Morrowind was considered the Codex's #4 RPG of the 2000s, but you should have realized by now that a sizeable contingent of Codexers have decided that CYOA is the new RPG and therefore only games in the CYOA&C subgenre of RPGs are deserving of praise. Such trivial gameplay elements as exploration and combat are considered extraneous.Damn. Reading the Codex you would think Morrowind ticks all their boxes and then some. But i guess its just not a proper rpg
And you are wrong by the way: you don't require either to navigate "Telvanni towns". You only need them for the Wizard towers.
Morrowind has better exploration and environment design than just about every open world game since. Nobody plays these games for the dialogue, so that's not really a fair point of criticism. Combat is terrible, but that's still true of muh polished AAA games like Witcher 3.
Morrowind has better exploration and environment design than just about every open world game since. Nobody plays these games for the dialogue, so that's not really a fair point of criticism. Combat is terrible, but that's still true of muh polished AAA games like Witcher 3.
I still remember the first time I ventured into the sewers beneath Vivec. I really felt like I was descending into the seedy underbelly of the city, and I found bandits, thieves and cult worshipers for my trouble. The world was so well designed, it felt so organic and mysterious, the thrill of seeing what was there. Bethesda still do this particular aspect better than most, but nowhere near as well as Morrowind did.
Actually, why would that even be a complaint that Mages' Guild does not require any active spellcasting?
It's a professional association for mages and magic scholars / researchers, enchanters and alchemists as well. They take anyone in because they're an imperial organization and funded by it and would probably be fined for not accepting imperial citizens within their ranks.
What really is the complaint to make here, really? That you can join their guild just to rob their resource chest?
Sure but the same can be said of almost all rpg quests. You always either kill, steal or talk.
Actually, why would that even be a complaint that Mages' Guild does not require any active spellcasting?
which is where all the important shit is you fucking lunatic. tell me that it's not quicker to just leap from the top of tel branora down to the docks, or to levitate/waterwalk from the council chambers over to the sadrith mora boat. fuck me, try doing anything in tel vos where your primary quest giver is without any of this stuff. yeah you can buy potions, but that's also inconvenient.
Actually, why would that even be a complaint that Mages' Guild does not require any active spellcasting?
I'm intrigued about such "proper RPGs".
In those can you kill gods and trap their souls for the mere convenience of enchanting your stuff?
Or maybe we don't do such things anymore, I don't know.
Some of the mods I listed here try to remedy this somewhat. But no, they won't turn Morrowind into a proper RPG a la Fallout.
Actually, why would that even be a complaint that Mages' Guild does not require any active spellcasting?
It's a professional association for mages and magic scholars / researchers, enchanters and alchemists as well. They take anyone in because they're an imperial organization and funded by it and would probably be fined for not accepting imperial citizens within their ranks.
What really is the complaint to make here, really? That you can join their guild just to rob their resource chest?
"A rat's nest. Unsound practices. Slipshod scholarship. Politics. Lamebrains and lunatics. But essential for research. And worthwhile for the discounts on services, if nothing else. Marayn Dren here, she's [sic] not so bad. Good intentions. And Edwinna Elbert, over in Ald'ruhn. Interesting projects. A bit out of touch, perhaps. But sound and sensible."
Yeah, it's pretty obvious that most of the factions are not really supposed to be super-exclusive. I'm a bit rusty on the lore surrounding the Mages Guild, but all factions have lower ranks like Associate, Apprentice, Journeyman, Recruit, Hireling, Retainer, etc. Seems pretty clear that the idea is that anyone can join for some benefits or to do some minor work. A "guild" of mages is not some super-elite institution, but simply the organisation that anyone even remotely associated with any magical discipline would gravitate towards because of the benefits and opportunities.
