KingsGambit said:
I can't argue against any point, as things that bugged or disappointed you simply didn't bug or disappoint me. Your experience of it was no more or less 'true' or authentic than my own. I'm fortunate in that I enjoyed it more than you, though. ;-)
You get 4 standard vendors, a sword you can't enchant, a nice enough bow...
The Nightingale sword was one of my favourites in the game. It perfectly suited my character, and being a bit of a stickler for weapon-y authenticity, it was a design that - proportionally, and in the profile of the actual blade - felt fantasy yet still functional.
And the Brotherhood quest line in Oblivion was similarly great. I mentioned the Whodunnit level as an honest-to-Heaven masterpiece of gaming, but it also introduced the lore about the Night Mother and the Listener, etc. IT was the reason Skyrim's brotherhood was half as good as it was.
Would the whodunnit mission really hold up now, though?
I enjoyed the gameplay in Oblivion and Skyrim of the DB questline (in terms of pure gameplay, TES's only really have any skill demands in stealth, and only up to a point until it arguably breaks the game), but frankly I felt both were just horribly cartoony - all of the characters just seem drawn from pantomimes. Or, going from the outfit designs in Skyrim, the circus... Some liked that OTT tone, and that's fine, but it was never for me.
I don't remember them well enough, except the Morag Tong which was great. The Great Houses were really cool too. I did like the faction system in Morrowind with the multiple ranks and interesting missions along the way. I don't remember much about the Fighter's or Mage's guilds.
What I particularly loved about Morrowind's factions were just how each gave a different insight in the culture and history of Vvardenfell/Morrowind. Plus how you had such a range of options to suit all kinds of RP's.
Factions like the Imperial Cult and Temple were fascinatingly idiosyncratic, and the pilgrimage that requires a vow of silence is a superb piece of quest design that still stands out to this day.
Mage's Guild was fun to play but a forgettable story. The most interesting parts IMO were finding the artifacts of the great wizards of old as they had a grander Elder Scrolls vibe. Again, wasted potential with the introduction of the wonderfully mysterious Psijic Order and the Augur, both cool ideas but used as nothing more than plot devices.
I found Skyrim's [curiously miserable and bleak] Hogwarts dull for the most part, but then those elements kicked into gear and I felt it was picking up.
...then it ended, and suddenly you're Big Boss Man/Woman, and those nifty plot elements amount to bugger all. Bethesda's lore is incredibly rich, yet after Morrowind they've just wasted it.
KingsGambit said:
I think the Nerevarine was the most interesting of the three. The real tragedy being that I believe being Nerevar him/herself would've been better to play as. You folks ever hear the adage about telling the more interesting story? IMO the story of Nerevar and the three who became the Tribunal, the Dwemer, their tools and their disappearance and of course Dagoth Ur's role in the events was a very interesting tale, I think much more interesting than that of the Nerevarine, great as that was.
To me that would entirely undermine one of the most intelligent and well crafted aspects of the game.
I'd say one of Morrowind's major themes is the malleability of history. The Nerevarine represents something different to each group who wishes to 'claim' (or deny) them. To the Empire the Nerevarine's a potent symbol that - if loyal to the Emperor - could be the deciding leverage in provincial upheaval. To the Ashlanders, the Nerevarine could mean a rebirth for their dwindling culture. To the Temple? He/she is a threat, that risks pulling a thread that'll undo generations of tradition.
The 'truth' of Nerevar and what happened at Red Mountain is an event that only exists as history, and it's that history which gives the Nerevarine power and potential influence. Vivec has his truths, as does the Temple hierarchy, as does Dagoth Ur. History tends to be written by the victor/s, but it is
used and abused by every party with an axe to grind.
Arguably, the Nerevarine denies them all. The Big Bad's defeated, sure, but is Vvardenfell a safer, stronger place? The Blight is ended, but the province isn't in the Empire's pocket. The Ashlander's aren't delivered. And the false gods fall, as an entire religious order and culture is upended.
I think Morrowind's MQ uses the lore of Red Mountain brilliantly, and to me playing as Nerevar would make it just another mundane fantasy adventure. Vvardenfell felt like an authentic land because of its history and its many subjective truths. History is complicated, and beyond a certain point
obscured. Take that away and the game's IQ drops significantly.
I sincerely hope in TESVI they reveal SOMETHING about the dwemer. It's been 15 years already which is multiple eras in gaming time!
Don't you want some mysteries to always remain as such?