Alex
Arcane
Jaesun said:I'm still waiting for a response on what made Morrowind so great.
At the time it was really fucking pretty. That's pretty much it.
Well Jaesun, different people may see things differently, but what I like about Morrowind is actually the same that I like in Ultima 7. That is a very well detailed world where all the details come together in multiple levels. By multiple levels, I mean stuff like how in Ultima 7, Britannia is kind of self contained, with its own internal logic, and cove was also self contained, with its own internal logic. However, cove, Britannia and the other cities do come together to reveal the self contained logic of the world itself. This also happens across different aspects of the world, like geography (like how each city's "face" depends a lot of where it is, like New Magincia being isolated and backwards whereas Paws is plagued by the swamp nearby.
Likewise, Mose of the places, characters and lore of Morrowind join together to make a cohesive whole. The difference, however, lies in how the games choose to present the world, how you explore them. In Ultima 7, this is done a lot through interactions. You speak with quaint characters, each unique and with many lines, even if they are nothing more than a baker or a puppeteer. You play with some of the pieces of the world too, you even get to bake bread and forge a sword! And as you explore the hidden areas of the world, you are frequently presented with interesting and unique npcs, like the tax avoiding nudist couple. Even the monsters you face in each area have a distinct character or flavor.
Morrowind relies on more static tools. It has reams of lore distributed among various books. It has towns with buildings carefully placed to make sense within itself. The alchemical reagents you find wherever you go each has their own internal logic, like which flowers grow where or where on dead trunks you find certain varieties of mushrooms. The cities, guilds, shops, city divisions and what have you were all thought out. But you don't have these rubbed in your face. Instead, the game waits for you to explore it, to see that which is beneath the surface.
It is easy to dislike Morrowind, though, as it focuses too much on less interactive aspects to make the exploration. Whereas Ultima 7 is full of memorable NPCs, Morrowind is full of the cookie cutter variety. The horrible wiki dialog interface doesn't help any. The best npcs will usually only shine through specific quests, and the quests themselves are frequently outshined by what you can read in the books. Still, I gave Morrowind a try and I wasn't disappointed, even if I preferred Daggerfall. By the way, wouldn't it be awesome if a game managed to capture the best of Ultima 7 and Morrowind? Maybe with a few sprinkles of Daggerfall's philosophy of preferring systems to scripts when possible?