And the game does seem paranoid about the player not missing any quests. I did like how in Oblivion you could play trough the game without even knowing the Thieves Guild and Dark Brotherhood exist.
Yeah that's a great way of explaining the magic of Morrowind and Oblivion. In those games you,
the player, know that those things exist, but your character doesn't. Your character is a small part of a bigger world and it's that amazing feeling of knowing that you're only scratching the surface of what's out there that keeps me coming back to those games and making new characters. In Skyrim you will get a journal prompt for pretty much every guild and major quest in the game after playing for like 2 hours, and this will happen with every character. Your character isn't really a small part of a big world in Skyrim, your character basically
is the world.
You want to be a werewolf, right? Werewolves are cool and you're going to want to be one.
It's pretty amazing that they included werewolves as monsters in certain Silver Hand dungeons, but only allow you to actually become one by playing the Companions quest line. Shouldn't you be able to contract it from the werewolves you fight? And they also basically made it a super power that you can activate on command, it's not even really a curse.
The number of quests in Morrowind is one of the reasons why I barely found them interesting. Too many of them were similarly structured. Either you are given a task to fetch something, assassinate someone or investigate an incident. Having an upwards of four-hundred quests with only a fraction of them deviating from the standard fare severely diminished the replay value and detracted from the overall gameplay experience. I would rather that they had included fewer but more interesting quests, each unique in its own manner.
This is the big problem with Morrowind. It undeniably has more quests than Oblivion or Skyrim but they do tend to be relatively dull and repetitive. In Morrowind it's more the unmarked quests and adventures that really make the game magic. And again, this is why I think Oblivion had the perfect balance, because the marked quests were far more varied and interesting (the guilds especially) and it still had enough unmarked quests and secrets to give the world that same magic that Morrowind had.
it's like freaking Groundhogs Day in this game.
Haha, yeah that's probably the best way to put it. I've made like a dozen characters in Skyrim but it almost feels like I've just been playing one character the whole time.