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The Elder Scrolls III: Morrowind

Moby ID: 6280
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Description official descriptions

Freed by the decree of Uriel Septim VII, the Emperor of Tamriel, a lone prisoner is transported to the province of Morrowind. It seems that the strange dreams this prisoner has been having lately may have a connection to equally strange events occurring there. The protagonist is given a simple assignment: join the Blades, a secret organization whose goal is to protect the safety of the Emperor. This leads to a discovery of an ancient prophecy and an evil scheme concocted by a powerful deity whom the protagonist alone is able to stop.

Conceived in the tradition of the Elder Scrolls series, Morrowind is a fantasy role-playing game with a vast world open for exploration. After being released from a prison ship at the shores of the island Vvardenfell, the protagonist may do more or less what he or she wants: follow the main quest and solve the mystery of an ancient prophecy, join any of roughly a dozen guilds and rise in their hierarchy by performing duties, or simply explore the gigantic island with its stylistically diverse cities, hundreds of dungeons and tombs, ancient ruins and mighty fortresses.

Morrowind uses a two-stage skill system. The hero’s primary stats (strength etc.) increase with each level gained, while secondary abilities improve by use – for example, the more often the character jumps, the more proficient he or she becomes in the Acrobatics skill, etc. The action-oriented fights are simple exchanges of strikes or spells, until one combatant dies. The enemy's hit points and condition were not originally shown; however, at the request of customers a health bar was added for enemies as part of the first upgrade patch.

The protagonist's race and gender, but also his or her reputation influence the reactions of NPCs. If a character’s sympathy for the hero is low (rated on a scale from 1 to 100), he might refuse to answer questions; if it is high, the player will get more detailed information and better bargains in shops. Most quests involving other persons can be solved by persuasion, pick-pocketing, or simply by force.

The game's NDL 3D game engine is powerful in drawing wide, detailed outdoor landscapes as well as complex indoor environments. Transitions are not fluent; houses and dungeons must be loaded upon entering.

Spellings

  • 上古卷轴III:晨风 - Simplified Chinese spelling
  • 上古捲軸 III:魔捲晨風 - Traditional Chinese spelling

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Credits (Windows version)

118 People (80 developers, 38 thanks) · View all

Reviews

Critics

Average score: 89% (based on 83 ratings)

Players

Average score: 4.0 out of 5 (based on 285 ratings with 23 reviews)

Virtual tourism

The Good
Daggerfall, the predecessor of Morrowind in the Elder Scrolls series, was a very ambitious game that captured the hearts and the minds of many hardcore role-players, at the same time "scaring away" those who were overwhelmed by the size of its world and its openness. Some people felt it was too big, with too much random design, both for locations and inhabitants.

Morrowind corrects that right away by offering us what is undeniably its most valuable asset - its world. The world is the star of the game, a goal in itself; and it is quite amazing. Without doubt, it is one of the most mesmerizingly beautiful and attractive worlds ever to grace a video game.

Of course, the technical quantum leap contributed to the quality of the game's environment. The vision of Daggerfall was still slightly ahead of its graphical capacities; in Morrowind, technology caught up with imagination. No more desolate, poor sprites decorating the landscape; no more pixelation and drab textures. Morrowind is significant as one of the visually most advanced role-playing games in history; not ever since the first Ultima Underworld have we seen an RPG that challenges first-person shooters in graphical prowess. Yes, the characters could have used some more work, but both in- and outdoor areas are beyond reproach, and the water is absolutely gorgeous. I honestly can't recall another game from that time and even a few years later with such beautifully rendered water.

This world, however, becomes much more memorable thanks to its artistic side, its strong personality and sense of style. The province of Morrowind is exotic: giant mushrooms cover the lairs of strange creatures; majestic urban architecture co-exists with the native dwellings of the dark elves; twisted mountain paths, dark caves, rivers glistening under the busy sky - the world of Morrowind is a marvel, and it is worth to play this game just for its exploration.

And this exploration, like in the previous Elder Scrolls games, is absolutely unrestricted. You can go wherever you want right from the beginning. The gigantic world (yes, much smaller than in Daggerfall, but still much bigger than in most other games) is open to you, and you are free to get to know it in any order, from any side you want. It has more charisma and mysterious charm than its predecessor, and a much more logical and coherent structure. I also liked the fact that you had to physically travel to towns rather than being magically transported to them through the world map. The freedom of movement is exhilarating; it's hard to play other games after Morrowind because they feel so limited in this aspect.

The world is also meticulously detailed, with people and objects everywhere; you can talk about thousands of things and get thousands of items. There is a huge amount of quests, several large factions to join, and so many different locations that you can easily complete the game while having seen only a small fraction of what it has to offer. This kind of generosity makes role-playing particularly rewarding: you are given the freedom to be what you want to be, unbound by moral constraints (except your own) and restricted accessibility to places and quests.

