Morrowind Fresh one from Nirnposting |
- Fresh one from Nirnposting
- The Zero Sum is in the sandwich
- Morrowind: An Analytical Love Letter
- "I expected you. We have business, you and I."
- Morrowind Save Load Speedrun (WR) (OpenMW)
- Finally getting into this game after 15 years.
- Which saint of the ALMSIVI would you model your characters upon?
- I got the Dark Brotherhood armor since begining (level 2) and...the armor is getting stronger? Is this a kind of cheat?
- About that meteor..
- Is morrowind a good game for VR?
- Official Skyrim Christmas Jumper/Ugly Sweater is now 18% off
- Favorite mods?
- Spellsword build - which magic schools should I pick as majors and minors?
- HELP pls. I'm looking for an all-inclusive house mod
- Does arrow type make a difference?
Posted: 08 Dec 2019 07:29 PM PST
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The Zero Sum is in the sandwich Posted: 08 Dec 2019 01:33 PM PST
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Morrowind: An Analytical Love Letter Posted: 08 Dec 2019 08:27 AM PST (This review was written with newbies in mind, but will hopefully be interesting reading for seasoned veterans as well.) Morrowind is my favorite game. It doesn't have perfect gameplay, most of its NPCs are extremely one-dimensional, and there's almost no voice acting. People who like it are often accused of being blinded by nostalgia. Well, I didn't play it until 2013, after playing Skyrim, and I'd never even heard of The Elder Scrolls until shortly before the release of Skyrim. So why do I like this game so much? The best thing about Morrowind is twofold: it creates an extremely detailed world, and the main quest forces you to learn about it in an engaging way. Instead of teaching you about the world purely through infodumps, you learn by doing quests. As you go, each quest teaches you something about the history of Morrowind: who the Dwemer were, why the Ashlanders worship Daedra instead of the Tribunal, the relationship between Dagoth Ur and the Tribunal, etc. A sample quest: you've just contracted a deadly disease. To cure it, you're told to seek help from a certain Telvanni mage. Who are the Telvanni? Ask just about any NPC and they'll inform you that House Telvanni is one of the three Great Houses of Morrowind, and is comprised of anarchic, xenophobic mages. Go to the mage, and he will agree to try to cure your disease if you get him an item from someone in the equivalent of a leper colony. Go there, and you'll discover that the person you're supposed to meet with is the last of a long-extinct race that is very significant to the game's backstory. He will give you some insight into the events leading to their extinction, which are of particular significance. Then, you return to the mage, who cures you—but the cure has a side-effect that, depending on how you interpret things, may be an indication that you are a prophesied Messianic figure. As you can see, each step of the quest ties in with a broader concept in the lore that you need to know to understand the game; the quest objectives themselves are simply "bait" to entice you to learn. Many quests in the game are designed in this fashion, and it's absolutely brilliant. Adding to this, you will often find multiple, sometimes conflicting, versions of the truth. For instance, to some, the Tribunal are gods worthy of worship; to others, they are usurpers of the Daedra; to others still, they are powerful but unworthy of worship compared to the Aedra. It's left for you to decide who, if anyone, is right. In fact, there are some players who think the main villain of the game is more worthy of support than the Tribunal, the self-proclaimed good guys, because he makes a very compelling case for his cause. The main quest also has several built-in "breaks" where you'll be told to go do other stuff until you've leveled up some more. This is diametrically opposed to the design of the later Elder Scrolls games' main quests, which constantly encourage you to rush through them by acting like everything is a dire emergency, even though there is never a penalty for waiting. Morrowind wants you to smell the roses, learn about the world, and do things for yourself without hand-holding. There are tons of factions you can join, as well as stand-alone quests. Many of these help flesh out other aspects of the world: the relationship between the Empire and the native Dunmer, the feuds between the three Great Houses, different feuds and alliances between Great Houses and other factions such as guilds, and so on. That leads me to my next point: The world in Morrowind has a believably complex political and religious situation. There are three or four religions, five or six political factions, and several non-political groups. All of them have their own views on each other and the world in general, creating a complex web of relationships in which almost every group is allied with at least two groups that oppose each other. This means that there are no clearly-defined "sides" across factions. You can be a Dumner mage who worships the Tribunal and is loyal to the empire, or a Dunmer mage who worships the Tribunal but thinks the Empire are scum who must be driven out, or a Dunmer mage who hates the Empire and worships the Daedra. (And whatever set of allegiances you choose, you can join factions the reflect your beliefs, unlike the later games which don't encourage you to create such a complex nexus of beliefs, and if you create one on your own, it will mostly be mere background information.) But despite all that, the main quest involves uniting all of the primary factions in a singular cause—which, as you may imagine, is no simple feat. A related great aspect of Morrowind is that there is a good deal of variety in its quests. While most of them are ultimately fetch-quests, many of them have a unique twist that keeps them from feeling repetitive as such quests are wont to do. One quest has you visit shrines as part of a pilgrimage; another has you act as a go-between for unlikely lovers; yet another has you wander through a maze to get to an ancient tomb. This level of variety sets Morrowind apart from most other open-world games, in which too many of the quests involve retrieving items from mook-filled dungeons. (Skyrim is particularly guilty on that account.) A consequence of having all these factions and creative quests is that you can easily spend more time talking to people and hanging out in civilized areas, and