» Sat Jun 09, 2012 4:34 am
Oblivion was about as good as Skyrim, so I will not elaborate on that.
Morrowind was superior to Skyrim due to having a much more unique feel to it, gameplay-wise. It offered what once was the core of an Elder Scrolls game; freedom.
Now, I hear you saying 'Skyrim offers more freedom! No more class restrictions!', but that is not the type of freedom I mean. I actually like having restricted abilities and elaborate character sheets; I find it extremely important for a role playing game to make different character builds play completely differently from the start to the end. The latter is where even Morrowind lacked; at tne end, all characters were experts at everything. I had always wished for a system in which unused skills drop until they are at 50% of their original value.
No, the type of freedom I refer to is the freedom of actual gameplay, and the feel of adventure. Skyrim does have neither. I do not feel like an adventurer, because I feel that the world revovles around me. In Morrwoind, it didn't. Granted, nothing really happened at all in Morrowind outside of text boxes or fights, while in Skyrim and Oblivion (Oblivion did that better than Skyrim btw, due to more crowded cities etc.) had some more 'life' to the NPCs daily activities. But: Everything they do seems to happen for you. You walk through a town in Skyrim and every single person greets you despite never having seen you before. Whenever there is a problem, you are immediately in the center of attention; in Morrowind, you had to SEARCH for quests. You came to a town and - nothing happened, because - why the hell should anything happen? You're one irrelevant traveller who visited a town, swallow your pride and go search for minor tasks to complete until someone trusts you with an important quest. In Skyrim, half of the time I visit a new place a major, town-threatening event is in progress and I am asked to save everyones butt. I can't just go to a town and feel lost in a world of people who don't care about me unless I MAKE them care by BECOMING someone - the game makes be the designated hero of every location the minute I enter it. Also, there is an inflation of heroistic deeds. In Morrowind, many quests mattered to noone but the people involved. These quests were often pretty minor, and many had to do with sabotage and politics, sometimes you'd make yourself powerful enemy by completing one quest, and would make it impossible to complete another. Just look at the guilds and great houses; one guild would assign you the task to just go and kill members of one of the great houses! And that's another thing; you could kill whom you want, whatever way you want. That's also freedom, to me.
Let's take a look at quest design;
Skyrim has everything set up like a tiny little movie. Every quest begins with an introduction to a threat/problem, then comes some turn in events or some sort of climix, and then you get your reward. This is predictably boring enough, but what makes matters worse is that there is exactly ONE way to solve almost every quest. Some give you two options, perhaps, or three at most. Morrowind was different; you could do or not do whatever you want. Look at the journal entries; they tried to cover every possibility.
Entry 1: "Today I met a Dunmer named Blah Blub in the town of Suran. He asked me to find the ring of wtfbbq."
Entry 2: "I had to figure out where to start searching. Due to a few hinted details about the ring of wtfbbq, I went to the temple where maybe someone might know more about these things. They directed me to XYZ, who told me about a cave in which the ring of wtfbbq is rumoured to be"
Entry 3: "I found some guy in that cave. He had the ring of wtfbbq and told me that in order to get it, I'd have to execute a certain member of the house of Redoran"
Entry 4: "I said "fu", killed him and stole his ring"
Entry 5: "I returned to the Blah Blub, he gave me a cake for the ring."
Entry 6: "I killed Blah Blub and now have the cake and the ring. Wee."
Skyrim didn't give you the freedom to do these things. And even if you did what you were told to do, in Morrowind, you could do it any way you wanted! Skyrim tries to be cinematic to an annoying extend. For example, in one quest a certain NPC warned me: Another NPC seemed to be looking for me and wanted to talk to me. So I went to look for that NPC to talk to him first; he didn't have anything to say. The next day he walks up to me and suddenly has something important to tell me. The game wanted the conversation to take palce EXACTLY THERE, EXACTLY THEN. Didn't matter that my character wanted to be the first to do something; the game hadn't given me an option.
Now look at Morrowind. Look at, for example, dungeon design and gameplay design. Find the golden amulet of fish in the cave of death and destruction. In Skyrim, that cave would have been designed to be as much of a challenge as possible, complete with illogical traps and tons of enemies as well as doors and mechanisms that can't be opened or avoided without finding 'required keys' or stuff like that. In Morrowind, I could've just cast invisibility and levitation and flown right over any obstacle, fly past enemeis who, even if they could see me, couldn't do crap to stop me. And then I'd take the golden amulet and, smart as I am and having placed a 'Mark' spell at the quest givers' place, would teleport myself out of the cave with the last bit of magicka while the entire population of the dungeon finally realized what happened and was after me.
In Skyrim: No way. If the game wants some dramatic event to take place as I exit the cave, then I will exit the cave where and whenever the hell the game designes want. No flying away, teleporting away, doing what I want. No. This quest is more dramatic if I meet person X at place Y, so I WILL meet person X at place Y. In Morrowind; person X might have been there, but I could've simply teleported away, never met them, and - no biggie! Then the quest just takes a different turn. Nothing was required. If there was a twist in the story and I managed to avoid it then - congrats! You've just completed a 30 minute quest in 10 minutes because you avoided the trap peopl have set for you! Here, take an extra reward! And then, if you feel like it, kill the quest giver and steal his pants. Because. You. Can.
Freedom! Goddamnit, what has happened to gaming that every game must be made to look and feel like a movie! I feel railroaded in every single quest in Skyrim. There's no freedom, no sense of adventure. The world is one big B-movie and I'm the protagonist. I don't want to be! Let me play the game whatever way I want! If I want to kill an important NPC and figure out another way to save the world then LET ME! Don't tell me "oh no, sorry, this doesn't work, try something else" - let ME find out what'll work and what won't!
And don't insult my intelligence with 'puzzles' like the ones in most dungeons in Skyrim. Rotate these stones until they show the figure on the wall next to it. GREAT! Takes a f*ing GENIUS to figure that out! And that's about the ONLY PUZZLE IN THE GAME! When I heared they made a dragon language I thought - "Great! They make me translate sh*t!" - No. I don't get to search for walls, collect words, spend hours learning a new language. That would involve thinking. No, I just walk up to a wall, have a shining bright word jump into my brain and then cast fireballs - except now I shout while doing it. Great.