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Controversial gaming opinion: video games are good.
It's an aged game. So you don't have much in the way of NPC AI, no such thing as daily routines etc, really, not much NPC individuality at all, and most quests are just undecorated fetch or escort quests with no intent to even dress that fact up. But once again - a big part of that is the game showing its age, simply.Also, Morrowind is overrated and far too up its own ass in terms of both mechanics and plot. Still a good game, but not nearly the sacred cow everyone treats it as.
Eh well. That's one of those things, like... Mages shouldn't be able to do everything. There should be an advantage to playing a thief. Like, you know, making use of the lockpick skillI'll be honest, if I could choose one spell, it's the open lock spells.
Remember that pretty much any and every elemental effect would be under Destruction Magic. Destruction magic is all about throwing globs of polygons with different damage values and area of effects attached. The secondary effects are largely nonexistent. The only aspect of the elemental magic that counts is the resistance of different enemies. Ultimately, adding more wouldn't make much of a difference, or add anything in terms combat options.Where are you getting the bizarre notion of that? Earth could come with impairment effects, almost like a bear-trap sort of thing, water could encumber as a side effect, and air could easily come with stamina damage because have you ever been hit with gale force winds? That takes it out of you. And that's just random spitballing in the space of less than a minute of things that a skilled modder could probably do.
Movement is power in video games, and magic is basically free ranged DPS. Giving mages the ability to fly at will means the game's own mechanics punish the player for playing anything but a mage. Bears and trolls are serious risks to fighters, thieves and archers, but they're a nonissue to the flying wizard raining lightning from on high, so why play anything else?
Eh well. That's one of those things, like... Mages shouldn't be able to do everything. There should be an advantage to playing a thief. Like, you know, making use of the lockpick skill![]()
Okay now make the programmers bring all that to life in the game without turning ice into a major resource hog. Even something as simple as ice being able to freeze enemies solid Metroid style requires not insubstantial work from the modelers; as is doing things like freezing platforms out of liquids to walk on.Ice is one of the most flexible magic types ever. You can make ice structures, freeze water to walk over it, make water, create an improvised spike as a weapon, cool down exhausted people, make surfaces slippery, immobilize enemies, and so on.
In Elder Scrolls? Uhhhhhhhh STAMINA GO DOWN.
I mean there also used to be non-elemental damage, which was nice for when you didn't want to have to deal with elemental resistances or shields.
Even something as simple as ice being able to freeze enemies solid Metroid style requires not insubstantial work from the modelers;
The lot of Morrowind is, in essence "you're the chosen one. Maybe. We'll see. Also here is a bunch of vaguely hindu mysticism and some stuff about reincarnation. Have fun!"It's an aged game. So you don't have much in the way of NPC AI, no such thing as daily routines etc, really, not much NPC individuality at all, and most quests are just undecorated fetch or escort quests with no intent to even dress that fact up. But once again - a big part of that is the game showing its age, simply.
In stuff that is engine independent, like plot and world building and aesthetics (as far as technically executable), it beats Skyrim hands down, though, and just blows Oblivion out of the water.
This kinda compounds a lot of the problems with skyrim's entire magic system, yeah. But that's a whole other kettle of fish that can be mined until we break through to the molten layers.Remember that pretty much any and every elemental effect would be under Destruction Magic. Destruction magic is all about throwing globs of polygons with different damage values and area of effects attached. The secondary effects are largely nonexistent. The only aspect of the elemental magic that counts is the resistance of different enemies. Ultimately, adding more wouldn't make much of a difference, or add anything in terms combat options.
...you must have played very different games from me.Say what you will about the simplicity of Oblivion or Skyrims plot, but at least they don't jerk off about how cool and mystical they are.
Wait, what?Say what you will about the simplicity of Oblivion or Skyrims plot, but at least they don't jerk off about how cool and mystical they are.
Say what you will about the simplicity of Oblivion or Skyrims plot, but at least they don't jerk over about how cool and mystical they are.
Kitchen Sink settings exist for the sake of "your dudes". They're commonly used in games because they're meant to allow the player to be able to insert themselves and the characters they want to play as without being told that "no that character concept is wrong and we will not accommodate it in any way." This, more than anything else is why D&D has such a massive roster of playable races and classes, especially the races that can be summed up as "letting the player be a certain kind of monster or have their character look a certain way without the imbalance of playing as an actual high level monster." And why it has so many different kinds of monsters so people working with the IP can put together just about any kind of encounter they want without having to try and think up rules for a certain concept from complete scratch.I mean, I have no familiarity with Elder Scrolls, but it always annoys me how often fantasy, and especially fantasy games, go 'everything and the kitchen sink, woo' when it comes to monsters and magic and what have you.
It's bland, it's generic, it's indistinct and repetitive with every other fantasy setting, and half that shit is probably boring, redundant, or useless. Half if you're lucky, I mean. Often much more.
Skyrims magic system is the best the series has ever had, and TES generally has the best magic system in video games period. I don't disagree they could expand upon it more, but earth / air / water is not the way to go.This kinda compounds a lot of the problems with skyrim's entire magic system, yeah. But that's a whole other kettle of fish that can be mined until we break through to the molten layers.
