abandoned bedrolls. Sadrith Mora needs more cluttered streets. Daedric ruins need necromantic chambers and cells for captives. I admit this as a "morrowind is #1" fan since its release.

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Morrowind is in my opinion is the best Elder Scrolls to date, but for a long time I couldn't point out why exactly, and when I finally figured it out it was actually quite obvious. What makes Morrowind superior which doesn't seem to be mentioned in these comments either and that is, at least in my opinion, the fact that it had a massive amount of content, way more than any other Elder Scrolls to date. Between the dozen joinable guilds, massive landscape containing many interesting cities, settlements, and camps, numerous little hidden things, exciting storyline, amount of skills, and of course the very much missed detailed and modular armor system. It also when carefully examined had the most freedom for the player and the great expansions only made it better.

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What makes Morrowind superior which doesn't seem to be mentioned in these comments either and that is, at least in my opinion, the fact that it had a massive amount of content, way more than any other Elder Scrolls to date.

I'm pointing out that a lot of content when very similar is not necessarily a good thing. When interiors are starting to show that they were templated a lot, they begin to feel that they are not places that actually exist. For me its an immersion breaker and don't blame the messenger, but this is how its going to come across to most players.

To go into more detail, there are too many walls, not enough cave in and shelves and altars and intricate final destinations. Interiors need more height levels. Tombs and caves drastically need a overhaul. Vivec's sewers needs more sewage and graffiti and abandoned bedrolls. Sadrith Mora needs more cluttered streets. Daedric ruins need necromantic chambers and cells for captives. I admit this as a "morrowind is #1" fan since its release.

You've nailed it. We just don't have the developers to do this at the moment, and I doubt we ever will. It might be the Skywind remains a miss for a lot of players.

 

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I would love to see larger/more complex dungeons, personally. One issue that I always had was that the Dwemer ruins, ancestral tombs, etc. were often far too small. That said, while Skyrim's dungeons looked expansive, they're almost all very linear and plagued with the issues that Dragomir mentioned. There are better ways to make a dungeon immersive than to throw little rewards at you for so little as wiping your ass and handholding you all the way to the end.

Also: Please don't throw a bunch of traps into tombs and ruins unless they have a good reason to be there. Ancestral tombs are where families place/visit their honored dead and hold religious services, and people LIVED in Dwemer ruins before vanishing without warning.

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at first glance it doesn't seem that interesting, but once you get balls deep in the lore it gets really interesting.

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Twisted Logic

I would love to see larger/more complex dungeons, personally. One issue that I always had was that the Dwemer ruins, ancestral tombs, etc. were often far too small. That said, while Skyrim's dungeons looked expansive, they're almost all very linear and plagued with the issues that Dragomir mentioned. There are better ways to make a dungeon immersive than to throw little rewards at you for so little as wiping your ass and handholding you all the way to the end.

Also: Please don't throw a bunch of traps into tombs and ruins unless they have a good reason to be there. Ancestral tombs are where families place/visit their honored dead and hold religious services, and people LIVED in Dwemer ruins before vanishing without warning.

Maybe there is a way to script traps i.e. triggering a trap if a lockpick snaps on a locked door. I agree with you on this and on the size of dwemer ruins. Perhaps a thread for templates for each type of cave could be created. We could brainstorm and think tank on that if you have time :).

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I can try helping with layouts. I have the technology. (It's called graph paper. :P)

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I'll be the voice of reason on expanded dungeons, no.

Not enough people working on the project for that.

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Would anyone object to a think tank thread dedicated to what types of dungeons should be like?

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There is one for daedric shrines already.

I started concepts for Kwama caves http://tesrenewal.com/forums/concept-art/req-kwama-cave-concepts

Also started concepts for tombs but was very specific to wall paintings http://tesrenewal.com/forums/concept-art/req-paintings-and-murals-for-walls-ancestral-tombs-and-velothi-buildings

Its actually a lack of developers that prevents us from doing such things. Too much talk, not enough action.

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I've seen them, and yeah, developers are an issue. I guess I might make one for dwemer strongholds though, in case a modeler has the time. :)

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I apologize, I thought that was what you were getting at with this thread. I do understand, though. I wish I could help with CK things, but I don't have it and my computer with Skyrim installed can't connect to the internet for me to download it. :/

I have the Morrowind Construction Set on my laptop if that helps any. :P

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Twisted Logic

I apologize, I thought that was what you were getting at with this thread. I do understand, though. I wish I could help with CK things, but I don't have it and my computer with Skyrim installed can't connect to the internet for me to download it. :/

I have the Morrowind Construction Set on my laptop if that helps any. :P

They're are several solutions i could think of that could solve this...

