The Elder Scrolls III: Morrowind

Moby ID: 6280
Windows Specs
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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)

The third installment in the ES series is, like its predecessors, a flawed masterpiece.

The Good
Morrowind is a truly excellent title. I've been a fan of the Elder Scrolls for a long time, so I had been following the game's development for years before its release, and I was shaking with excitement when I inserted the disk into my CD-ROM drive for the first time, praying that my system stats-- which were barely over what the game required-- would make it, and a small, rebel part of my brain (the part that could admit that there was a possibility Morrowind might be a disappointing game) was praying I wouldn't be disappointed.

I wasn't.

The game begins on a prison ship, as you may well know. You are smoothly introduced to the basic controls and interface as you design your character. The choice of races is slightly more expanded from the prequel, Daggerfall, to add Orcs (who are no longer considered vicious barbarians by all the other races) and Imperials. As in all the ES games, you have complete freedom in designing your character. No newbie to RPGs, I built myself a custom character and jumped right into the game. Beware, Morrowind World.

The graphics are stunning in Morrowind; everything, from tables to rocks, is modeled with great attention to detail. I was shocked when I turned wireframe on for the first time and really grasped the complexity of the 3d models they use. I've never seen so many polygons in an RPG before.

The sky is a real treat, and, in my opinion, the very best part of the graphics. Clouds float gently across the sky, slowing growing denser, until a steady rain begins to pour; then they part, the sun peeks out, and you have a few more hours of light before it sets... ahh, the sunset. And then the night! You can even spot constellations in the sky around the large twin moons of Nirn (The World). You have never seen such a wonderfully detailed sky before.

The creatures were well modeled and not disappointing at all, especially as you meet higher level ones. I just love how the Dremoras look. And-- thank you Bethesda-- there are no spiders in the game. +5 to gameplay on a 1-5 scale for that ;-).

The world itself is quite different from Daggerfall. It's not the same massive scope twice as big as the UK; no, it's more like, say, two miles. But unlike Daggerfall, none of this is stock terrain. Every bit of land has been custom designed, from the plants-- that you can pick-- to the creatures and the dungeons. There are around 300 dungeons to explore and 15 towns; this may sound like very little, but I have had characters get very far in this game, and they have barely scratched the surface of the world you are allowed to explore.

The NPCs are unique, too; all 3000 of them. They will each have an individual opinion of you, each have different things to discuss; you can also bribe and 'admire' them if you want to get on their good side, or taunt them if you want a fight without getting in trouble with the authorities.

The whole world is wonderfully set up and it's such a relief to have the world so ALIVE around you, such a sharp contrast to Daggerfall's everyone-comes-from-a-cookie-cutter-ness.

The game is packed with extra 'little' features, like making your own spells and trapping souls and enchanting items-- doing it yourself or having others do it for you, you choose. There are a collection of guilds to join; there are some unique to Morrowind, like the Morag Tong, and then the typical Fighters, Mages, and Thieves guilds. The quests in Morrowind are unique; you'll never be told to do the same thing twice. Side-quests included, I'd estimate there were something like 200 of them, but that is a very low estimate.

There are also three Great Houses in the game you have to join at one point or another. The conflicts between them, and the foreign Mages, Fighters and Thieves guilds, grow more obvious as you learn more about Morrowind. The whole place is veritably seething with intrigue, but if you think guild conflicts are all there is, you've got a lot to learn. Along the way, you'll find out about the (generally) hated Daedra and the Tribunal of gods, and about a prophecy that is changing the world.

The sound in the game was a bit of a disappointment for me. Each creature has 3 sounds and that's it, and some are even re-used for other creatures. This felt very cheap. NPC dialogue lines, however, are very well recorded and there are a large number of lines per Race/Sex combination.

The music is wonderful. There are only about 40 minutes of it, but it'll take your breath away the first time you hear the title theme. It grows a bit redundant, but you can add in your own fantasy themed music easily if you want too.

Then there is the Construction Set, the tool with which the entire world was made. You can make mods of all types with it-- change walk speeds, make new armor, raise a whole island, or even change the world completely. The CS deserves a review by itself, really. It's the best game editing tool I have seen-- beats the NwN toolset flat, in case you were wondering.

The Bad
The NPC models were a bit of a disappointment. The graphics system had to manage NPCs so that different armor could fit over any body part, so the game had to use a clunky limb system. This isn't too bad normally, but it does look a bit blocky and subtracts from the realism.

The game isn't balanced too well. Good items are too easy to find early on. But then again, how could it be balanced perfectly, in a game where any class could go any place at any time?

Is that all? No, not really. That's not enough to call Morrowind a 'flawed masterpiece'. But there is something else about the game. It's hard to explain.

But, after playing for a while and then going back to another game for a bit, you'll realize how bland Morrowind's textures are. It's like every single texture was taken and had the contrast lowered half way to black and white; everything is nearly in shades of gray. Except the sky! You don't notice it right away, but it can really bug you after a while.

It's only part of the full effect, however. Added is the fact that you start the game as a stranger in a strange land; the world around you is alien and very dry. The burned lands that have been ruined by the Fire Mountain take up 3/4 of the whole island. After a while, you'll find yourself yearning for verdant forests, lush fields-- something that feels ALIVE! That is my main complaint with the game. It really does begin to trouble you after playing it for a while.

The Bottom Line
Morrowind is a great game. The one large flaw and other, very small ones do not ruin it; they might have destroyed a smaller game, but Morrowind is so massive, with so many amazing features and so many hours of gameplay, that it still comes across as a brilliant game. It's one that I think every gamer should get, especially those who enjoy RPGs. It really revolutionizes the genre. 'Flawed Masterpiece' just about sums it up!