I think the series' trademark system of "practicing" skills is excellent. I love this steady, focused approach to leveling up, and I love the fact that with enough patience you can get overpowered. The whole point of role-playing is to start low and then reach tremendous heights. Morrowind brilliantly conveys this feeling. You start as a nobody, with a lousy weapon and no armor, easily killed by medium-sized creatures in the wilderness. But slowly, through exploration, questing, item-gathering, and not the least practicing, you can become a mighty, feared warrior who can take on Daedric lords and other assorted creatures of darkness. This process is extremely addictive, since there is hardly any limit to what you can discover and do in this game.

The main story may be less intriguing than in Daggerfall, but it nevertheless offers some interesting missions, and is generally enveloped in an aura of mystery that fits the gameplay very well. There is little urgency in the main quest, and it differs in its format from the usual "save the world" template. This goes well with the whole idea of "making your own story", building a biography for the protagonist by yourself rather than doing exactly what the designers told you to do.

The Bad
There is less randomness in Morrowind than in Daggerfall, but repetition and artificial widening of content is still evident. Yes, the world is populated by hundreds of NPCs with whom you can discuss various topics; but after a while, you begin to notice that these characters tell you the same stuff over and over again. There are no truly memorable characters in this world; 99% of the NPCs are signposts, drones devoid of personality and useful only for obtaining quest and basic info. You can try to conduct the conversation in such a way that you avoid the incessant "job description" dialogue ("I'm a thief. Thieves steal things and then sell them for profit. We also have a Guild, with branches located in the following cities... etc."), but then you may miss out some important info and will be left with pitiful one-sentence introductions that say nothing about what kind of person the character in question is. I still can't understand why the same writers who created all those wonderful books that can be found in the game world couldn't bother to write decent conversations.

The quests improve only slightly over the "I need you to kill a person. I will pay you 1437 gold pieces" of Daggerfall. With a few exceptions, the quests involve simplistic and repetitive tasks that offer no moral decisions, hence diminishing the game's value as an RPG. There is a lot of indifference in the people of Morrowind, and I couldn't help thinking sometimes that, in the long run, it didn't really matter what I did or did not in the game. The static, dry inhabitants of Morrowind form an unpleasant contrast with its beautiful art; it is as if someone put a curse on these people, making them apathetic and nearly lethargic, with intimidatingly robotic reactions to any crime the protagonist commits, and completely oblivious of anything else around them.

All this creates a feeling of emptiness, a certain coldness and loneliness that gradually creeps out and eventually takes over. Morrowind is a fascinating trip, but one that resembles an archaeological expedition more than a visit to a functioning, normal country. One may argue that this isolation is deliberate, intending to emphasize the complete freedom by eschewing any attachments to the characters; but that is a far-fetched theory. I'm sure that it was possible to populate the game's world by interesting people without harming its image as a "create your own story" experience.

The Bottom Line
Morrowind was the game that propelled its creators to stardom, and I think its success was fully deserved. We can complain all we want about its weak side quests and lack of interesting characters, but its majestic scope, its sensual beauty, and the exhilarating freedom of its gameplay are unparalleled. Forget about story, forget about goals: let yourself melt in the gigantic, strange world, and perhaps you will see how you slowly find yourself unable to leave it.

Windows · by Unicorn Lynx (181775) · 2014

An incredibly addictive and fun(and huge!) RPG

The Good
I have never played either of the previous Elder Scrolls games so I didn't know what to expect when I loaded up Morrowind but I have to admit I was definitely impressed. Right from the character creation screen its hard not to be amazed with how huge the game is. You create your character based on 10 different species and over a dozen character classes and from there you're free to do what you want. If you've read any reviews about this game, either negative or positive, the one thing you've probably picked up on is that Morrowind has a huge world to explore. You are free to basically wander around do whatever you want. There are several dozen villages to explore and an even larger number of crypts, caverns and tombs which are loaded with valuable and rare items.The game also contains many guilds and groups to join which will provide you with quests on top of the main story line, some which are quite creative and fun. The story is involving and dark and will draw you right in. My favorite feature would have to be the leveling system which allows you to level up individual skills such as lock picking or an individual magic or weapon class.

The Bad
Morrowind's open-ended gameplay and vast world can be a bit overwhelming to some. The fighting system is lame, you basically press you're left mouse button repeatedly until a dice roll decides that you hit you're opponent.

The Bottom Line
For every person that loves Morrowind there seems to be another that hates the game so know what you're getting into before buy the game. That said, most RPG fans will love Morrowind, its one of the best RPGs in recent memory.