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I am going to agree that some of the dungeons are a bit boring from a visual point of view, from gameplay point of view I am with Dragomir that I can not stand Skyrims generic loot system.

In what way Skyrim/Oblivion combat system is better than Morrowinds I will propably never understand, as its just eye candy that was added and nothing else. Skyrim isnt like Dark Souls and provides really challenging combat, so I much prefer the stat based system in MW. It even is more demanding on player skill if you leave that "always use best attack" button unchecked. Skyrim combat is just another thing that makes it feel much more like an action adventure than an RPG.

HappyChappyOf course we are not actually trying to sell the game so what do we care? We don't. But just be prepared for not such a loving base of players.

You choose the wrong engine to mod guys :p
OpenMW 1.0 is just around the corner, with a community of adults that appreciate Morrowind for what it is and would love to see their game with those amazing visuals you guys are creating here.
Your coders would be happy for sure too ... spears? armor system? any other ideas that are absolutely impossible under the limitations you have to suffer from? It is all possible.
No copyright issues whatsoever plus I am sure many more people would contribute to Skywind if it wasnt actually made for Skyrim engine. Because atm I think many original MW players are very sceptical if Skywind will ever be of use for them.
I for one just love that classic PC gameplay that Morrowind provides. I wont give this up for the sake of improved visuals. But that new generation of gamers that happychappy mentioned sure dont care about depth in gameplay as long as everything looks great ... question is what kind of gamer you guys are aiming for?

On a side note, depending on the skill and expertise of your coders, nothing is stopping you from recreating Skyrim mechanics for OpenMW, just sayin.
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PeterBitt

You choose the wrong engine to mod guys :p

I don't think you really understated the point of this project. It is Morrowind in SKYRIM'S engine, Not Morrowind in a updated version of Morrowinds engine with Skyrim gameplay elements. A resurrection of Morrowind on a modern engine. So you get HD textures and meshes, better animations and al those other improvements (not only visual). At least that is how I understand it.

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PeterBittOn a side note, depending on the skill and expertise of your coders, nothing is stopping you from recreating Skyrim mechanics for OpenMW, just sayin.

I think the main problem with that is OpenMW is not even near a working beta :P Last time I checked it was v0.29.0, that doesn't look like something we can work on yet. And Skywind started years ago when OpenMW was not even a project. One thing I WOULD like to see, is Skywind assets used to refresh Morrowind on OpenMW when it's in a playable and working state, and already has the possibility of engine modding implemented.

As for now, no. There's no way this would work as an expansion for OpenMW at this point. And if you're suggesting our programmers should re-direct their workpower to that project instead of Skywind... That would mean that we would still not see either for many years.

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For me, Skywind and OpenMW have different reasons for appealing to me.

Skywind - large quest mod which gives me a change of scenery from the cold and harsh Skyrim. Also, I could eventually play both games with one character - something which OpenMW won't provide, at least for the nearest future. Only, no mod support for mods like Tamriel Rebuilt but that's understandable as the two engines are very different and it would be a lot of work to incorporate them which would be best used for optimizing Skywind and bug fixing.

OpenMW - no limits to what can be achieved. Gameplay could be better than Skyrim's and could be easily customisable, depending on the user's needs. Don't like the combat? No problem - a mod can truly fix it with no workarounds. Want quest markers? Why not? The problem is that support for later TES games are not planned but surely possible.

Both are doing a good job in keeping Morrowind alive :)

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PeterBitt You choose the wrong engine to mod guys :pOpenMW 1.0 is just around the corner, with a community of adults that appreciate Morrowind for what it is 

  The fact is if you have been on the site (and i know you have) you would know that OpenMWis still in relatively early in development. I have great respect for the devs at openMW and I'm very interested to see what becomes of the it. However the fact is even though its reverse engineered it still based on a old engine and in the 2-5 years when its released how many people are going to be willing to develop for it. 