Yeah, it's pretty obvious that most of the factions are not really supposed to be super-exclusive. I'm a bit rusty on the lore surrounding the Mages Guild, but all factions have lower ranks like Associate, Apprentice, Journeyman, Recruit, Hireling, Retainer, etc. Seems pretty clear that the idea is that anyone can join for some benefits or to do some minor work. A "guild" of mages is not some super-elite institution, but simply the organisation that anyone even remotely associated with any magical discipline would gravitate towards because of the benefits and opportunities.
My personal issue with the Mages Guild is that a good amount of quests have nothing to do with magic or magical things. The Fighters Guild is basically a mercenary guild, and to that effect it's great. But the Mages Guild is very lackluster, e.g. "go kill this guy", "go kill this girl", "go retrieve these guild dues", it's very boring.
I think the Ald'Ruhn Mages Guild is a great example of what the Mages Guild's quests should have been like. It actually has you go to obscure places and ruins to retrieve info used in magical research. Of course, these could have easily been absorbed into the Fighter's Guild ("A local mage requires a mercenary to retrieve some items at a dungeon"). But at least it felt like you were part of the faction you are in.
To be honest, I actually enjoyed Ranis' quest line from a writing perspective because it was just so down to earth "getting shit done" and you could definitely understand why things could be this way. Especially since she is so ruthless as to even say "screw the actual escort, if you can get the research without bothering to escort him then do it, I'm only interested in the research."Yeah, it's pretty obvious that most of the factions are not really supposed to be super-exclusive. I'm a bit rusty on the lore surrounding the Mages Guild, but all factions have lower ranks like Associate, Apprentice, Journeyman, Recruit, Hireling, Retainer, etc. Seems pretty clear that the idea is that anyone can join for some benefits or to do some minor work. A "guild" of mages is not some super-elite institution, but simply the organisation that anyone even remotely associated with any magical discipline would gravitate towards because of the benefits and opportunities.
My personal issue with the Mages Guild is that a good amount of quests have nothing to do with magic or magical things. The Fighters Guild is basically a mercenary guild, and to that effect it's great. But the Mages Guild is very lackluster, e.g. "go kill this guy", "go kill this girl", "go retrieve these guild dues", it's very boring.
I think the Ald'Ruhn Mages Guild is a great example of what the Mages Guild's quests should have been like. It actually has you go to obscure places and ruins to retrieve info used in magical research. Of course, these could have easily been absorbed into the Fighter's Guild ("A local mage requires a mercenary to retrieve some items at a dungeon"). But at least it felt like you were part of the faction you are in.
I agree.AI upscaling works great with some artstyles.
https://kq5upscale.neocities.org/
Anyone who thinks it doesn't look good is blind
Not really. I can't think of a single quest you can't forget about and return 20 in game years later and to drop off whatever you were asked to fetch or do with any repercussions. 90% quests are like what I described unforutnately. You have a couple of good ones like that naked barbarian one and the quest to find out what happened to the Dwemer. But Oblivion, while being an inferior game in some ways, but not as much as most people would like to pretend, had better quests. Not much of an option to change the course of them either, but at least most people who have played Oblivion will be able to recall what quests they did, while in Morrowind you barely have anybody praising any quests, even the better ones. It speaks for itself even though Oblivion had ten times less interesting setting or lore it still managed to have more memorable quests. Which, by the way, I think is more important than whatever amphetamine fueled dreams and fantasies you could implement in exchange of actually engaging gameplay. Biggest travestry is that the main quest has a lot of logical alternatives than the one you are forced to play, but it still follows through that path with no player agency or choice, as with rest of the series really. You can't role play in a role playing game.Its true for that one quest, but for most others of that type( bring money from someone) there is some reward if you give the money rightaway either in items or more quests.
No it doesn't. You could want a game that isn't a broken on release and with actual content that makes it worthwhile replaying. When somebody said it's only really possible to play through it once with genuine interest I fully agree. Most of the game is too much of a slog, it's too easy to dominate everything, most of the time spent exploring is desperately trying to find interesting stuff in Daedra tomb No.17 or another generic bumfuck cave. Morrowind like all TES game is loads of mindless and repetitive content. Everything is static, world barely reacts to you besides a bar on the same static NPC's showing their disposition depending on your guild choice and career path, and there's hardly anything you can do, short of trying to nuke every single town and NPC, that would give you drastic consequences. But hey, at least you got 300 fetch quests versus 50 fetch quests.Sure but the same can be said of almost all rpg quests. You always either kill, steal or talk. Here at least there is a ton of them. And a ton of tools to do them.