But if you're gonna limit what I can acutally do with destruction to just reskins with minor side effects, you better give me a whole bunch of side effect types and skins for it to be worth it.
Tbf, you also had that in Morrowind. And people already complained about that back then. As you say, Bethesda always does this. If at all it was worse as 95% of NPCs were un-customized default dialogue robots.Oh hey, I'm the head of the Warrior's Guild. What can I do with my position in regards to the Civil War? What not even training soldiers? Mages Guild with awesome magic? No? Can I use my position in the Dark Brotherhood to assassinate generals? Again no?
Yeah, as I've said, quest design in Morrowind was kinda terrible. I'm not holding it up as being the definitely best game; as I've said for that it has aged too ungracefully. I'm just saying that you could have a game like Skyrim, but with the exotic landscape of Morrowind, with the historical and religious lore, with the political factions and their jockeying, and with the "streamlining" all undone again.I've played morrowind 3-4 times. The first time I was like, 12 when it came out. Didn't really understand the plot at all and mostly just went from point A to point B killing everything that got in my way and getting the doodad for whoever sent me there. I completed the game having read maybe a tenth of the games plot related lore. Most of it was optional and my 12 year old brain didn't care.
I am of the opinion that the exotic landscapes, historical and religious lore and political factions are largely secondary to the NPCs and their motivations and personalities. When it comes to the plot and the setting, the player interacts most frequently with the NPCs, who need the most work and writing put in to them. Exotic locals and deep lore are fine and all, but they don't matter much if the people who are apart of them are dull and unimaginative.Yeah, as I've said, quest design in Morrowind was kinda terrible. I'm not holding it up as being the definitely best game; as I've said for that it has aged too ungracefully. I'm just saying that you could have a game like Skyrim, but with the exotic landscape of Morrowind, with the historical and religious lore, with the political factions and their jockeying, and with the "streamlining" all undone again.
And going out and doing more than just the main quest is kinda the point. Settings shouldn't feel like they are just there for the story. They should have unimportant details, nice side stories, just, you know, immersive stuff. Creating the illusion that the world is there, and doesn't just exist for the sake of the story. And Morrowind did that very well, I think. Yes, okay, all the Kirkbride metaphysics are just walls of text you encounter during the main quest. But the aesthetics? The different factions, the Houses? Hell, such things as all the Dunmer names for people and locations? Details like that.
I don't remembering which house or organization you picked actually mattering much, to be honest. Other than a few side quests you did here or there. They didn't have much of an impact on the setting or the ending, and since their impact was minimal, what was even the point of having them?Hell, you mention player choice and even there... three mutually exclusive houses. Telvanni vs Mage guild. Fighters Guild vs Thieves guild. Meanwhile in Skyrim, you pretty much only have that replicated in Stormcloaks vs Legion, and otherwise, all quest lines are just linear progression with not much in the way of player input. Though at least you do get Stormcloaks vs Legion, and that is pretty nicely done.
Huh, never considered this angle of thought, but now that you mention it I can definitely see why Oblivions disappointment might have caused Morrowind to be lionized like it is.In general, I think Skyrim recovered much of what I said, by creating a pretty unique landscape with its own aesthetics again, but Oblivion was designed to be cookie cutter fantasy - as the comment went, fantasy is "a guy with a sword on a horse". They wanted bland generic fantasy, and they created it. And that right after Morrowind. I think that is why Morrowind is idealized so much. Simply because Oblivion did so much wrong.
Kitchen Sink settings exist for the sake of "your dudes". They're commonly used in games because they're meant to allow the player to be able to insert themselves and the characters they want to play as without being told that "no that character concept is wrong and we will not accommodate it in any way." This, more than anything else is why D&D has such a massive roster of playable races and classes, especially the races that can be summed up as "letting the player be a certain kind of monster or have their character look a certain way without the imbalance of playing as an actual high level monster." And why it has so many different kinds of monsters so people working with the IP can put together just about any kind of encounter they want without having to try and think up rules for a certain concept from complete scratch.
The Elder Scrolls follows a somewhat similar if not quite as prominent design philosophy to its world building; as do all varieties of Warhammer. The setting and its stories are ultimately meant to be backdrops for your dudes doing cool things with cool setpieces and Bethesda and other companies that follow its general mould of setting design aren't really in the business of saying that you can't be X character concept or that Y army or Z story cannot possibly be canon. Trying to examine these big video/tabletop gaming settings from the view of a novelist is in my opinion; entirely wrong headed and misses the point of why they make the decisions to be so kitchen sinky and permissive of fans being allowed to play what they want to play without being definitively told that they're wrong.
Ehhh, yeah, I can see that. Actual interaction with NPCs is probably the most helpful in immersion. But, once again, that's also a matter of technology: Radiant AI was only introduced with Oblivion, and a mostly unvoiced game was still pretty normal for the time. I suppose they could have customized the text boxes more, that's true, but overall, I really do think it's just another facet of Morrowind having aged ungracefully.I am of the opinion that the exotic landscapes, historical and religious lore and political factions are largely secondary to the NPCs and their motivations and personalities. When it comes to the plot and the setting, the player interacts most frequently with the NPCs, who need the most work and writing put in to them. Exotic locals and deep lore are fine and all, but they don't matter much if the people who are apart of them are dull and unimaginative.