 

PeterBitt But that new generation of gamers that happychappy mentioned sure dont care about depth in gameplay as long as everything looks great

  As someone who has played classic PC games from wasteland to baulder gate to fallout. I can tell you many of these systems you call depths are archaic forms of gameplay that were ported from other types of entertainment of the time and while i love to figure out my thac0 the fact is many of these mechanics weren't fun [and Morrowind is a a example how this gameplay can turn out completely wrong(though games like Baulders Gate can show how its done completely right)]. Yep, the fact is many systems were boring and tedious and eliminated the the main purpose of a game which is to entertain the player. Sure there will always be a place for these games (and i'll be right in line to buy mine) but the fact is most people want games not work.     

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As much as I love the idea of OpenMW, and its time to shine will come sometime in the future, its just not now. Its not really at a point where its as good as the original engine. I did some performance testing and it has very bad fps drops, with Morrowind out performing it by quite a margin. I have this gut feeling for that to be anything like a graphically superior engine, it may need to change it core GPU engine which is Orge3D. Having said that, that may be the straw that breaks the camels back, so that may never happen.

I personally think that OpenMW is going to be more about a flexible platform for creating more old school RPG elements. I don't think it will ever be able to handle graphics the same way that Skyrim engine does, and this is even 10 years into the future. But I'm ever hopeful.

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@Dragomir

I agree almost everything which u mentioned. I will only add that some quests are quite boring which someone said before. Compare Morrowind's Mage guilt to Oblivion's Mage guilt. Compare Thieves guilt to Morro or Obliv (Bal Molagmer was extremely boring). I played recently Morro again without any overhauls and sometimes I had the impression that most quests were like: receive quest---> go to destination ---> steal sth/kill someone ---> return. I was really enjoying thieves guilt when Morrowind was released but today I think this guilt is quite boring. Maybe Devs fell victim to its own success. There is so many factions and so many quests then they go to more to quantity than quality. In Oblivion were much less quests but they were much more refined. We can't forget that Betha is normal company and they have limited budget and time (especially that one) and they had to go to compromise. Maybe look at quests from Guilt wars 2 or Elders Scrolls Online. How they create some wonderful solutions. "Good artists copy, great steal" as someone said :)

I don't say that we need to create completely different story, only to add more variety in quests (maybe add some puzzles). Story the same, NPC's the same, but gameplay much richer. But again it means that we will get much more work to do.

What I wanted to add that for me in Morro absolutely best is Design. It is so rich and abundant compare to the rest TES series. I think it is thing which we can best use. But again we don't have many concept artists (sometimes I have impression, I am the only which does some landscapes and I am pretty slow too). Manpower is quite problem. I think If we record some video with wonderful designed quest, designed enviro and gameplay maybe we could get some more artists from places like www.Deviantart.com , www.ConceptArt.org or even www.CGHUB.com(one guy did promo for us). They should believe that they have chance for promoting themselves ;P

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To be clear - I loved Morrowind's gameplay back in 2002, but right now it does feel dated. I much prefer the character development system of Skyrim, perks really do make it more exciting, and less about grinding. I would enhance it a bit more in few places, in some respects to resemble Morrowind more, but overall Skyrim is much more fun when it comes to character progression.

Things I'd change:
- Get rid of levels, add more fun to perks. Skill level is your practice, while perks is the bits of theory you know. You'd raise your skills by just using them (as it is now), but I'd get rid of levels entirely, and replace it with actually learning perks in-game. From NPC's, books, quests, perhaps even experiments, and maybe through magical means. For most skills you'd go to a trainer and pay him/her to teach you some theory, it would be a nice replacement for the boring NPC training system (pay some money, raise a skill by one). It would balance the system nicely, allowing us to control the difficulty of getting each perk, while keeping things interesting (especially stuff like smithing would be fascinating to have that system, learning how to work various materials). Something similar was done in the Gothic series, only without raising your skill on your own (the only way to improve was to spend learning points at skills learnt from NPC's).

- Racism & sexism. I hate how similar each race and gender plays in Skyrim. This was diametrally different in Morrowind considering how big the difference was in skills and attributes, each race and gender had their advantages and disadvantages. If anything I'd like to see it pushed further rather than erased. It would enhance the replay value very, very much as well - ask Vampire: the Masquerade - Bloodlines, most "races" (vampire clans) required a different approach, and some were diametrally different in how NPC's would react to them. Lots of racial profiling went away together with attributes, I wouldn't mind having those back either. Skills that determine what we know how to do, attributes determining the physical and mental treats and limits of our character.

