» Sat Jun 09, 2012 3:42 pm
Not that this thread already has enough replies, but here's why Morrowind was so brilliant, and that it did things no other Elder Scrolls game succssfully did (despite its awful combat system and the moment-to-moment gameplay feeling very gamey).
It all boils down to the fact that all the systems in the game (quest design, world design, item design, balancing, etc) were all designed to encourage the player to experience and explore the world at their own pace and on their own accord. There was very little hand-holding, which might seem bad (and in some cases and some quests it was a little too "hands off"), but it put the emphasis on the world and the deep lore/character the world had, over other facets of the gameplay. It was immersive because they way they designed everything, encouraged the player to get lost into their creation. At the same time, because the game was designed to not hold your hand through everything and give the PLAYER the power of choice in the game (versus the narrative or the quest system just using the player as a tool for linear progression), a lot of things were put in place to make the natural exploration and discovery of the world easier to get into. Including multiple ways of transportation, levitation, teleportation spells, detail quest information that pointed you in the right direction instead of just saying exactly where something was, etc.
The whole game was built from the ground up to facilitate open-world gameplay, and world exploration. Questlines were all for the most part non linear - you could choose not to do one quest for the mages guild in Balmora and instead opt to progress in the guild by taking up tasks in Ald Ruhn. As you got further into the guild, the "story" behind it becomes clearer. The mainquest started off requiring the player to actively pursue it before it fully kicked into gear, which encouraged the player to "explore" and "live" in this new world (granted this was also a fault - it took TOO long to get started).
Now Morrowind wasn't perfect. It's major faults lie simply with the fact that all it's minute-to-minute gameplay was based on really old RPG rulesets, the fact that the game was released in 2002 and therefore couldn't accomplish much when it comes to stuff like AI, etc. Due to those things, the game relies on your imagination to really work. In a way, it does work. Players who can roleplay or have the capability to put themselves in their characters shoes have a much easier time adjusting to old archaic gameplay mechanics like the combat system relying on chance dice-rolls to determine if you've hit something or not. But that's not why people like me remember Morrowind as a great game - we remember it because of the above reasons. If the next elderscrolls followed Morrowind's "mantra" for open-world gameplay design, except infused it with modern gameplay mechanics and features (bringing all the old and archiac facets of Morrowind up to par again), it would easily be one of the best elderscrolls ever made.
Compaire this to Skyrim. Skyrim on the other-hand was designed purely around questing and accomplishing as many things as possible. While nothing inherently wrong with that, it completely undermines a lot of the depth in lore, beauty in world design, etc that Skyrim has. You literally have to force yourself to "fight" against the design of the game to experience how grand the actual world of Skyrim is: no fast travel, ignoring MANY quests thrown at you, not paying attention to the compass or using quest arrows, etc. And the worst part about it is, you can't completely play like this without it becoming tedious, because all the game systems in the game were all designed to make the player perform linear questing above all else.
If you took Morrowind and boiled it down to its bare essentials, then tried to discribe it you'd probably come out with something like a "Fantasy world exploration and discovery", while Skyrim would probably sound something like "Fantasy questing and dungeon crawler". Everything in Skyrim is designed to serve the quest system, which often times isn't even well designed (radient quests) or have a good story behind them. Morrowind was the other way around - quests (and gameplay/RPG systems) were designed to serve the world system.
TL;DR: And that's why Morrowind was good. The fact that it had a lot of options when it comes to loot, skills, spells, etc has nothing to do with it, though all of those things helped substantiate the world even more. It all boiled down to the fact that Morrowind was all about the world, all about discovery, and all about its design focusing on the open world gameplay, while Skyrim and Oblivion simply used the Open World as a shell for linear questing, much like Grand Theft Auto (which isn't "true" open world either - it's psudo-open world in the sense that your only legitimate gameplay goals are to accomplish linear missions).