I dont understand the Morrowind hate. Shit ton of items, weapons, monsters, spells, quests, towns, great setting and story that does not care about voice over and cinematics, great 3d gfx style and sound. What more can you want? It just shits over anything released today easily.
Ah, you can do one interesting thing in a game full of boring, uninteresting shit. Really, really disproves what criticism this game receives.I'm intrigued about such "proper RPGs".
In those can you kill gods and trap their souls for the mere convenience of enchanting your stuff?
Or maybe we don't do such things anymore, I don't know.
It still doesn't disprove the fact that most of the guilds and factions don't require you to use any of the skills they require for their quests. Telvanni tower is one exception, but even then you will have to go to them sooner or later to finish the main quest. Does it mean you have to be a fucking mage to finish the main quest? If almost everything is bad, one good doesn't disprove the former. I find it boring you can do everything, everywhere and at the same time. OCD autism approach versus making a choice to be a specific thing, compromising and having trade-offs for interesting outcomes in builds and gameplay experiences.And you are wrong by the way: you don't require either to navigate "Telvanni towns". You only need them for the Wizard towers.
which is where all the important shit is you fucking lunatic. tell me that it's not quicker to just leap from the top of tel branora down to the docks, or to levitate/waterwalk from the council chambers over to the sadrith mora boat. fuck me, try doing anything in tel vos where your primary quest giver is without any of this stuff. yeah you can buy potions, but that's also inconvenient.
You can become a master in the house of Telvanni while being a follower of Imperial legion and also part of the Imperial temple while being a grandmaster in Fighter's guild. For retards spouting muh realism very little thought goes into thinking through how much work it actually takes to be part of an organisation beyond an entry level position. All of this can be achieved by speccing as an Orcish thief and having no major or minor skill in magic or fighting and merely spamming trainers until you meet the criteria required while doing quests that are basically a factory for fetch quests. But muh realism! while being a leader of 4 different highly complex and influential organizations.Other than that, even the Telvanni "information leaflet" (written by Aryon's bodyguard, I only just realised this after looking it up) says that even people of middling magic skills can join up, even people of beast races. Again, same thing: they are happy to send any common thug to help occupy Velothi towers and ruins. They're disposable and if they get killed by the Hlaalu or something, it's no skin off the Council's back. To get any further with Aryon, you do have to know how to recall, cast fireballs, and be able to fly, which is hardly top-shelf magic. He's probably more interested in your ability to force issues, to slaughter caves full of Hlaalu and Redoran, and getting you to "network" with guys like Baladas and Divayth Fyr. To get you into a position to get Gothren to take a long dirt nap. The spells are just a baseline.
By the way pussy shouldn't smell. Stop paying crack whores in Aldi car park fiver a piece for a fuck and applying weird analogies that don't apply.People not being able to enjoy Morrowind are like those who can't enjoy a pussy "because it smells a bit"
Grow some bollocks & play away you fanny.
No it doesn't. You could want a game that isn't a broken on release and with actual content that makes it worthwhile replaying. When somebody said it's only really possible to play through it once with genuine interest I fully agree. Most of the game is too much of a slog, it's too easy to dominate everything, most of the time spent exploring is desperately trying to find interesting stuff in Daedra tomb No.17 or another generic bumfuck cave. Morrowind like all TES game is loads of mindless and repetitive content. Everything is static, world barely reacts to you besides a bar on the same static NPC's showing their disposition depending on your guild choice and career path, and there's hardly anything you can do, short of trying to nuke every single town and NPC, that would give you drastic consequences. But hey, at least you got 300 fetch quests versus 50 fetch quests.
