Why is Skyrim a great RPG & a not so great TES game?

Post » Wed Jun 13, 2012 3:51 am

Opening slide/cart-ride/linear walk-through/follow me!/go to X/decline invite and go elsewhere/join this faction/ignore faction quests/kill everyone in town bar essentials/get bored of killing/pick every flower from Riften to Solitude/Join Imperials/become baffled as to why Ulfric calls your the Dragonborn when your involvement in the main quest ended when you left Helgen

Ahh yes, the defining characteristics of open-world gameplay.

Fixed
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Grace Francis
 
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Post » Wed Jun 13, 2012 2:00 am

The game development direction is not ours to define, let the market make the call. A game company will do everything to fit the majority taste for profit and will not carry the outdated game making principle to feed the hardcoe gamers, face it and try to find the joy out of the box. Otherwise don't play it. It is no point to buy a game you don't like it, correct?

If just for example, skyrim become the new RPG standard and created many copycat counterpart, 5 or 10 years later, someone will complain the newly developed RPG is not following the golden principle of Skyrim... who knows.

You may very well be correct. However I believe there are certain objective truths that exist, which popular opinion cannot change. In the same way that once upon a time everyone thought the Earth was flat and that the sun revolved around our planet, a 'mistake' of the masses (or the intelligentsia which then informed the masses) does not constitute a change in reality.
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Matt Bigelow
 
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Post » Tue Jun 12, 2012 10:40 pm

I not hear to bash anything, im just asking, what makes Skyrims rpg elements more of an rpg than Cod?

I am aware you weren't, I was just saying that it had already been shot down
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Shelby McDonald
 
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Post » Wed Jun 13, 2012 12:02 am

Fixed

I don't mean to nitpick, but I don't have the dexterity to type out all of the linear-paths included in Skyrim. You just about nailed all of the non-linear things to do with eight sentences. It speaks for itself, really.
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Andy durkan
 
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Post » Wed Jun 13, 2012 1:31 am

You may very well be correct. However I believe there are certain objective truths that exist, which popular opinion cannot change. In the same way that once upon a time everyone thought the Earth was flat and that the sun revolved around our planet, a 'mistake' of the masses (or the intelligentsia which then informed the masses) does not constitute a change in reality.

You made the point, whatever RPG development is heading towards, it will still be an RPG, it won't suddenly transformed into a shooting game. Its a matter of taste, you like it or not.

This is such a quality post, i am really enjoy reading it.
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Bek Rideout
 
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Post » Tue Jun 12, 2012 8:52 pm

I am aware you weren't, I was just saying that it had already been shot down

How was this argument shot down at all? I think I pretty convincingly justified that any definition of an RPG which you broaden enough to include Skyrim could, with a little creative thinking, be applied to Call of Duty: Black Ops. It's entirely possible I missed or forgot to answer one or two points you or others made refuting this, as there were a lot being thrown around but that doesn't mean I wouldn't have answers to them.
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~Sylvia~
 
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Post » Tue Jun 12, 2012 8:46 pm

I don't mean to nitpick, but I don't have the dexterity to type out all of the linear-paths included in Skyrim. You just about nailed all of the non-linear things to do with eight sentences. It speaks for itself, really.

My apologies, Fenyx. I missed what post the one you quoted had quoted, so it wasn't clear what you were debating exactly.
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Hannah Barnard
 
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Post » Tue Jun 12, 2012 5:03 pm

I've never seen a thread this long. Do the Mods know of this?
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cheryl wright
 
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Post » Wed Jun 13, 2012 3:59 am

Opinion =\= fact

My first post in this thread explains that my first TES was meant to be Morrowind, but it didn't happen. However, I am now playing Morrowind along side Skyrim and I'm siding with Skyrim at the moment. So far, I'm not impressed with Morrowind. It took me hours just to get 10 experience points to level up to level 2 and even rats were giving me a challenge that required me to keep leaving the area so I could heal up and go back to carry on taking them out.

I was replying to someone else's post but okay.

And rats are giving you trouble? I never had any trouble with rats but with those closer to Red mountain. Anyway, I think this is a case of learning to deal with it. Something is simply kicking your ass. You aren't strong enough to tackle this dungeon and it's inhabitants. Try alternative ways to progress or don't try it again until your character is capable enough.

It may sound harsh but I think this is also what makes Morrowind very rewarding as opposed to Skyrim.
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Yama Pi
 
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Post » Tue Jun 12, 2012 4:18 pm

I've never seen a thread this long. Do the Mods know of this?

