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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)

Probably the biggest disappointment in my RPG career

The Good
First things first: I loved Arena. I loved Daggerfall. And I tried so hard to love this game, but I failed. The best things about this game is its story and its world, that's basically a continuation of the first Elder Scrolls games. Other than that, there's not much to like about this game. I will explain why.

The Bad
Morrowind is a huge game. It is huge and extremely open ended. Now both these descriptions are usually used to point out the good things about a game. But not this time! Morrowind manages to make both huge and open ended be bad things. The game is so huge the developers ran out of juice after, like, the first village. The rest of the game is bland, generic and colourless. Also, since there's no speech and no real physics system, the game feels horribly dead. The npc's are even worse. No matter who you talk to in the entire game, they always say the same things! If you would talk to a child (there are no children in Morrowind by the way!) you'd get exactly the same, detailed descriptions about the world as if you were talking to the village elder. Everyone, and I mean everyone, seems to know everything about everything.

For some reason this game is well known for its graphics. The same graphics that look bland and yet drives even the meanest gaming computers to its knees. The viewing distance is short and the human models look like.. monsters. Oh, right. The monsters. Take a stroll through the wonderfully repetitive landscape of Morrowind and within ten minutes you will have fought at least ten flying lizard birds. And so it goes on and on and on. Should I mention the equipment? It's incredibly easy to get hold of and since the economic system doesn't work, it's unsellable. You start at level 1 in the game. 20 minutes later you'll be level 10. Around three hours later you'll be level 20 and have most attributes and equipment maxxed out. And if you don't want to wait that long there are trainers that can train you to max in every skill in the game. Practical? Yes. Fun? NO.

A bad game can still be saved by a strong story and fun quests. Does Morrowind have any of these? Unfortunately, no. Most side quests consist of you getting item X to character Y and as a reward you get the useless item Z. Repeat forever, since there are lots and lots of these quests in the game. Due to its open endedness the game feels totally unfocused and there's nothing to drag you into the story. After about an hour of playing you will have forgotten what the hell you're even doing in the game world. And after you've completed the game you'll be feeling confused, empty and disappointed because you will still not have grasped why you did everything you did.

And on top of all of this, the game is way too easy, it has lots of show stopping bugs, suffers from minimal dungeons and it isn't even true to the world set up by the previous games.

The Bottom Line
After buying and playing Daggerfall in the mid nineties I was eagerly awaiting Morrowind as soon as I first heard of it. It took the game five years to arrive (I think) and when it came out it turned out to be this. I don't think I have ever been so disappointed in my entire life when it comes to a computer game. Fortunately for me I found the excellent Gothic game series instead.

Windows · by Mattias Kreku (413) · 2003

'Many Fall One Remains...'

The Good
The Elder Scrolls franchise has always been one of debate. Some love it others hate. With it 3rd installment Morrowind, we find a game that not only lives up to it’s predecessors, but surpasses them. This was the best of the series until Oblivion that is.

“Each Prophecy Is Preceded By The Coming Of The Hero, If They Fail To Appear…”

Morrowind opens with a somewhat cryptic montage. You awaken from your dream, or was it a vision? To find that your are on route to Morrowind, the newest province of the Empire, it is the continent of the Dunmer, or the Dark Elves. You have been released by writ of the Emperor himself. You have been instructed to travel to Balmora, and report. Of course you do not have to. That is the point and fun of Morrowind. You can play 100 hours with out ever completing “Main Quests”. Or just breeze through the campaign and finish under 40 hours.

The main plot, should you choose to except it, is very good and very well written. It involves you being the reincarnation of The Nevaraine, an ancient hero of the Dunmer. Upon his death Lord Nevar, said he would return again when his people needed him most. That time is apparently coming. As Dagoth Er, is also being resurrected, he means to crush Morrowind under his heel. And is a former friend of Lord Nevar.

The story is filled with twists and turns. As you try and fulfill a ancient prophecy. And the conflict between The Nevaraine and Dagoth Er, is the classic Hero/Villain conflict. The plot is very rich and has everything. Prophecy, revenge, betrayal, conflict, and everything in between.

Who Are You?

Character Creation in Morrowind, is astounding. You have control over everything. From your race, there are 10 total. Your class, there are tons, and you can create you own Multi-class, by mixing and matching, or by using the editor. Speaking of the editor, Morrowind, for the PC includes a Tool Set disc. With this you can create quests, classes, weapons, structures, and even NPC’s. It is incredibly easy to use, as even I was able to use it, and I have no experience whatsoever designing games.

