Skyrim, Oblivion, and Morrowind: A Series in Retrospective
Posted: Fri Mar 01, 2013 6:01 am
One of the best reviews I've read:
Hey all. I know this isn’t my usual subject of discussion (read: not Legend of Korra), but recently I have spent time playing the various entries into the Elder Scrolls series, and I have formulated a number of thoughts that I think I can make coherent enough to sort into a meaningful discussion. And maybe it’ll get me a few more followers.
(Astute readers (i.e. people with eyes) will note that the title does not include Daggerfall or Arena, the first two installments in the Elder Scrolls series, and that’s because I haven’t played them, so please keep that in mind while reading this. Also, I’ll warn you ahead of time for profanity, and minor Skyrim spoilers.)
I first purchased Morrowind several years after its original release - perhaps in 2005 or so - and immediately fell in love. The story, the environments, the detail, the opportunities, the options, the dangers, the world itself - everything was mesmerizing. It is a game that I come back to again and again. I fire it up at least once a year and roll a different character and have the time of my life. I’ll go as far as saying I think it’s my favorite video game of all time, and easily the best installment of the Elder Scrolls series, in my humble opinion.
I bought Skyrim on release day. I loved it. I tore through the main quest and explored hundreds of Skyrim’s nooks and crannies before finally settling down and moving on to other ventures about a month later. Some time in early 2012 I picked it up again and continued my first character, and I finished the Imperial side of the civil war. Then I stopped again, and I haven’t come back until this past weekend. What I found interesting, though, is that every time I play Skyrim, I think to myself, “Man, this is a really good game, but it just makes me want to play Morrowind.” And every time I say, “Nah, it must be just nostalgia. I’ve been bitten by the nostalgia bug before, and I know how this works.”
But every time I return to Morrowind, I realize it’s not nostalgia. Morrowind is a genuinely better game. Sure there are parts that are a real pain to deal with, like the awkward combat and the godawful running speed, but in nearly every other aspect I find Morrowind to be far better than either of its successors. The world is only 10 square miles, and both Oblivion and Skyrim are 16, but Morrowind always feels larger. There are reason for this, of course. Morrowind lacks the map-click, anywhere-anytime fast travel, so you must use city services to get anywhere, and you can only travel to other population centers. Is there a quest objective in the middle of [&@%!], Vvardenfell? Better start walking from a backwater like Ald’Ruhn. And by the way, you can’t walk straight there over rolling plains - you’ve gotta take a detour through virtual stretches of volcanic passes and around impassable cliffs. And you may not even have a quest marker! You might have been sent off with directions and you may need to keep an eye out for landmarks. Did I mention the godawful running speed?
Now, you might be thinking, “Self-Moving-Soul, you’re not making a great case for why Morrowind is good.“ Rereading my words, I might agree. But trust me when I say its a genuine adventure. Those long stretches of passes and paths you must follow are chock-full of dungeons, caves, fortresses, huts, bandit passes, plants, animals, dangers, friends, foes, what have you, so the world is never, ever sparse. Using directions and landmarks and your own wits to find your way is infinitely more engaging and interesting than following a floating arrow like a lemming. Just finding a place you’ve been looking for is a reward in and of itself - and then you’ve got to do the quest, or plunder the dungeon or whatnot! The world is alive, and you are a part of it. (I cannot, however, defend the running speed. But there are mods that help).
The thing is, this is just one of many reasons why I feel Morrowind is the superior game, and next I will discuss the one thing that ruined Oblivion for me: level scaling.
Level scaling, to those of you who are unfamiliar with the concept, is the practice of designing an RPG game in which the enemies in the world level up alongside the player. So if you level up to 10, everything (enemies, animals, NPCs, guards, everything) in the world levels to 10. When you reach level 11, everything else reaches 11. This design flaw choice was implemented wholesale in Oblivion. Everything in Oblivion - all of the NPCs and items and enemies and friends - leveled with you. The idea was that you, as the player, could go out into the world and plunder any dungeon at any time at any level, and the challenge would always be appropriate.