less time engaged in violence, than you do in the later games. Of course, if you want to spend most of your time hacking and slashing, you can, but Morrowind has lots to offer apart from that. While not everyone will feel this way, I find it very refreshing to have lots of nonviolent things to do in between my rampages of bloodlust. This also, in my opinion, does much to mitigate criticisms of the combat. It doesn't matter that much if it's clunky if you don't spend most of your time doing it. As far as gameplay goes, Morrowind is one of the most poorly balanced games you will ever find—and that makes it awesome. At high levels, and with careful application of enchantment and alchemy, you can kill every enemy in a single blow, leap across the entire island in a single bound, and create massive town-annihilating fireballs. But the key is that you have to be at a high level and know what you're doing—the game doesn't just hand you the keys to infinite power and say "have fun!" It makes you earn that power by making you start as a pathetic weakling and gradually working your way up from there. Thus, when you're powerful enough to unbalance the game, it feels like a reward you've earned, instead of bad design. Before I conclude, I would like to make some responses to the common criticisms I mentioned at the beginning. The boring NPCs are a necessary consequence of making a game this huge—there's not time to flesh out every character. What counts is that there are notable characters, such as Vivec (about whom essays can be and have been written), Divayth Fyr, Dagoth Ur, and Yagrum Bagarn. As for the lack of voice acting—the fact that almost all dialogue is delivered via the written word means that there were no limitations on how much dialogue could be recorded, and that the developers could revise it as they went. This is a big part of the reason the game's lore and factions have so much depth, and why you can spend so much time outside of combat. The depth, time spent in conversation, and text together make the game feel almost like a huge interactive novel, which is quite exciting if you're into that kind of thing. The looser constraints on dialogue writing also mean that, when it comes to quest-relevant NPCs, they have have much more interesting and better-crafted dialogue than NPCs in the later games. Furthermore, because the dialogue is text-based, the modding potential is unlimited. New characters can be added, or existing ones can be given larger roles, by anyone who can write decently; there's no need to hire a voice actor. In conclusion, Morrowind creates a fantastical but seemingly credible world like no other game, and like few other works of fiction. It's not for everyone, but if you think it might be for you, I highly recommend checking it out. There's nothing else quite like it out there. [link] [comments] | ||
"I expected you. We have business, you and I." Posted: 08 Dec 2019 11:15 AM PST
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Morrowind Save Load Speedrun (WR) (OpenMW) Posted: 08 Dec 2019 05:37 AM PST
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Finally getting into this game after 15 years. Posted: 09 Dec 2019 01:51 AM PST My buddy and i are usibg the coop mod. We set the difficulty to hard and have been having a blast. I never liked skyrim, seemed painfully bland but after playing morrowind so much tuese last fea days i realize how bad oblivion and skyrim really are. Bethesda made such a massive departure from so many mechanics and in depth story telling after morrowind. Its a shame really. [link] [comments] | ||
Which saint of the ALMSIVI would you model your characters upon? Posted: 09 Dec 2019 12:30 AM PST Which Saint would your character (Dunmer or otherwise) find worthy to model their life upon? [link] [comments] | ||
Posted: 08 Dec 2019 04:26 PM PST Now I am on level 12 and every new level I look and the armor rate increased. WTF? Now I am thinking that using this armor is a kind of a cheat? Since level 2 I don't have necessity to change armor because this armor is waaaay stronger than anything else. [link] [comments] | ||
Posted: 08 Dec 2019 07:38 AM PST That meteor over Vivec city that eventually destroys it and all of morrowind caught my eye while I was playing today and I wondered why they didn't just mine out the entire thing. They built a hall inside, might as well have mined it to nothing and ended the risk then and there. Any thoughts why they didn't do it? [link] [comments] | ||
Is morrowind a good game for VR? Posted: 08 Dec 2019 04:07 PM PST Im planning on buying a VR set to do one of those 24 hours in a VR game, and one of my first Ideas was to play morrowind in VR. Ive seen some videos of VR tests but Im not sure if it can support a full playtrhought [link] [comments] | ||
Official Skyrim Christmas Jumper/Ugly Sweater is now 18% off Posted: 09 Dec 2019 01:45 AM PST | ||
Posted: 08 Dec 2019 12:16 PM PST Just installed this game. Looking for some mod recommendations! General tips and tricks would be nice too. [link] [comments] | ||
Spellsword build - which magic schools should I pick as majors and minors? Posted: 08 Dec 2019 01:43 PM PST Hey! After years of not playing I decided to roll another build which will let me finally finish the game. I want to start as a Breton, with long blade and light armor as major skills. I already picked alchemy and enchant as minor skills, but I honestly don't know how should I distribute the magic schools in the skills. What would be your advice? I already know I am gonna pick The Lover sign and also decided on picking my favoured attributes as Endurance (to make up for the low endurance for Bretons) and Intelligence. [link] [comments] | ||
HELP pls. I'm looking for an all-inclusive house mod Posted: 08 Dec 2019 07:41 AM PST .. That was supposed to be around Balmora if I remember correctly but the home had a recall amulet to go with it, an alchemists' lair with all the sorting stuff, 50+ dummies to store your collected armour on, weapons display cases by the dozen, a dungeon, bazillions of storing cases, a whole alchemists' garden and all the whole shebang. I can't seem to find it on nexus. Can anyone help me? what was this house? Thank you all pals. [link] [comments] | ||
Does arrow type make a difference? Posted: 08 Dec 2019 11:44 AM PST Is there a difference between arrows besides weight or cost or silverness? [link] [comments] |
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