Comparison of Skyrim's intro to Morrowind
Posted: Sun Nov 27, 2011 5:42 am
So yeah - here's a comparison of the two intros and tutorials of said games.
To those who have never played Morrowind; here is a detailed synopsis.
As you're first placed in Morrowind you are...forced to learn controls rather than freely using them (though you can experiment with the buttons if you feel to defy the Imperial commands) - but you are given time to experiment and practice.
And really - Morrowind's tutorial is rather quick to be honest. Where in Arena, Daggerfall, Redguard, Oblivion, Skyrim AND that-tower-place you basically have a dungeon to work with. This varies from each person of difficulty and dull-ness but Morrowind does not do this.
Morrowind has, at most, a three-minute tutorial. Why three minutes? Takes time to create a character, and that's it. You are given boxes that have information and generally have time to practice the abilities. You are told things (magic, lockpicking, weapons, movement, journals) but not others (pick-pocket. That's it).
You were given time to practice if you had the patience. Of course there are drawbacks for those who wanted to head-first into the game. But even then - people could make mistakes. Kinda. You really felt like a weakling as level one - not able to beat a MUDCRAB.
So you're forced to do leveling, find extra things to do and attempt to endorse yourself into the area. Thus get to know the NPCs, do some quests, and plot a course of where to go. (Whether or not to follow the Main quest - an entire choice is up to you.)
And that's it for Morrowind. Literally it does not give you much and throws you out into the world like a flinching infant.
Skyrim does, persay, take in Oblivion's path of dungeoning but in a unique way. It gives the OPTION of lockpicking, allows for practice with weapons (it doesn't tell you of double weapons - the player has to figure that out for himself or herself), and give opportunities for sneak and archery.
They don't feel necessarily forced like it did in Oblivion - though in some cases they are. (The Bear scene)
And after that you get a small character-tutorial of the Star-Shrines. But that's it. The player is not told how to do work in town (must ask characters) and can literally stay in Riverwood if he wanted to or if she wanted to. Just hunt game, work in the mill and earn honest coin.
Or get the Golden Claw from the Barrow or go to Whiterun. It doesn't feel particularly forced and actually interlopes with the mainquest (get Dragon stone in Mainquest or do it whenever you feel like it in Riverwood).
Of course the actual intro (that long scene) does feel forced to bring us into the whole civil-war scenario.
And when fighting one can both feel how strong the character is and weak the character is. My Argonian Character (Expert level) is finding combat easy yet difficult due to his Histskin ability.
My Dunmer character was moreso a loner thus more difficult up until enchanted weapons.
But on Skyrim's flaws; they really reduced the way we could choose our character. They give us magic (Fire), weapons, heal spells, and so forth. They don't allow us to change our stats accordingly, rather the species we choose gets their predestined stats and we work with this.
That feels forced and takes away (as well as adds) RPG elements.
To those who have never played Morrowind; here is a detailed synopsis.
As you're first placed in Morrowind you are...forced to learn controls rather than freely using them (though you can experiment with the buttons if you feel to defy the Imperial commands) - but you are given time to experiment and practice.
And really - Morrowind's tutorial is rather quick to be honest. Where in Arena, Daggerfall, Redguard, Oblivion, Skyrim AND that-tower-place you basically have a dungeon to work with. This varies from each person of difficulty and dull-ness but Morrowind does not do this.
Morrowind has, at most, a three-minute tutorial. Why three minutes? Takes time to create a character, and that's it. You are given boxes that have information and generally have time to practice the abilities. You are told things (magic, lockpicking, weapons, movement, journals) but not others (pick-pocket. That's it).
You were given time to practice if you had the patience. Of course there are drawbacks for those who wanted to head-first into the game. But even then - people could make mistakes. Kinda. You really felt like a weakling as level one - not able to beat a MUDCRAB.
So you're forced to do leveling, find extra things to do and attempt to endorse yourself into the area. Thus get to know the NPCs, do some quests, and plot a course of where to go. (Whether or not to follow the Main quest - an entire choice is up to you.)
And that's it for Morrowind. Literally it does not give you much and throws you out into the world like a flinching infant.
Skyrim does, persay, take in Oblivion's path of dungeoning but in a unique way. It gives the OPTION of lockpicking, allows for practice with weapons (it doesn't tell you of double weapons - the player has to figure that out for himself or herself), and give opportunities for sneak and archery.
They don't feel necessarily forced like it did in Oblivion - though in some cases they are. (The Bear scene)
And after that you get a small character-tutorial of the Star-Shrines. But that's it. The player is not told how to do work in town (must ask characters) and can literally stay in Riverwood if he wanted to or if she wanted to. Just hunt game, work in the mill and earn honest coin.
Or get the Golden Claw from the Barrow or go to Whiterun. It doesn't feel particularly forced and actually interlopes with the mainquest (get Dragon stone in Mainquest or do it whenever you feel like it in Riverwood).
Of course the actual intro (that long scene) does feel forced to bring us into the whole civil-war scenario.
And when fighting one can both feel how strong the character is and weak the character is. My Argonian Character (Expert level) is finding combat easy yet difficult due to his Histskin ability.
My Dunmer character was moreso a loner thus more difficult up until enchanted weapons.
But on Skyrim's flaws; they really reduced the way we could choose our character. They give us magic (Fire), weapons, heal spells, and so forth. They don't allow us to change our stats accordingly, rather the species we choose gets their predestined stats and we work with this.
That feels forced and takes away (as well as adds) RPG elements.