I was wondering about that. Mods usually close them around 7-8 pages, but I guess they're all taking naps in the Moderators Lounge. Don't tell them though, it's kind of fun being let off the leash to play a bit. Maybe if they do come around and close this, I'll start a part 2 because this seems like a pretty popular thread.
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Adriana Lenzo
 
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Post » Tue Jun 12, 2012 6:31 pm

I was wondering about that. Mods usually close them around 7-8 pages, but I guess they're all taking naps in the Moderators Lounge. Don't tell them though, it's kind of fun being let off the leash to play a bit. Maybe if they do come around and close this, I'll start a part 2 because this seems like a pretty popular thread.

No, I won't tell. It's an interesting topic.
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Marquis deVille
 
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Post » Tue Jun 12, 2012 4:07 pm

lol!

and, there you have it. in a nutshell, imo.

proving the difference between rpg-character vs player skill -based games.

you don't like the former while i and many others love it and call it a true rpg.

I was replying to someone else's post but okay.

And rats are giving you trouble? I never had any trouble with rats but with those closer to Red mountain. Anyway, I think this is a case of learning to deal with it. Something is simply kicking your ass. You aren't strong enough to tackle this dungeon and it's inhabitants. Try alternative ways to progress or don't try it again until your character is capable enough.

It may sound harsh but I think this is also what makes Morrowind very rewarding as opposed to Skyrim.

I didn't say I didn't like it, I said I wasn't impressed. It acts like a turn based RPG, where it didn't matter so much if your attack didn't actually hit because the sprites barely made contact anyway; but when I'm fighting in real time and they stand two foot from me attack me, I shouldn't miss when I fire an arrow through their face. That doesn't mean I don't like it, it just means that I'll have to get used to stat based combat again. I'll still carry on playing it.

How was this argument shot down at all? I think I pretty convincingly justified that any definition of an RPG which you broaden enough to include Skyrim could, with a little creative thinking, be applied to Call of Duty: Black Ops. It's entirely possible I missed or forgot to answer one or two points you or others made refuting this, as there were a lot being thrown around but that doesn't mean I wouldn't have answers to them.

Strange, I can't find it now. Oh well, not really important. Or at least not important enough for me to drag on.
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Elisabete Gaspar
 
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Post » Tue Jun 12, 2012 11:28 pm

The difference is that where in past games, you "defined" yourself pre-game by tagging some skills and giving them a label, in Skyrim you instead define your class as you play by investing perk points in the skills and perks that would define your character.

As such, Skyrim actually has more of a "class" system, by restricting you more, as you cannot fully perk out every skill, so unlike Morrowind or Oblivion, you actually have to make choices about what skills and abilities will define your character.
I like this way of playing more than selecting a class at the beginning; essentially locking you in to that class. The character class and perk system feels more organic and natural to how each individual player plays the game. So if you sneak around a lot naturally your sneak should be higher than, say, a warrior's typically would be. I think Skyrim handles this very intelligently, and by not being able to max out all the perks you really have to know what you want to focus on early in the game. In this way the game does outline a path for you but that path is totally dictated by the player.
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Causon-Chambers
 
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Post » Tue Jun 12, 2012 7:44 pm

There are valid reasons for calling Skyrim whatever you want to call it. Things have been added,things have been dropped. How one feels about it depends on their PoV on the overall balance of things. One thing for sure is that with Skyrim's commercial success, the next TES game is going to continue down the path set by Skyrim.

For myself, I badly miss attributes. I badly miss RP options that would come through improved dialogue. I think that many of the quest lines are not well written and very short.

I rather like the move towards more player oriented combat, as long as character capabilities continue to contribute greatly to the results. Some of the dungeons/caves/whatever were really well laid out and very enjoyable. Graphics are obviously very good, and that does matter.

Mixed bag, Take your pick as to what you would like to focus on. Hell, to this day I anxiously await the return of climbing :) .
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Mr. Ray
 
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Post » Wed Jun 13, 2012 4:24 am

Strange, I can't find it now. Oh well, not really important. Or at least not important enough for me to drag on.

Oh yes...very strange...

I didn't say I didn't like it, I said I wasn't impressed. It acts like a turn based RPG, where it didn't matter so much if your attack didn't actually hit because the sprites barely made contact anyway; but when I'm fighting in real time and they stand two foot from me attack me, I shouldn't miss when I fire an arrow through their face. That doesn't mean I don't like it, it just means that I'll have to get used to stat based combat again. I'll still carry on playing it.

