DragoFireheart
all caps, rainbow colors, SOMETHING.
- Joined
- Jun 16, 2007
- Messages
- 23,731
Got to give Bioware credit, at least they actually do the epic stuff in their games.
Got to give Bioware credit, at least they actually do the epic stuff in their games.
Actually in this case, bigger == worse, since it's just more of the same. Morrowind had a lot of small dungeons with interesting design plus (quite) a few large dungeons that rewarded full exploration. Morrowind also had a bit more static loot, so there was actually some reason to explore those out of the way dungeons, as opposed to the boring repetitive levelled loot that Oblivion provides (not that MW didn't also have levelled loot).
Which brings me back to an older question: What the fuck happened with Bethesda between Morrowind and Oblivion? Did a devastating and yet strangely specific plague wipe out all the imaginative and competent writers they had on staff or was Oblivion, FO3 and Skyrim written by focus group consensus?
http://www.nma-fallout.com/showthread.php?175874-Don-t-Buy-the-Hype
In a nutshell
Todd's shellshocked wife being stolen by Patrick Stewart as Todd grins through the pain.
I believe the argument was, on average, Morrowind had smaller dungeons (because averages are always an important and relevant statistic). I'm not 100% sure on that, since neither of the links he provided as evidence are actually about dungeons, and the Oblivion one is broken to the point of being unreadable. In fact his links, on the surface, would seem to suggest that Oblivion had four dungeon types... while Morrowind had uh, let's see...Actually in this case, bigger == worse, since it's just more of the same. Morrowind had a lot of small dungeons with interesting design plus (quite) a few large dungeons that rewarded full exploration. Morrowind also had a bit more static loot, so there was actually some reason to explore those out of the way dungeons, as opposed to the boring repetitive levelled loot that Oblivion provides (not that MW didn't also have levelled loot).
Yeah, not to open the whole debate again but I don't get why people are saying all of Morrowind's dungeons were small. A ton of them are fucking HUGE. I did a Sixth House base the other day that was literally like 5 different sections, each one long and twisty, and you come out an entirely different part of the island than where you went in. It's insane.
Yes there were four room tombs. There were also massive dungeons. The game had both, which was a good thing.
9. Also the different architectures (Imperial, Telvanni, Redoran, Hlaalu, Ashlander) for more civilized "dungeons".Ancestral Tombs
Caves
Daedric Shrines
Dunmer Strongholds
Dwemer Ruins
Grottos
Mines
Ships
Velothi Towers
C&C.
He just called me. He's spent an entire in-game day at the bottom of the well during the Cheydinhal recommendation, where you have to grab the "Ring of Waterbreathing" (actually a Ring of Burden) off a dead student's body and show it to the guildmaster so you can prove the teacher handling the recommendations is a sicko. But since he is playing as an argonian, he didn't need to get out of the water to breathe so he didn't get the quest update and thought he was supposed to stay there until something happened.
:DGot to give Bioware credit, at least they actually do the epic stuff in their games.
Would you be surprised if becoming the daedric prince of madness turned you mad?...either SI was non-canon (and Sheo is just rambling for fanservice) or Oblivion's PC eventually convinced himself he was Sheogorath all along.
Yeah. Many of the caves and tombs weren't even dungeons per se. A Dwemer ruin might be just a forge or a workshop not unlike those that you find in cities, except that the inhabitants are nowhere to be found. A cave might be just the refuge of a sorcerer who just wants to be left alone, or the hideout of a bunch of bandits. Inside the caves, forts and ruins you'll find bedrooms, storage areas, alchemy labs, the personal libraries of mages, and so on. The "dungeons" are often just parts of the game world that happen to be underground, nothing more than that. On the other hand Oblivion bandits apparently want to spend their time sitting in large, wet, pitch-black cave complexes that seem unfit for anyone more civilized than a sewer rat.Yes there were four room tombs. There were also massive dungeons. The game had both, which was a good thing.
Well, about that...
http://www.uesp.net/wiki/Skyrim:Sheogorath
While nothing can be stated with certainty, these comments, coupled with his remark that the Mad God is a title that is "passed down from me to myself every few thousand years", suggests that he is in fact the Champion of Cyrodiil who replaced the previous Madgod.
...either SI was non-canon (and Sheo is just rambling for fanservice) or Oblivion's PC eventually convinced himself he was Sheogorath all along.
Would you be surprised if becoming the daedric prince of madness turned you mad?
You agree to help some dude investigate something, and then you check your journal and see theA lot of them were not obviously Daedric quests from the start though, which I liked. Some dude asks you for help with zombies in his tomb and then suddenly everything spins off into a weird cannibalism story with a Daedric lord involved. That happened numerous times for me.
Hopefully he'll accidentally kill Three Dog as well.Let's see if he accidentally tumbles on Galaxy News Radio or Rivet City.
Speaking of dungeons, does anyone think they kind of screwed the atmosphere of the Dwemer ruins in Skyrim? In Morrowind they were like abandoned ruins, few enemies, dusty and all around old and mysterious. In Skyrim they are full of enemies, a ton of active defences that one should only probably see in sci-fi military bases( where the fuck are the cities? those dungeons are full of floor traps) and while there is the occasional rubble or broken pipe, they are too damn clean. You'd think the Falmer just bought them from the Dwemer and are renovating them.
Remember that Falmer are never(?) found in the actual ruins, but in the caves below or around them. They live in dirty caves. The Dwemer ruins however, are filled with still-functional animunculi that keep the place tidy. You can see Dwarven Spiders working on rocks and rubble in several areas. Think of them as advanced robotic vacuum cleaners, still working the floors 3750 years after their creators' demise.and while there is the occasional rubble or broken pipe, they are too damn clean. You'd think the Falmer just bought them from the Dwemer and are renovating them.
About 5 mins in. Todd giving motivational speech to his team about his meeting with Patrick Stewart.
Yet the place is falling apart but it's almost perfectly clean("Ajax! Every working Spider's need, but don't dare fix those pipes"). My point isn't on whether the Dwarven Spiders can clean the ruins, it's just that in Morrowind Dwarven ruins looked like abandoned ruins. And remember that I also said that they are way too crowded with defences, automatons etc( again compared to Morrowind). It's more a point of inconsistency and ruining of atmosphere( IMO) compared to Morrowind, rather than whether there can be a logical explanation. This is more of a personal nit pick of mine though. It's not like I would care about it, if I wasn't royally bored while traversing the ruins and annoyed that the game offers little else than combat.Remember that Falmer are never(?) found in the actual ruins, but in the caves below or around them. They live in dirty caves. The Dwemer ruins however, are filled with still-functional animunculi that keep the place tidy. You can see Dwarven Spiders working on rocks and rubble in several areas. Think of them as advanced robotic vacuum cleaners, still working the floors 3750 years after their creators' demise.