But for me it backfired, because this concept destroys all sense of character progression. If you find an enemy you are unable to beat, you can’t leave and train and level up and come back to take it on with shiny new spells or weapons, because that enemy will have leveled up as well. When I played Oblivion, I had no sense that my character was becoming stronger. In fact, if you play on higher difficulties, you must mini-max your skillups and attributes in ways that completely break the intent of the system (i.e. you are obliged to deliberately manage your minor skill progress so that every level you gain the maximum attribute bonus). For someone who wants to play an RPG and not an action game, this shatters immersion. You never get stronger relative to the world. You never feel the triumph of utterly smashing/disintegrating/disemboweling your enemies. Hell, you feel useless next to the guards, because they’re the same level as you and they’re really, really powerful. And there’s no threshold you must reach to beat the main quest or the factions, because the level scaling works the other way too. I have been Sigismund, level 10 paladin, Savior of Kvatch, Champion of Cyrodil, Arena Master, and Head of the Fighter’s Guild. And I did it all in piddly steel armor and with a silver claymore.
That, in a nutshell, was why (vanilla, unmodded) Oblivion is easily the worst entry in the series. There are mods that help. Oscuro’s Oblivion Overhaul removes much of the scaling and makes many things static, but it really ramps up the difficulty. The design of the game also made it exceedingly difficult to play a hybrid character. I’ve tried so many different Paladin and Battlemage builds, but not once have I felt half as competent as an archtypical wizard or warrior.
Morrowind has a partial scaling system. New, tougher enemies appear in the world when you level, but the old ones remain, and certain areas have specific lists of enemies that make them challenging (don’t go beyond the Ghostfence before level 10, is all I’m saying). There are also many, many items that are static and fixed, so if you get lucky you can run across some bonkers stuff early on. That may be good or bad depending on what kind of experience you want, but it really feels rewarding when you find a chest or some gauntlets hidden behind a coffer that aren’t obvious at first glance, and you look at the stats and your eyes pop out of your skull. Skyrim also has a partial system that I think works well. Each area of Skyrim pulls from a list of enemies that it can spawn, so there are places you don’t want to go right off the bat. Other enemies will scale with you until a certain point, so beyond level 15 or so bandits stop keeping up. It’s a workable system that encourages reckless exploring while retaining the sense of character progression (I can’t really speak for items in Skyrim - I don’t know if any are static or not).
I will now move to the last thing that makes Morrowind better: the vibrant world.
First, take a look at this article from the UESP (Unofficial Elder Scrolls Pages) wiki:
http://www.uesp.net/wiki/Lore:Demographics
Decipher the chart at the top. Specifically, the number of NPCs.
To summarize:
Number of NPCs in Oblivion (no expansions): 855
Skyrim: 1016
Morrowind (no expansions): 2675
Wow. That’s a huge difference. And those 2.5k NPCs are packed into a smaller game world than either Skyrim’s or Oblivion’s. So the world feels more vibrant, more alive. There are more people doing more actions and saying more things. Well, kind of, because Morrowind’s NPCs do not have schedules, unlike Skyrim’s and Oblivion’s. And we have to consider that the lack of schedules (and, thus, complicated AI pathing and programming) is the very reason why Morrowind can support more NPCs. If you tried to stuff that many people into Skyrim, your PC might not be able to handle it.
But even considering this, it’s hard to not feel as though Skyrim isn’t as alive as Morrowind. And even if we acknowledge the technical limits, and accept the lower number of NPCs (because, let’s face it, Skyrim’s voice acting is halfway decent, unlike Oblivion’s), Morrowind is still more alive. Why? For the simple reason that there’s more to do.