Maybe you understand the mechanics at work here, but I'll explain them nonetheless incase you don't, or people reading the thread don't either. Morrowind uses Dungeons and Dragons principles to control almost everything that goes on. In Dungeons and Dragons, if you want to attack someone you roll a die to see if it's successful. This is the same thing as what happens in Morrowind, in that you strike at your opponent and if the blow doesn't do damage this doesn't mean that your sword passed through the enemies' flesh without effect, or that your character is such a bum that he just 'missed'. What it means is that your target actually 'dodged' or parried your attack, but due to the limitations of the hardware and technology they couldn't actually show the character sidestepping, or batting away your sword.

Morrowind is a story of abstraction. When you use 'Admire' on an NPC you don't really believe that your character just dropped a one liner and the other character responded favorably or unfavorably, thus increasing or decreasing their opinion of you. Using the 'Admire' button is just an abstraction for your character changing the tack of the conversation to try and 'chat up' your subject and make them like you by finding common ground, discussing current events, whatever. In the same way that when you pay gold for an NPC to train you in a certain skill you don't actually see your character practicing his sword technique on a dummy, the screen just fades to black and a few hours elapse - you imagine that your character was practicing, you don't get to see it. This is also shown in the fast travel, you pay for a ride somewhere, several hours elapse, you get there and though you never saw the Silt Strider move you just knew it had taken you where you wanted to go.

So you see, when you view Morrowind and particularly it's combat armed with this perspective, and a charitable mindset it really isn't as bad as people try and make it out to be. The reason Bethesda made these design choices (abstracting the character's actions, including combat) is because at its heart Morrowind is a true roleplaying game. Why? Because what your character can do is supposed to matter a lot more than what you, the player can do with a mouse and keyboard.
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Silencio
 
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Post » Tue Jun 12, 2012 6:44 pm

I didn't say I didn't like it, I said I wasn't impressed. It acts like a turn based RPG, where it didn't matter so much if your attack didn't actually hit because the sprites barely made contact anyway; but when I'm fighting in real time and they stand two foot from me attack me, I shouldn't miss when I fire an arrow through their face. That doesn't mean I don't like it, it just means that I'll have to get used to stat based combat again. I'll still carry on playing it.

I can't say I really like the combat in Morrowind either but it did make your choices have weight to them. If you svck at using spears then you did actually svck at using spears. If you wanted to be proficient at using swords and axes then you could be but at a cost of either time spend training or the extra slot spend on a primary skill. While I agree that it is a bit over the top to keep missing something as huge a nixhound over and over again.
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Red Sauce
 
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Post » Wed Jun 13, 2012 2:51 am

I like this way of playing more than selecting a class at the beginning; essentially locking you in to that class. The character class and perk system feels more organic and natural to how each individual player plays the game. So if you sneak around a lot naturally your sneak should be higher than, say, a warrior's typically would be. I think Skyrim handles this very intelligently, and by not being able to max out all the perks you really have to know what you want to focus on early in the game. In this way the game does outline a path for you but that path is totally dictated by the player.

Yes, this is the beauty of Skyrim, it is actually fun to start a new character, plan ahead the class build and make it happens.
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Lillian Cawfield
 
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Post » Tue Jun 12, 2012 4:15 pm

Yes, this is the beauty of Skyrim, it is actually fun to start a new character, plan ahead the class build and make it happens.

I can't see how classes are that different. If I want to make a warrior then I will select warrior skills. If I want to create a mage character then I select or create a class with magic skills in them. If my character is not the one I want him to be then I am the blame for creating it. I can't see how classes would get in the way of making things happen like you describe.
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..xX Vin Xx..
 
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Post » Wed Jun 13, 2012 2:11 am

You say that as though it is a fact, when in actuality, it is not.

I, for one, believe we have more choice than we did before.

Attributes
-I don't see this as a loss at all. Everything that Attributes covered is still in the game, either through the Health / Magicka / Stamina bars (which is really all that most attributes in past games covered anyways), and what's not covered in the 3 Attributes we do have is covered in perks (I.E.: staggering, damage, carry capacity, etc.) The only thing that's not in Skyrim from past games is Speed, and that is actually done in a different way with sprinting, which while not the same is really just a different way of accomplishing the same thing.