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The lore is nicely put together, it really is so good it makes some people forget that most of what you can do is actually quite boring and uninspired. You can look at funny trees and understand you're in a strange land and even read about it in a book, but does it really make that much of a different if everybody ( save a few ) is a walking Wikipedia article and the game only really allows you to do extremely boring quests for the majority of game and your choices don't really matter at all? Worst of all is that the actual gameplay is shitty. Games for me are still primarily to be played and not gawked at and put on a high pedestal. Most of the enjoyment in this game comes from anything but the game itself, rather it is the possibilities of story and setting and the crude realization that it will never really be anything more than a few in game book pages.No it doesn't. You could want a game that isn't a broken on release and with actual content that makes it worthwhile replaying. When somebody said it's only really possible to play through it once with genuine interest I fully agree. Most of the game is too much of a slog, it's too easy to dominate everything, most of the time spent exploring is desperately trying to find interesting stuff in Daedra tomb No.17 or another generic bumfuck cave. Morrowind like all TES game is loads of mindless and repetitive content. Everything is static, world barely reacts to you besides a bar on the same static NPC's showing their disposition depending on your guild choice and career path, and there's hardly anything you can do, short of trying to nuke every single town and NPC, that would give you drastic consequences. But hey, at least you got 300 fetch quests versus 50 fetch quests.
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I'd disagree with that, mainly due to the way the world as a whole is put together.
Yeah there's a million different tombs & shit with little of note, but they still feel like part of a handcrafted world with a purpose, even if that purpose is very little.
Because of the handcraft, the world, and the fact that some of these places & quests reward you with some real unique stuff, the repetitive content still feels interesting & as if it might go somewhere.
You can become a master in the house of Telvanni while being a follower of Imperial legion and also part of the Imperial temple while being a grandmaster in Fighter's guild. For retards spouting muh realism very little thought goes into thinking through how much work it actually takes to be part of an organisation beyond an entry level position. All of this can be achieved by speccing as an Orcish thief and having no major or minor skill in magic or fighting and merely spamming trainers until you meet the criteria required while doing quests that are basically a factory for fetch quests. But muh realism! while being a leader of 4 different highly complex and influential organizations.
Also the Fighters guild sends you on a couple assasination missions but someone tells you how they are enforcers of the Thieves guilds rival gang and are removing competition.So like many guilds in real life, what's required to get ahead is shit like petty politics and theoretical research that doesn't actually benefit people (maybe more like IRL universities). Politics, like Ranis's quests which mainly involve pointless "guild" business like making sure people pay their dues, recruiting from competitors (Telvanni), enforcing the guild's monopoly, etc. Sharn herself probably uses the guild as a cover for her necromantic interests. Then with Edwinna you're basically just used as her research assistant for her Dwemer interests. Similar with Skink for his interest in vampirism, although he also has you trap a soul. This is not a failing in the writing but just emphasising the point that many guilds are far from meritocratic, that advancement rarely depends on being the best mage or doing a lot of casting, although you do need to develop those skills to meet the requirements.
Basically there is widespread corruption everywhere. Yeah its flimsy justification but it is there.You can become a master in the house of Telvanni while being a follower of Imperial legion and also part of the Imperial temple while being a grandmaster in Fighter's guild. For retards spouting muh realism very little thought goes into thinking through how much work it actually takes to be part of an organisation beyond an entry level position. All of this can be achieved by speccing as an Orcish thief and having no major or minor skill in magic or fighting and merely spamming trainers until you meet the criteria required while doing quests that are basically a factory for fetch quests. But muh realism! while being a leader of 4 different highly complex and influential organizations.
By the way pussy shouldn't smell. Stop paying crack whores in Aldi car park fiver a piece for a fuck and applying weird analogies that don't apply.People not being able to enjoy Morrowind are like those who can't enjoy a pussy "because it smells a bit"
Grow some bollocks & play away you fanny.