- Less focus on combat. Yeah, I know it sounds weird. But if it's the only thing I can do in the game it gets tedious pretty quickly. Even the gods damned Bard's College, in which I was expecting to be sent on missions that require fine speeches and lots of mettle and cunning to convince people to my right... And of course it was about fetching something from a ruin full of zombies. Like every damn quest in Skyrim. The speechcraft system I actually prefer to Morrowind's, being able to choose a line that requires special skills feels much more natural than dice rolling different actions to fill up a disposition bar (which usually results in constant reloading). Problem is, its implementation was tragically bad. It was totally ignored by writers, the dialogue is almost completely linear, rarely with more than one answers, and rarely with different results. Actual persuasion lines are so few some people don't even remember there were any. For that you can also look up to Bloodlines. There were lines that required skill in almost every meaningful dialogue, and you had 4 social skills to learn (haggle, intimidation, persuasion and seduction), as well as special vampiric powers (Domination and my absolute favourite Dementation). Now, imagine how well this would translate to Skyrim's perk system, having a base speechcraft tree with for example persuasion (reason), intimidation (force and instill fear) and manipulation (lie, seduce and butter up) branches. That is not the only thing Bloodlines did right though, for example it rewarded the player for completing the quests, rather than killing, and only in a few quests was killing necessary (pretty much always the option however). It would provoke the player to think, talk and sneak rather than waste bullets all the time. So naturally, without any general exp points and levels one thing Skyrim would need in the case of good dialogue system are actually good dialogues. And voiced dialogues are no excuse for making them shallow, again - check Bloodlines. THIS is how you do fully voice a dialogue in a real RPG.

lukkarCompare Morrowind's Mage guilt to Oblivion's Mage guilt.

Oh I have... And the Morrowind one wins. Yes, it is less about story and more just tedious work (but I enjoyed the feeling of picking up mushrooms for people above me just to work out a name for myself). It was pretty boring, but I still prefer it to the Oblivion's horrible anti-necro crusade, which had quests suited more for an orc barbarian rather than a mage and had one of the most disappointing climaxes of all climaxes. Maybe that's because I remembered Mannimarco from Daggerfall... And compared him to the one from Oblivion...

No, the only enjoyable questlines from Oblivion were Arena, Thieves Guild and Dark Brotherhood. And even the thieves guild I prefer in Skyrim, since I don't like being forced to play a good guy all the time.

Karma: -1 (1 votes)

Yeah I was not that serious, of course Skywind is a mod for Skyrim :)
A Skywind asset pack for OpenMW tho would be awesome tho.

Shushine please understand that there are people who dont feel this game is tedious or boring, how stupid must we be if we still play that game after 10 years? A game with that deep and large gameworld profits from complex game mechanics much more than from plain "entertainment". Triple-A polished entertainent gets uninteresting quickly, deep gameplay mechanics and a shitload of content in a rich gameworld make for years of fun stuff to do.

Karma: 2 (2 votes)

Hey everyone, I didn't bother to read each and every comment, but I thought I'd voice my opinion here.

I've been taking lots of time to detail the landscape and make it up to par with Skyrim, however, as I "explore" caves and tombs, I wholeheartedly agree with Happy on this, that they are completely boring. I feel as though there is an egg mine or tomb on EVERY CORNER, and I have no desire to explore ANY of them to be honest. I never played Morrowind, and coming from a "modern" Elder Scrolls gamer, this is how I feel. I suggested this briefly a long time ago, but it comes down to this: Quality over quantity.

I'd rather see more than half of the "useless" dungeons taken out, and instead, revamp the most important and interesting ones with a new tiles set, and have larger, more meaningful exploration. If we are truly bringing Morrowind to 2014/2015, then I think this should happen. Sure, people would miss some of the dungeons, and old fans would notice, but it would be a fresh and rewarding experience to do this.

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I agree with Squally

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I do think morrowind atm is boring. the combat system is awful and you continuously get lost. I hate having to think I just want to play so we need a quest marker and a better combat system. I do hope they keep skywind as close to morrowind as possible and just improve it because  I really want to play an updated morrowind not just another skyrim mod.

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that is the whole idea, you did read the web's intro and FAQ right?

 

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Yep I was just saying. Getting along with some people on this site is like trying to get along with a hemorrhoids that keeps coming back. Why take something someone says so out of perspective for.

Karma: -1 (1 votes)