Which is ultimately the difference between how Skyrim handles it vs. Morrowind or Oblivion. The results are still there, they haven't been removed, they are just handled differently.

You don't like the way it is handled now - which is a totally valid opinion - but it is a subjective one. Claiming that it is not there is an inaccurate statement of fact.

Birthsigns
-Again, the effects of the Birthsigns are still in the game, they are just now handled differently in the form of Standing Stones. Again, you don't like the new way of doing it compared to the old, but it is a subjective preference, not a factual lack of content or "RPG mechanics"

Classes
-Actually, classes are just the same as before, the only thing missing is the label.

In Morrowind or Oblivion, you pre select a handful of skills that "define" your class, and as such you level up, but there is nothing that limits you to those chosen skills. You are still able to branch out and become any kind of combination of skills you want, including becoming a full fledged master of all. You level up by doing, and there is nothing in game that stops you from branching outside of your "class" except yourself. "Class" was just an arbitrary title that had no impact on the game whatsoever.

Fast forward to Skyrim, where skills level you up by doing, just like past games, and you can focus on any combination of skills you choose, just like past games. The difference is that where in past games, you "defined" yourself pre-game by tagging some skills and giving them a label, in Skyrim you instead define your class as you play by investing perk points in the skills and perks that would define your character.

As such, Skyrim actually has more of a "class" system, by restricting you more, as you cannot fully perk out every skill, so unlike Morrowind or Oblivion, you actually have to make choices about what skills and abilities will define your character.

Meaningful Difference Between Races
-There really isn't any less difference in races than before. If I want to be a magic class, I will likely still play a Breton or High Elf, due to their magical bonuses and extra spells to start off with, if I want to be a warrior class I will still likely play an Orc or a Redguard with their bonuses to combat skills, and Khajiit and Wood Elves still make the best stealth characters because of their bonuses. Every race being able to excell at every style is a trait that is shared in both Morrowind and Oblivion, there is no more "meaningful" difference between the races in past games than there is in Skyrim.

Less Player Choices
-I would argue that we have more choice. When developing your character, you actually have to make decisions on what skills and abilities define your character, because you can't fully perk everything, where as in Morrowind and Oblivion, there was no significant choice save for what skills you wanted to define your arbitrary class tag. But you could still fully branch out and do anything and everything in terms of skills, which meant there was no real choice. Perks in Skyrim allow you to specialize your character in ways never before seen in an Elder Scrolls game. As far as quests go, Morrowind and Oblivion were particularly linear as well, but Skyrim actually offers aspects of choice in its quests, whether it's with Paarthurnax and the Blades, the negotiations between the Stormcloaks and Imperial Legion, how to deal with Saadia, how to figure out the truth behind "A Night To Remember", or any other number of questlines with choice.

Less Diversity
-I would argue this as well. In Morrowind, a very large percentage of NPC's you encountered were Dunmer natives of Morrowind that didn't like outsiders. It is no different than the Nords in Skyrim. While Morrowind NPC's had repetitive recycled text dialogue, each voice acted NPC in Skyrim has some kind of unique story or tale to tell. I am much more invested in the NPC's in Skyrim than I ever was in Morrowind. As far as guilds, I feel there is plenty of diversity, where the College of Winterhold is completely different from the Companions, whereas in Morrowind, they were pretty much the same thing outside of the fact that one group did combat and the other group did magic.

I agree with your points! The traditional RPG features remained in Skyrim, just handled differently with no labels and all that, they even brought Morrowind's traveling system back with the carriages. I prefer Skyrim's perk system to define your class over Morrowind's and Oblivion's class/custom class options, because if you didn't get the primary skills you want in MW and OB, you had to start the game all over again and make a new save file, which I had to do so many times because I have more than seven primary skills. I had Skyrim since day one, and never had to start the game over again because I'm playing the way as I well damn please. :thumbsup:
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Miss K
 
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Post » Tue Jun 12, 2012 7:04 pm

I like this way of playing more than selecting a class at the beginning; essentially locking you in to that class. The character class and perk system feels more organic and natural to how each individual player plays the game. So if you sneak around a lot naturally your sneak should be higher than, say, a warrior's typically would be. I think Skyrim handles this very intelligently, and by not being able to max out all the perks you really have to know what you want to focus on early in the game. In this way the game does outline a path for you but that path is totally dictated by the player.