On this, I can agree. I'll rag on morrowind pretty aggressively, but mostly because I'm tired of it being held up as this perfect, idealized game when its really janky and overwritten. That said, I still enjoy Morrowind quite a lot, and when it came out it was probably the best RPG I've ever played. Still past its heyday, but then what game isn't when it gets that old?Nonetheless... I did agree that playing Skyrim does end up being more fun. But I still think that of the series, Morrowind was the best game relative to the time it was released.
This seems to be more of an issue with settings that don't benefit from being kitchen sinks being kitchen sinks. Settings that end up becoming Kitchen sinks are usually done so because they were designed with the idea that any officially published story ultimately serves the setting which in turn mostly exists for the player to be free to make what they want of the setting after they absorb the basic details about why this setting in particular is worth their originality being poured into it. As opposed to settings made for contained narratives which serve the story and are definitely not designed with fan content in mind and one can argue that a traditional narrative that gives a lot of space for fans to imagine their own content and characters within its framework and rules is probably too open and not tight and focused enough.I mean, sure, there's value there. But there's also value in having a setting be focused.
Hello, ogre/cyclops/troll/ettin/minotaur/giant/othergiant/moregiant/giantfouranewhope/demonthatlookssuspiciouslylikeanogre/yet more indistinct large muscled humanoid who brings nothing distinct to the table! How diverse and interesting
Like. Even aside from the fact that I was also explicitly speaking of novels and so on as such. So often, I see games with five thousand flavors of the same damn thing. Setting aside tabletop games as I have very limited experience with them...
When an orc/lizardman/skeleton warrior is a mechanically identical threat, plus or minus a trivial amount of hp or some few percentage points of an elemental resistance, what you have given me is a bunch of visual chaff. When an ogre/troll/minotaur/cyclops/ettin is all a bunch of variations on 'big slow tough hit point sack that hits hard but has no interesting distinctions', then I don't fucking care.
So many games have a bunch of scattershot chaff that excites for two second only for me to realize that half or more could be cut with no actual loss because they completely lack distinctions from each other, or at least meaningful ones, I just get bored and frustrated and wish the game had half or a quarter the Stuff but that stuff was worth caring about.
Same deal when I'm looking at a selection of human/orc/dwarf/elf/other elf/ogre/other elf/other dwarf/gnome/halfling/lizardman/bugman/troll/kobold/etc and there's maybe three actual playstyles with varying degrees of competence and not even some half and half species.
This applies to playable species. This applies to classes. This applies to troops I can command. This applies to monsters I can fight. This applies to spells, and equipment, and potions. It applies to strategy games, and RPGs, and roguelikes, and first person shooters, and fighting games, and so on.
When a story chooses to be a generic, boring, overdone fantasy kitchen sink whenever I pay attention to the plot, with the gameplay connotations being so non-existent as to have my eyes glaze over as I see what may as well be the fifth orc reskin and eighth ogre reskin, I get pissed off that they poured so much effort into being generic, and nothing into being distinct and interesting.
You don't need all these cardboard cutout repeats. There's no reason you can't make a game where everything you fight is undead, say, and then focus on developing complex and interesting and appropriate gameplay mechanics for the undead horde.
So often, the plot is spending all it's time shoehorning in excuses as to how you can in a single adventure fight the greenskins, and the evil elves, and the undead, and the demons, and the mad golem maker, and on and on so you can see their dizzying array of models.
And so often, the gameplay has me going 'so are you gonna be, like, different? No? I guess I'll keep doing what I've been doing. Since the first level of the game. Forever.'
That's not good game design. It's also not good story design, but I wouldn't care if the game end was good.
The game system that has spells like Mending (repairs an item), Create Water (guess), Amanuensis (copy a text from a page to another), Mage Hand (very weak telekinesis), Know Direction (points you the North) among others? Less "D&D roots" and more "why bother putting spells not directly useful in combat?", I'd say.
All of the spells listed sound absolutely worthless for a video game, I am sympathetic to the argument that Skyrim didn't have enough utility spells but this is an absolutely horrendous way to support it.The game system that has spells like Mending (repairs an item), Create Water (guess), Amanuensis (copy a text from a page to another), Mage Hand (very weak telekinesis), Know Direction (points you the North) among others? Less "D&D roots" and more "why bother putting spells not directly useful in combat?", I'd say.
The point is that saying "Skyrim lacks utility spells because it comes from D&D" is missing the point that D&D has actually a ton of utility spells. Most of these, of course, have a reason to exist in a pen&paper RPG but don't in a videogame.All of the spells listed sound absolutely worthless for a video game, I am sympathetic to the argument that Skyrim didn't have enough utility spells but this is an absolutely horrendous way to support it.
If these are the type of utility spells that Skyrim is missing then frankly I think Bethesda made the right decision, this just sounds like a pointless bloat that wouldn't add anything to the game.