In vanilla (unexpanded) Oblivion, there were six major storylines/factions: the Main Quest, the three Guilds, the Dark Brotherhood, and the Arena. In Skyrim (unexpanded), we have seven: the Main Quest, the three Guilds, the Dark Brotherhood, and the two sides to the Civil War.
In unexpanded Morrowind, we have fourteen: the Main Quest, the three Guilds, the Morag Tong, the Imperial Legion, the Imperial Cult, the Tribunal Temple, the three Great Houses, and the three Vampire Clans. And each of them has an interesting storyline, unlike, say Skyrim’s Imperial Legion quests, half of which are literally copy-pasted (same dialogue, same objective, same style, same architecture) “capture this fort” [&@%!] tasks that reek of laziness, content that Bethesda should be ashamed of including in their flagship series.
*deep breath*
Yes. So. That’s where this discussion has come together. At the beginning of this article, I told you how I quit Skyrim after I finished the Imperial Legion storyline. The bolded, profane sentence above is why. I did those stupid fort-capturing quests, and I took Windhelm (in a mission that really didn’t differ much from the last six quests and had some terribly written dialogue to boot), and I got a crappy sword and the “satisfaction” of having run the same damn thing seven times. I was so disappointed. So I quit.
I’m not saying Skyrim is bad. Compared to many of the games out there today, it’s really, really good. I just played it over the weekend, actually, and had a lot of fun. It IS the world’s best hiking simulator, but this hiking simulator lets you kill [&@%!] up and down the mountains, smashing your warhammer/magic spell/dagger into someone’s face and shouting people to death the whole time. And the dungeons are fantastic- easily on par with Morrowind’s and in many cases much better. The leveling system is actually really nicely designed, too, since it doesn’t pigeonhole you into archetypes (like Oblivion) or hybrid classes (like Morrowind) in order to be effective, and it keeps that notion of being whoever you want with the well-designed perk system. Skyrim is fun.
But whenever I fire it up, I play for a few days and think, “Man, I really want to play Morrowind.”
-FIN
EDIT: Oblivion is still crap.
Source: http://self-moving-soul.tumblr.com/post ... rospective
Hey all. I know this isn’t my usual subject of discussion (read: not Legend of Korra), but recently I have spent time playing the various entries into the Elder Scrolls series, and I have formulated a number of thoughts that I think I can make coherent enough to sort into a meaningful discussion. And maybe it’ll get me a few more followers.
(Astute readers (i.e. people with eyes) will note that the title does not include Daggerfall or Arena, the first two installments in the Elder Scrolls series, and that’s because I haven’t played them, so please keep that in mind while reading this. Also, I’ll warn you ahead of time for profanity, and minor Skyrim spoilers.)
I first purchased Morrowind several years after its original release - perhaps in 2005 or so - and immediately fell in love. The story, the environments, the detail, the opportunities, the options, the dangers, the world itself - everything was mesmerizing. It is a game that I come back to again and again. I fire it up at least once a year and roll a different character and have the time of my life. I’ll go as far as saying I think it’s my favorite video game of all time, and easily the best installment of the Elder Scrolls series, in my humble opinion.
I bought Skyrim on release day. I loved it. I tore through the main quest and explored hundreds of Skyrim’s nooks and crannies before finally settling down and moving on to other ventures about a month later. Some time in early 2012 I picked it up again and continued my first character, and I finished the Imperial side of the civil war. Then I stopped again, and I haven’t come back until this past weekend. What I found interesting, though, is that every time I play Skyrim, I think to myself, “Man, this is a really good game, but it just makes me want to play Morrowind.” And every time I say, “Nah, it must be just nostalgia. I’ve been bitten by the nostalgia bug before, and I know how this works.”
