First, welcome to the Escapist. Or at least the boards, I guess. Second, OP, this is a pretty good summary of the argument for Morrowind. Finally, the levitation was taken out due to non-open cities presenting problems (they required a loading sequence, unlike Morrowind where you just walk in). In game text mentions a ban on levitation to explain this.shadowphade said:I actually registered after two years of visiting this site at least once a week for ZP just so I could post in this thread.
First of all, it almost always boils down to which one you played first, in my case it's Morrowind. The only things Oblivion has are graphics and spell casting. Many people have already posted most of the following reasons, but just to reiterate:
1. Setting. Like Yahtzee says in his review, it looks like Oblivion copied and pasted the same square mile or so over and over; added some mountains here and some snow there, and you've got the world map. Morrowind has swamps and valcanoes and mushroom cities and deserts.
2. Fast travel. Again, taking from ZP here, what's the point of having a huge world if you can just instantly travel everywhere? I know except for cities you have to discover the places before you can fast travel, but it just seems pointless. Also because of fast travel they removed some of the best spells from morrowind (mark, recall, intervention). I know in Morrowind there were silt striders and the Mages Guild offered some instant-travel service, but you have to pay for those.
3. Levitation. I really don't know why they took this out. It's 4 years after Morrowind takes place and everyone has forgotten how to levitate? Maybe someone can explain it to me.
4. Side quests/Skills/Items. I don't know if Morrowind has more side quests or not (it certainly seems like it though), as I have not actually completed Oblivion yet, but Morrowind definitely has more interesting side quests. There are more skills, and more useable items.
5. Arcane University. I just didn't like the fact I had to do half the Mages Guild quests before I could create my own spell or enchant an item.
6. Creatures. I just liked them better in Morrowind. Those damn cliff racers were something to be feared in yer youngin days, but it added to the suspense of the game.
7. Failing. In Morrowind you could fail at casting spells and making potions (I DON'T like how you could just not hit some things with melee attacks, but whatever), it just made it more believable.
8. Alchemy loop. This might be someone of a glitch/cheat, but in anycase it gave a different playing perspective. For those who don't know, if you create a Fortify Intelligence potion and drink it, your alchemy skill goes up. So make another potion (which will turn out better) and drink it. Loop this for as long as you want, and your Intelligence will be through the roof (so will your Alchemy skill). Then make any potion, say fortify strength. Your strength could go up to 100000 and higher (depending on how long you looped). This kinda removes the threat of ever being killed, but there again you could turn yourself into an awesome being all within the rules of the game.
I could probably go on, but this post is already too long.
That's honestly a really good discription. I'd wondered about this, but never thought it went beyond the simple variety and otherness that Morrowind inspired, but, you're right.Spectrum_Prez said:Yo, OP, whoaaaaa...... I literally just typed out an answer to your question on another forum about an hour ago. Here's a copy and pasting of that answer:
Well, for me, the reason Morrowind hooked me better also had to do with gameworld, but not the graphical side. Rather, it was the thematic content of Vvardenfell and the art design that backed it up. There was the clash between encroaching imperialism and local resistance and the struggle between the two religions that mirrored the politics. At the same time, there were the great house rivalries and the inter-guild rivalries. Finally, on top of that there was the main quest, which touched upon and linked up with all of the other themes.
Oblivion didn't really have that. They pared down the factions (you can see what Bethesda cut out of the game when you note the special 'faction' badges you get for helping out some of the towns) thus limiting the possibility of creating complex conflicts that would seem natural in a 'real' world. At the same time, the overarching theme (destruction from another plane) was so fantastical that it became somewhat cliche and difficult to relate to. In Morrowind, by contrast, the main storyline was tied to the idea of resurgent local nationalism versus the imperialists as much as it was about Aedra and Daedra.
To sum up, Morrowind had more 'human' themes and was therefore more relatable to, while Oblivion relied too much on fantasy and a 'dark threat' scenario.
Also, Oblivion had no levitation, jump, or slowfall. In addition, fast travel sucked compared to Morrowind.
A little harsh, perhaps?Axolotl said:Because Morrowind was agreat game and Oblivion was a terrible game? It's not complicated.
Halt! Halt! Halt!Noelveiga said:Yay for old timey RPGs.Earthmonger said:This I echo completely. The problem with Morrowind and Oblivion is that they aren't sequels. Compared to Daggerfall, they're just Elder Scrolls mini-games; simplified and homogenized for the consoles. I'm still waiting for a real successor to Daggerfall.
(My avatar is a tree sprite from Daggerfall)
If I ever have to stand guard in the basement of a Mages Guild to prevent thieves from breaking and entering again, though, I might have to get violent.
But, seriously, why doesn't anybody try anything like that anymore? That game was bigger than most modern MMOs thanks to procedurally generated content. Given the huge leaps taken in procedural animation, character creation and even map creation and "AI directors", you'd think that a new massive procedural RPG would be something somebody may want to try at some point.
So, what exactly do you mean by roleplay? Surely not just more dialogue options? I'm curious, as it's a rather broad term when applying to video games.Ultratwinkie said:because oblivion had damn near NO ROLE PLAY IN IT (bold + underline, no idea how to). morrowind had roleplay, opblivion is just a hack and slack that holds you hand so you dont get a boo boo. you need RPG in your RPG games. you cant just throw in a large world but leave it lifeless. they have repeated that same mistake over and over again.
I believe there are some mod projects that plan to do that, but like most overambitious mods, they will probably fall rather short of the goal.AndyFromMonday said:They could just remake Morrowind and its expansions completely. I would buy that in a heartbeat.HyenaThePirate said:NOW that would be epic.. if they released a Morrowwind DLC that used the Oblivion graphics and combat.AndyFromMonday said:I tried playing Morrowind at least 3 times but every time I do I'm driven away by the awful graphics and the shitty combat. If I could somehow upgrade the graphics to Oblivions level and change the combat I would TOTALLY dive right.
That would pwn all the way to the bank.
^This.Furburt said:It's a lot deeper, I'll say that.
But that doesn't necessarily translate to better. I'd put them at the same level myself, they have their flaws, but they compensate each other nicely.
Oblivion is certainly more fun, but Morrowind has a better long term thing going.