Windows · by devils102 (18) · 2004

A beautiful and rich game setting stunted by inexcusable game design flaws.

The Good
The best parts of Morrowind are the graphics and the exploration.

The graphics are extremely well done, especially the water effects. Water looks like you could actually drink it instead of appearing (as it does in most games) as a translucent blue mess. Even more amazing are the effects when your character walks through water or when rain splashes into the water.

The other part of Morrowind that is done well is the questing and exploration aspects of the game. The game is very large and detailed, so much so that I have played through the beginning parts of the game three or four times and I haven't explored even half of that area, let alone the other 90% of continent and its islands. There are numerous factions and quests you can do for those factions to gain prestige and move the plot of the game along, but you can also ignore quests completely and just wander around looking for trouble.

Another trivial, but often overlooked detail in other games (cough Wizardry 8 cough) that I liked was that monsters almost always have the loot you expect them to have, not some randomly-generated junk. So if you slay a skeleton warrior that was chopping you up with a big battle axe, you will find Bonemeal and a battle axe on his corpse.



The Bad
There are almost too many things that I didn't like about this game to list. None of them make the game unplayable, but after playing the game for about 15 hours you wonder why they spent so much time on the water effects and so little time balancing the skills, making the interface easier to use, giving the characters personality, and giving good feedback to the player in combat.

The character-building tools are fun to use, and it is great to have the flexibility to make the character you want, but ultimately, the flexibility is illusionary -- there are only a few different types of character builds, and since you can buy training for cash, you can get good in skills even if you didn't specialize in them once you raise enough money. There is also almost no reason to specialize in Stealth because you can get all of the perks of the Stealth abilities by casting spells. Sure a thief can sneak and pick locks, but there are cheap, reliable spells that replace his abilities and they are easier to come by than a high Security skill and a pair of master lock picks. Why even bother with sneaking when you can just make yourself invisible? I had some fun with the thief I made until I tried out a mage build and found that I could steal 90% of the stuff that the thief could without specializing as a thief. I was never able to successfully backstab, even with weapon raised and the "sneak" icon clearly showing that I wasn't detected. So much for the thief builds.

So that gives you the choice between fighters and mages or a combination of the two. So now your only character-building choices are picking which spell schools and weapon types you want as Major skills and which you want as minor skills. The spells are fun to use, but are awkward to select even with the quick keys. The worst aspect of spells is that there is no obvious way to remove obsolete spells from your spellbook as you get or design better versions of them. So if you can't fit all your favorite spells on the quick menu (I couldn't and I only had 4 schools of magic) you have to bring up the spellbook menu and search through the list for it which is tedious to say the least.

Combat is poorly implemented. First of all, there is absolutely no feedback on how damaged a foe is, so you have no idea how close you are to killing your enemies, which eliminates a lot of combat strategy. Second, combat is even more of a click-fest than in Diablo 2, without the fun of having all those cool special attacks. Your only attack options are spells and melee. There are three types of melee attacks: slash, thrust, and chop, which would seem to give you some strategic options. Unfortunately, you have to do some really awkward gyrations with the controls to select between the different attacks, and it doesn't matter anyway because all weapons have one kind of attack that does more damage than the others, so why bother using any of the others? There is a game option to "always use best attack" that keeps you from having to jiggle as you clash swords. Why didn't they just remove the options altogether since there is never a reason not to use the best attack? Finally, it was obvious that Hand-to-Hand combat with fists was an afterthought, as it requires so many punches to KO even a lowly rat that you will wear out your index finger and your patience before becoming the Karate Kid of Morrowind. Also, for no reason at all, you can't use the Block skill with unarmed combat which would seem to be a natural fit for that skill.

A final problem with character development is that the Enchant skill is way too powerful. As long as you have the Soul Gems (and are willing to restore a lot of saved games or spend lots of money to raise your Enchant skill) you can put any spell effects, from paralyze to life leech, on an item, the only limitation being that you have the spell effect in your spellbook, even if you can't cast it reliably or don't have enough mana to cast it! So you can run around with your Staff of Paralyzation and Life leech and mow down monsters at your leisure. It would be much more interesting if the abilities on the item were based on the creature you had trapped in the Soul Gem. But of course Bethesda couldn't put something that interesting in the game, they had to make it generic.

Dungeon-delving and questing is a fun part of the game, but the price you pay is a rather disjointed gameplay as you wait for new scenes to load even if you are only visiting the local Inn to get a good night's sleep. The developers really should have toned down the graphics a little so they could have made the game transitions smoother. They should have done seamless transitions like Dungeon Siege, especially since it is only a single-player game! The other problem with their zoning is that creatures can't follow you in and out of zones. So if you are getting your butt kicked by a bunch of bandits and you have enough speed you can just turn around and run out the door to their cave (that's right...ALL of the caves in Morrowind have doors!) for an easy retreat.