so let me see if i have this right: in past games you prechose certain traits, skills, attributes, whatever, at the beginning of the game. you had to think about the character you wanted and then have at it.

from that point on you were 'forced' to never use any of the ones you didn't choose? if i chose magic, intelligence, wisdom and magic skills i couldn't become a warrior combat thief, right? oh, but, there were penalties involved and you weren't creating max power characters.

now skyrim: you preplan a character and then become that character. you can do it without penalty.

sounds like some serious advancement, right?
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Harry Leon
 
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Post » Tue Jun 12, 2012 3:05 pm

I can't see how classes are that different. If I want to make a warrior then I will select warrior skills. If I want to create a mage character then I select or create a class with magic skills in them. If my character is not the one I want him to be then I am the blame for creating it. I can't see how classes would get in the way of making things happen like you describe.

Also, Skyrim brings the added danger of letting a player get 'too A.D.D.' with their skills, diversifying too much to the point where the character you've put forty hours into becomes too weak at later levels because the game scaled past him and he didn't put enough effort into leveling his main damage dealing/defensive skill so that he'd be viable later on.
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sally R
 
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Post » Tue Jun 12, 2012 6:52 pm

Yes, this is the beauty of Skyrim, it is actually fun to start a new character, plan ahead the class build and make it happens.

and, this is different from past games how??
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James Rhead
 
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Post » Tue Jun 12, 2012 11:51 pm

I agree with your points! The traditional RPG features remained in Skyrim, just handled differently with no labels and all that, they even brought Morrowind's traveling system back with the carriages. I prefer Skyrim's perk system to define your class over Morrowind's and Oblivion's class/custom class options, because if you didn't get the primary skills you want in MW and OB, you had to start the game all over again and make a new save file, which I had to do so many times because I have more than seven primary skills. I had Skyrim since day one, and never had to start the game over again because I'm playing the way as I well damn please. :thumbsup:

Guess who's fault it is for not selecting the skills you wanted. And for those who could not make up their mind and kept selecting the wrong skills for their class, here is a tip: Save before exiting the sewer.

With classes you can still play the way you damn well please, you just need to take a breath and think about what exactly you want to play as.
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Amber Ably
 
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Post » Tue Jun 12, 2012 8:00 pm

But okay fine, let's have some fun. Whether or not Morrowind is a better game than Skyrim or not is totally up to a person's interpretation. There is no right answer, and your opinion is as valid as mine. However, as is you've added nothing to the conversation. Tell me why Skyrim > Morrowind. What about Skyrim do you like so much that Morrowind didn't have? What did Morrowind have that you hated? And, to show that you have an informed opinion rather than a popular but thoughtless one, tell us one or two things about Morrowind that you liked, or think that Skyrim could've learned from.

This would make a great thread in an of itself. There are many things I like about each of these games better than the other. Here are two:

One thing I like about Skyrim better than Morrowind is the improved AI that 10 years advancement in technology brought. In Skyrim you can have a fun time playing a sneak character by turning off the HUD and paying attention to NPC reactions to determine if you are hidden or not. This can be really fun when backstabbing your way through a bandit cave or picpocketing your way through a City. This style of play was not as intriguing in Morrowind because the NPC's AI was too simplified compared to Skyrim.

One thing I like better about Morrowind than Skyrim is the requirements that you had to meet to advance in guilds and all the grunt quests they made you do that got you out exploring the world. By the time you made it up the guild to guildmaster in Morrowind, you really felt like you earned it. Also liked how you could not join every faction and how some factions did not like each other. Skyrim's guild/faction system seems rather bland by comparison.
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Music Show
 
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Post » Wed Jun 13, 2012 5:06 am

Ravenius - im sorry I can't quote you, I'm making this post from my phone.

But your stance on my Morrowind experience is waaaayyyy off base.

Playing a few months ago while waiting for Skyrim was my most recent experience. I bought and have been playing Morrowind since launch. I couldn't tell you how many hours I logged, because I didn't keep track, but I have completed the main quest and experienced a lot of other side stuff.

Morrowind's release in 2002 was my first TES and Bethesda experience, and Morrowind for the longest time was my favorite game ever.

I still hold it on a level far above all other games, the only game id rank higher is Skyrim, and only Oblivion and Fallout 3 share that same pedastal.

I am -very- experienced with Morrowind, much more than a few months while I awaited Skyrim. As much has been stated by me in this very thread.
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STEVI INQUE
 
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