But every time I return to Morrowind, I realize it’s not nostalgia. Morrowind is a genuinely better game. Sure there are parts that are a real pain to deal with, like the awkward combat and the godawful running speed, but in nearly every other aspect I find Morrowind to be far better than either of its successors. The world is only 10 square miles, and both Oblivion and Skyrim are 16, but Morrowind always feels larger. There are reason for this, of course. Morrowind lacks the map-click, anywhere-anytime fast travel, so you must use city services to get anywhere, and you can only travel to other population centers. Is there a quest objective in the middle of [&@%!], Vvardenfell? Better start walking from a backwater like Ald’Ruhn. And by the way, you can’t walk straight there over rolling plains - you’ve gotta take a detour through virtual stretches of volcanic passes and around impassable cliffs. And you may not even have a quest marker! You might have been sent off with directions and you may need to keep an eye out for landmarks. Did I mention the godawful running speed?
Now, you might be thinking, “Self-Moving-Soul, you’re not making a great case for why Morrowind is good.“ Rereading my words, I might agree. But trust me when I say its a genuine adventure. Those long stretches of passes and paths you must follow are chock-full of dungeons, caves, fortresses, huts, bandit passes, plants, animals, dangers, friends, foes, what have you, so the world is never, ever sparse. Using directions and landmarks and your own wits to find your way is infinitely more engaging and interesting than following a floating arrow like a lemming. Just finding a place you’ve been looking for is a reward in and of itself - and then you’ve got to do the quest, or plunder the dungeon or whatnot! The world is alive, and you are a part of it. (I cannot, however, defend the running speed. But there are mods that help).
The thing is, this is just one of many reasons why I feel Morrowind is the superior game, and next I will discuss the one thing that ruined Oblivion for me: level scaling.
Level scaling, to those of you who are unfamiliar with the concept, is the practice of designing an RPG game in which the enemies in the world level up alongside the player. So if you level up to 10, everything (enemies, animals, NPCs, guards, everything) in the world levels to 10. When you reach level 11, everything else reaches 11. This design flaw choice was implemented wholesale in Oblivion. Everything in Oblivion - all of the NPCs and items and enemies and friends - leveled with you. The idea was that you, as the player, could go out into the world and plunder any dungeon at any time at any level, and the challenge would always be appropriate.
But for me it backfired, because this concept destroys all sense of character progression. If you find an enemy you are unable to beat, you can’t leave and train and level up and come back to take it on with shiny new spells or weapons, because that enemy will have leveled up as well. When I played Oblivion, I had no sense that my character was becoming stronger. In fact, if you play on higher difficulties, you must mini-max your skillups and attributes in ways that completely break the intent of the system (i.e. you are obliged to deliberately manage your minor skill progress so that every level you gain the maximum attribute bonus). For someone who wants to play an RPG and not an action game, this shatters immersion. You never get stronger relative to the world. You never feel the triumph of utterly smashing/disintegrating/disemboweling your enemies. Hell, you feel useless next to the guards, because they’re the same level as you and they’re really, really powerful. And there’s no threshold you must reach to beat the main quest or the factions, because the level scaling works the other way too. I have been Sigismund, level 10 paladin, Savior of Kvatch, Champion of Cyrodil, Arena Master, and Head of the Fighter’s Guild. And I did it all in piddly steel armor and with a silver claymore.
That, in a nutshell, was why (vanilla, unmodded) Oblivion is easily the worst entry in the series. There are mods that help. Oscuro’s Oblivion Overhaul removes much of the scaling and makes many things static, but it really ramps up the difficulty. The design of the game also made it exceedingly difficult to play a hybrid character. I’ve tried so many different Paladin and Battlemage builds, but not once have I felt half as competent as an archtypical wizard or warrior.