The interface is pretty good, but there are a lot of things that require too many clicks and drags to accomplish simple tasks like inventory management. The inventory system is difficult to use and forces you to click and drag items too many times. It would be a lot more convenient to have a text view of many items, especially alchemical ingredients and potions, which all look alike after a while. I hate having to mouse over every scrap of hide or piece of plant that I have in order to find the right ingredients for my potion. I also wished that I could load two different types of arrows into one quiver so that I wouldn't have to reload during combat.

My final gripe is that none of the characters in the game are very interesting. I wasn't expecting the level of characterization of Morte in Planescape: Torment, but I was expecting at least a little more dialogue options than only being able to ask about quests, rumors, and what they do for a living. The worst part of the dialogue options is that most characters respond in exactly the same way. So if you ask any fighter about his job, he will respond with a lengthy paragraph that sounds like a resume submitted to the local fighters' guild. Yawn.

Some characters will join you as companions, but don't expect them to be very interesting or even very helpful in combat. Your companions always blindly charge anything that appears hostile, even if they are obviously overmatched. Even worse, they often charge into the path of your spells or arrows, and then take their stupidity out on your hide. After a while I just started killing anyone that wanted to join me so they wouldn't get in the way. After all, they still carry the reward money or item they were going to give you for doing whatever errand they wanted you to do.



The Bottom Line
Morrowind is a large, beautiful, open-ended RPG that allows you to custom build your character, spells, and magic items from components. Unfortunately, the good ideas in the game are overshadowed by a ton of poor game design choices that make the game a lot less fun and a lot more tedious than it should be. Perhaps the Mod community will be able to use the bundled construction kit to solve some of Morrowind's worst problems, but many of them are so embedded in the design of the game that I doubt anything but a huge gameplay and interface patch by Bethesda would solve the problems.

The game is still worth trying, but I would wait until it is $15 in the bargain bin and good Mods start coming out before shelling out money for it. If you did pay full price, you can at least console yourself about your bad gaming investment by looking at the cool water effects.

Windows · by Droog (460) · 2002

[ View all 23 player reviews ]

Discussion

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Add Game Group karnak1 (22) Dec 24, 2012
Morrowind vs. Oblivion Unicorn Lynx (181775) Jul 26, 2007

Trivia

1001 Video Games

The Elder Scrolls III: Morrowind appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Content

Morrowind is told to include 3244 NPCs, 316.042 hand placed objects, 480 billion possible characters to create and play, 150 billion spells by using spellmaking in the game, and six full sized novels worth of text.

Creature differences

Some monsters and creatures went through drastic visual changes from Daggerfall and Battlespire to Morrowind. First, the type of khajiit are the same as those presented in Redguard, while the Dremora were turned from fair-skinned, horned demons to black and red-skinned demons. Harpies were replaced with (visually at least) Winged Twilights, and other monsters such as the slaughterfish, orcs and others remain much the same, though much better looking in true 3D.

Graphics

Ever wonder why Morrowind can run at such a slow FPS sometimes and why the game is notorious for making even expensive, fast systems (as of 2004) seem slow? The answer is simple; polygons. While playing the game you'll encounter vast areas full of people, objects and architecture. All these are made from polygons and require the videocard to process them. Morrowind has possibly the heaviest counts of polygons in a single video game, most likely surpassing every game before it and still with a vast number more than contemporary games.

References

There is a single daedric crescent from Battlespire hidden in Morrowind, but getting to it requires some work and initiative (it isn't a part of any main or faction quest), or access to a hint guide.

Awards

  • 4Players
    • 2002 – #9 Best PC Game of the Year (Readers' Vote)
  • Computer Games Magazine
    • March 2003 (Issue #148) - #3 overall in the "10 Best Games of 2002" list
  • Computer Gaming World
    • April 2003 (Issue #225) – RPG of the Year
  • GameSpy
    • 2002 - PC RPG of the Year
    • 2011 – #14 Top PC Game of the 2000s
  • RPG Vault
    • 2002 - Game of the Year
    • 2002 - Role-Playing Game of the Year

Information also contributed by calavera, Jason Musgrave, ShadowStrike and WildKard

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Contributors to this Entry

Game added by NeoMoose.

Xbox One added by Kennyannydenny. Xbox Cloud Gaming added by Sciere.

Additional contributors: PCGamer77, -Chris, Unicorn Lynx, Jeanne, OFoglada, Shoddyan, Sciere, Aubustou, Paulus18950, Patrick Bregger, FatherJack, Kennyannydenny.

Game added May 10, 2002. Last modified April 19, 2024.