The Elder Scrolls III: Morrowind

Moby ID: 6280
Windows Specs
Note: We may earn an affiliate commission on purchases made via eBay or Amazon links (prices updated 3/27 8:51 PM )

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

Groups +

Screenshots

Promos

Videos

See any errors or missing info for this game?

You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.

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 283 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

One Giant Ball Of Awesome

The Good
The Environments were spectacular and the creatures and landscapes were amazing. Bethesda crammed so much wonder into a little disk. The characters were wonderfully designed and beautifully generated. The random weather system itself was good. And just the amount of caves and tombs they could fit in and did fit in are just..wow.

The Bad
Well It lacked an actual conversation system. The only reason you talked to a guy was to ask for directions or kill him.On another note the combat system is repetitive.Just slash and slash and hope you kill your enemy before it can kill you. Also I believe that there isn't enough good loot to steal. That's what I love most about the game but you can pretty much only get cups and plates from someone you rob.

The Bottom Line
It's good still outweigh the bad. A perfect game for any true Elder Scroll lover. While others might have trouble with it just give it time. It's a wonderful game.

Xbox · by Lord Dayin (9) · 2007

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 (181780) · 2014

[ View all 23 player reviews ]

Discussion

Subject By Date
Add Game Group karnak1 (22) Dec 24, 2012
Morrowind vs. Oblivion Unicorn Lynx (181780) 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

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings!

Related Games

The Elder Scrolls IV: Oblivion
Released 2006 on Windows, Xbox 360, 2007 on PlayStation 3...
The Elder Scrolls III: Bloodmoon
Released 2003 on Windows
The Elder Scrolls III: Tribunal
Released 2002 on Windows
Magic Scroll Tactics
Released 2018 on Windows, Nintendo Switch, 2020 on PlayStation 4
The Elder Scrolls III: Morrowind - Game of the Year Edition
Released 2003 on Windows, Xbox, 2018 on Xbox One
The Elder Scrolls Online: Morrowind
Released 2017 on Windows, PlayStation 4, Xbox One
Langrisser III
Released 1996 on SEGA Saturn, 2005 on PlayStation 2
Shanghai III
Released 1993 on Arcade, SNES, 2020 on Nintendo Switch

Related Sites +

Identifiers +

  • MobyGames ID: 6280
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

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 March 28, 2024.