Leveling up is handled a little differently than most RPGS, as you do not gain EXP. Instead you learn by doing. If you want to be a master thief, you must pick locks, a swordsman, you must use your sword, or ply your other various trades. It makes for a more realistic gameplay experience, but may turn some players off.

“Everybody Was Kung-Fu Fighting….”

Combat in Morrowind, is visceral, and can be great fun. With various implements of destruction, you can slash, stab, and chop your way through various enemies. Blocking is a passive skill, which sort of sucks, but what can you do? The real fun is when you do battle with humans and humanoids, as dueling a fellow swordsman is more fun, that cutting down a monster.

Crime and Punishment

Will you be a model citizen, a thief, or even cold-blooded killer? However beware, unlike some “open-ended” games. Ahem, GTA. Crime can gain you actual punishment. From jail-time, which can lower your hard-earned stats if you gain a long sentence. To banishment. Or even death.

But remember, it is not a crime if you are not caught.

When It Comes To Graphics This Game Steals The Show

The visuals in Morrowind are excellent. The continent of Vvardenfell, or Morrowind. Manages to look alien and realistic all at the same time. As tall trees and enormous mushrooms, fill dense forests. Strange and familiar creatures wander the landscape. Small villages and monolithic cities abound, as well as dark dungeons and tall mountains. The human and non-human inhabitants look real alike. The lighting effects excellent, the sun lights the sky and depicts realistic shadows, as does the glow of the twin moons. The changing time of day and weather also effects the look of the game. And the torch-light cast on your avatar looks stunning.

The sound and music is excellent as well. Combat sound effects are loud and reverberate. Voice overs sound great. But are not that common. Monsters roar, and spells sound eerie. There is lack of ambiance, but that can be solved by downloading a quick add-on.

The music steals the show here. With an epic score composed by videogame maestro, Jeremy Soule. The tunes range from, epic, heroic, to frantic as your engage in combat.

The Bad
The Bad and The Ugly

Well, the leveling system, is not for everyone. And Bethesda could have taken measures to make the world seem more populated. But this is a flaw in most games like this.

It can be very difficult getting started, combat will be very hard, and the game can overwhelming. Yet towards the end the game is too easy. Other balance issues abound.

The game also tends to very buggy. But at least updates are common.

This game has fairly low system requirements considering how impressive it is. Yet still may be too much for some systems, and others may have trouble getting it to work properly, despite the fact that they meet all the system requirements.

Passive blocking is the bane of this game. Why do you have no control over your shield, and weapon when it comes to blocking? At least Oblivion remedies this.



The Bottom Line
In the end Morrowind, is a fun, and addictive RPG experience that over comes it’s many flaws. And user-created content just adds to an already huge game. Live another life and have fun exploring and adventuring in the vast world of Vvardenfell.

Windows · by MasterMegid (723) · 2006

The best single player RPG I've ever seen, and probably the best for a while.

The Good
The 'good' section could go on for quite a while, so I'll try to keep it as summary-ish as possible while still detailing all the marvels of this game.

You start out as a released prisoner who's been shipped off to the island of Vvardenfell, on the far northeastern reaches of the Empire of Tamriel. Why, you don't know (and similarly you have no other knowledge of your past). You at once enter a charming little medieval village filled with great architecture and people milling around randomly. Of course, as soon as you talk to a few NPCs, the less-than-charming undercurrent of events in the town becomes evident: the local tax collector has vanished, and probably killed by the way people talk of him. The guards are corrupt. People at once offer you quests of stealing from other people. And this is before you get to cities with the assassin's and theives guilds! (There seriously is an assassin's guild, and what's more it's totally legal--a writ from the guild being literally a pardon for murder!)

Once you've gone through the preliminary steps of creating your character (which is cool because you can choose from a huge list of diverse characters, or--as I think most people did--just combine whatever skills you want into a character of your own choosing) then you can head out into the next room from the census officer and proceed to rob it of all its silver plates and lockpicks and money, if the urge strikes you. From there on you can do whatever you want. No limitations, no orders from anybody except directions to go to another city and find some guy, which you can put off forever if you like. You can explore around the gigantic island of Vvardenfell, which has impressive landscapes: the coastal areas are green with grass and mushroom shaped trees and lakes, but as you move closer to the volcano in the middle of the island it becomes a maze of paths in between rocky, blacked mountains, with buildings made from the shells of giant insects and bazillions of dungeons and tombs throughout.