Morrowind has a partial scaling system. New, tougher enemies appear in the world when you level, but the old ones remain, and certain areas have specific lists of enemies that make them challenging (don’t go beyond the Ghostfence before level 10, is all I’m saying). There are also many, many items that are static and fixed, so if you get lucky you can run across some bonkers stuff early on. That may be good or bad depending on what kind of experience you want, but it really feels rewarding when you find a chest or some gauntlets hidden behind a coffer that aren’t obvious at first glance, and you look at the stats and your eyes pop out of your skull. Skyrim also has a partial system that I think works well. Each area of Skyrim pulls from a list of enemies that it can spawn, so there are places you don’t want to go right off the bat. Other enemies will scale with you until a certain point, so beyond level 15 or so bandits stop keeping up. It’s a workable system that encourages reckless exploring while retaining the sense of character progression (I can’t really speak for items in Skyrim - I don’t know if any are static or not).
I will now move to the last thing that makes Morrowind better: the vibrant world.
First, take a look at this article from the UESP (Unofficial Elder Scrolls Pages) wiki:
http://www.uesp.net/wiki/Lore:Demographics
Decipher the chart at the top. Specifically, the number of NPCs.
To summarize:
Number of NPCs in Oblivion (no expansions): 855
Skyrim: 1016
Morrowind (no expansions): 2675
Wow. That’s a huge difference. And those 2.5k NPCs are packed into a smaller game world than either Skyrim’s or Oblivion’s. So the world feels more vibrant, more alive. There are more people doing more actions and saying more things. Well, kind of, because Morrowind’s NPCs do not have schedules, unlike Skyrim’s and Oblivion’s. And we have to consider that the lack of schedules (and, thus, complicated AI pathing and programming) is the very reason why Morrowind can support more NPCs. If you tried to stuff that many people into Skyrim, your PC might not be able to handle it.
But even considering this, it’s hard to not feel as though Skyrim isn’t as alive as Morrowind. And even if we acknowledge the technical limits, and accept the lower number of NPCs (because, let’s face it, Skyrim’s voice acting is halfway decent, unlike Oblivion’s), Morrowind is still more alive. Why? For the simple reason that there’s more to do.
In vanilla (unexpanded) Oblivion, there were six major storylines/factions: the Main Quest, the three Guilds, the Dark Brotherhood, and the Arena. In Skyrim (unexpanded), we have seven: the Main Quest, the three Guilds, the Dark Brotherhood, and the two sides to the Civil War.
In unexpanded Morrowind, we have fourteen: the Main Quest, the three Guilds, the Morag Tong, the Imperial Legion, the Imperial Cult, the Tribunal Temple, the three Great Houses, and the three Vampire Clans. And each of them has an interesting storyline, unlike, say Skyrim’s Imperial Legion quests, half of which are literally copy-pasted (same dialogue, same objective, same style, same architecture) “capture this fort” [&@%!] tasks that reek of laziness, content that Bethesda should be ashamed of including in their flagship series.
*deep breath*
Yes. So. That’s where this discussion has come together. At the beginning of this article, I told you how I quit Skyrim after I finished the Imperial Legion storyline. The bolded, profane sentence above is why. I did those stupid fort-capturing quests, and I took Windhelm (in a mission that really didn’t differ much from the last six quests and had some terribly written dialogue to boot), and I got a crappy sword and the “satisfaction” of having run the same damn thing seven times. I was so disappointed. So I quit.
I’m not saying Skyrim is bad. Compared to many of the games out there today, it’s really, really good. I just played it over the weekend, actually, and had a lot of fun. It IS the world’s best hiking simulator, but this hiking simulator lets you kill [&@%!] up and down the mountains, smashing your warhammer/magic spell/dagger into someone’s face and shouting people to death the whole time. And the dungeons are fantastic- easily on par with Morrowind’s and in many cases much better. The leveling system is actually really nicely designed, too, since it doesn’t pigeonhole you into archetypes (like Oblivion) or hybrid classes (like Morrowind) in order to be effective, and it keeps that notion of being whoever you want with the well-designed perk system. Skyrim is fun.
But whenever I fire it up, I play for a few days and think, “Man, I really want to play Morrowind.”
-FIN
EDIT: Oblivion is still crap.
Source: http://self-moving-soul.tumblr.com/post ... rospective