There are numerous guilds and feuding factions you can join and do quests for them to gain respect and services. There is a main quest, but you can just ignore it and go explore the island, discovering every little secret plot, historical mystery, or evil shrine that is has to reveal. After a good amount of playing, my character has still only explored the western coast of the island, which leaves lots more to see, and has never run short of things to do. Many secrets await (such as being turned into a vampire, sometimes inadvertently) and little flashes of humour too (sometimes unintentional: one time I sold a huge heavy shoulder pad to a wizard in a robe, and if you sell an expensive item to anyone, they'll put it on. She put this on, and it looked hilariously funny)

Even out in the wilderness are NPCs who offer you quests: I was walking around one time and some lady asked me to direct her to a place where she was making a pilgrimage to. She knew where it was, so I don't know why she needed a guide. But she offered me 150 gold, so I obliged. Along the way, we were swimming through a lake when I noticed that her dead body was floating on the surface of the water, having been killed by a hostile sea creature. it was all the same to me--the gold was on her anyway. Etc.

The game is totally opened and it would take months or maybe years of playing to full explore the island--and there are two expansion packs as well, Bloodmoon generally being considered the better of the two.

Anyway, graphics are awesome, there's a wierd variety of creatures, that, combined with the wierd 'Ashland' terrain almost feels like you're on a desert alien planet. The architecture is extremely varied and carefully done, and every little detail is in place. You can do anything you want, almost, and lead your character down any path you like. Live as a knight, running around freeing slaves and saving lost pilgrims. Or become an outlaw, sneaking around towns and hacking up citizens for their valuables--which works fine as long as you don't get caught. Well, Looking at how much I've written, it's probably almost enough. So on to the Bad.

The Bad
The majority of my gripes with this game are of the 'it could have been even awesomer' variety. As it is, the game is better than most, but I still find myself seeing ways it could have been better done.

A more serious problem first: The quests are often repetetive and boring, consisting of go-get-this-item (or, even worse, gather a batch of alchemical ingredients, for which you have to go rooting through every little plant in the countryside hoping to find it) or go kill such and such a person or monster. I hear the quests are a lot better in the Bloodmoon expansion, which I haven't played.

Secondly, you need an incredibly powerful computer to run the game, due to all the great graphics and huge extent of the place, and most people probably don't have the required system specs. And even with a great computer, you'll encounter frequent sandstorms in the Ashlands which drive your framerate down to horrible levels.

While there are plently of different NPCs to talk to, they seem bland and undetailed, most of them apparently having no in-game reason to exist--they don't reveal any information that other people don't, they don't offer quests, etc. And the time of day doesn't affect them in any way: they still wander around the streets, meaning it's no easier to commit a crime under the darkness than the light. The only difference is that the guards carry around torches at night.

The crime and legal system could have been a lot better. Let's give some examples: I can walk into a guard tower and find a guard standing up there, doing his job. I decide to wait until his back is turned and then grab that incredibly valuable armour sitting on the table behind him. My crime is unseen and I walk out (he doesn't notice. 'Is that an iron longsword in your pants or are you just glad to see me?') but you'd think that he'd have had a good enough look at me that when they notice the stuff is gone they'd come looking for me. Or I can go up there and kill the same guard, and beat him to death instantly, but somehow I get the message box that 'Your crime has been reported' and I have a bounty on my head--making people unwilling to talk to me, among other things. Even though the only witness is stone dead.. Could it be that someone saw me on the way out? No, because I got in trouble the second I hit the guy. Another example: I can kill a villager while nobody is looking, then sit next to the body poking at it with my sword and playing paper doll with it, putting different clothing and armour onto it, and a guard walks right past, not having any second thoughts. And nobody ever mentions that the person died, either. And finally, I can find someone wandering in the back alleys and hit them. Then they run away and out into an open area full of people and guards, and I then catch up and kill them. But the guards didn't see the beginning of the fight and don't pay any attention to it.

Enemies don't go through doors. Every location, even a cave, has a door, and if you're being overpowered, you can just walk out the door and sleep for a couple hours to regain your strength, while presumably the enemies are beating on the inside of the flimsy wooden door, unable to open it.

And your actions, ultimately do not affect the game world. You can do whatever you want, become head of any guild, or the leader of a ruling house, but you can't affect their political relations with the other houses, or send people on the same missions you fought through to get to your position. But forget about all this. The game is still awesome.

The Bottom Line
This game is incredible. Get it now. First get all the necessary computer upgrades to run it, but still get it. And tell all your friends!

Windows · by munchner (10) · 2003

[ View all 23 player reviews ]

Discussion

Subject By Date
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.