Windows · by ShadowShrike (277) · 2004

Although flawed, still one of the best console RPGs to date.

The Good

The first thing that strikes you about Morrowind after a few hours of play is the sheer enormity of the game world. There is a LOT to do, but the game starts you off with very little clue about what to do. For some gamers (like myself) this may be a dream come true in gaming: a huge world to explore and complete freedom to do as you please. For other gamers (like a few friends of mine), this is a complete gaming nightmare. "You mean I have to wander around for hours and explore and talk to people just to figure out what the point of the game is?!?!?" Yes, you do, but if you can appreciate that sort of depth in an RPG, it is truly a wonderous thing to behold.

Let us talk about the degree of that depth for a moment. When I say you can do as you please, you really can. Feel an item at a shop is too expensive? Steal it (if you can get away with it). Don't want to help the arrogant noble woman find her way across the mountians? Don't bother. In fact, you can just kill her and steal her clothes if it strikes your fancy. Don't feel like coughing up a handfull of gold every time you want to stay at your favorite inn? Murder the innkeeper and his guard, and stay there free of charge as often as you please. All these actions, of course, have consequences. You have a reputation rating, based upon your actions, and that rating affects how NPCs in the game will react to you. Most people won't want to talk to 'Entorphane the notorious outlaw', but will be much friendlier to you if you don't make a habit of running around killing people and generally wreaking havoc.

So what is the point of this game, you ask? Well, you are a stranger in a strange land; a prisoner granted an unexplained and unexpected pardon from the Emperor himself. Soon you find yourself working for the Blades, the Imperial spy network, and the story unfolds from there. In addition to the Blades (the so-called 'Main Quest') there are a large number of other factions, guilds, and mafia-style family houses you can join the ranks of. All of these other factions have a fairly large number of missions to perform, given to you by various faction leaders scattered all around the map. You can do them or not, the choice is up to you, but as you complete missions for the various factions, your rank in those factions rises, eventually allowing you to vie for their leadership. By the end of my game I was the head of the Mages and Fighters guild, and ranked very high in a family house and several other groups.

A wonderful and somewhat unique feature of 'Morrowind' is the ability to create custom magic spells and magic items. You can enchant almost any item you find with any spell you know (if you have a high enough enchatment skill), allowing for the creation of just about any custom magic item you feel you may need. The process is somewhat confusing at first (thanks to the somewhat lacking manual), but once you figure out what is going on, it's awesome. Want a ring that allows you to breathe and see clearly underwater while you are wearing it? That's cool, just make one, or go to an enchanter and pay (a LOT) to have one made. It's a marvelous feature, that later in the game especially, allows you to create a wealth of magic armor, weapons, and so forth, all with precisely the effects you wish them to have.

The skills system in this game is great as well. It's very simple, and very effective. You have a skill list and all characters have the same skills. The difference lies in what you choose for your primary and secondary skills (which level up faster) and your tertiary skills. Every time you use a given skill (hit an enemy with a sword, cast a spell, pick a lock, etc.) your skill goes up a bit, eventually rising to it's next level. When you raise 10 primary or secondary skills by one level, your character's overall level increases, bringing along with it the usual upgrade in hit points, magic points, and so forth. It's a very well thought out system, that ends up allowing you a tremendous amount of freedom to mold your character into precisely what you want him or her to be.

It must be said also that graphically this game is most impressive. Look at the water. It looks freakin' real, I tell ya! The sheer amount of detail in the game is amazing. Everywhere there are plants and fungi you can gather (for alchemical purposes, if you want to make potions). There are dozens of caves, tombs, and ruins scattered all over the map to explore and loot for treasure. The weather and time of day changes gradually and you make your way around. Sunsets and sunrises are truly beautiful, sandstorms are amazing to look at, and rain storms look and sound like real freakin' rainstorms.

**The Bad**

The game is not without flaws, some of them glaring. The worst offense is the journal that you keep. It is cluttered, disorganized, and confusing. When you are running missions for the Theives guild, the Fighters guild, the Morag Tong, House Hlladu, the Mages guild, the Blades, the Imperial Cult, the Temple... whew, you get the idea... things can become confusing. All of the relevant information is there in your journal, but it may as well not be. The journal is organized chronologically... period. There is no option to sort between quests completed and quests outstanding, no way to separate Mage Guild quests from tribal quests, or what have you. If there is a mission that you received a long while ago, and you need to look it up for the details, you will sometimes (especially late in the game) have to flip through literally hundreds of pages of the journal to find the relevant information. I have to give a big 'boo' to that tremendous lack of foresight by the developers, who obviously knew the depth of the game they were creating, yet failed to devise a method to effectively sort through that depth.

Another complaint has to be the spell/magic items list. Much like the poorly organzied journal, these important spells and items are placed on one very long list that you have to scroll though every time you want to select a different magical effect. It's tedious and irritating, and should have been made easier.

It must also be said that the combat system leaves a lot to be desired. By default you press the attack button and will swing your weapon in a manner that is dependent upon how you are moving your analogue stick. There is a most powerful attack for each type of weapon, but attacking this way feels awkward (to say the least), uncomfortable, and frustrating. I opted to select in the options menu to 'always use best attack', which always attacks in the most powerful style for any given weapon. Sadly, this greatly simplifies the animations for each weapon, as you will ONLY attack in one specific way (i.e. your dagger will always thrust, your hammer will always strike downward, etc.) The other problem with combat is the complete lack of feedback regarding enemy damage. You can hack away at a guy (or monster, or what not) for days, and see no change in his appearance, no indication of how badly he is injured. This diminishes the ability to use strategy in battle, because if my character is badly injured I need to know how the other guy is doing before deciding if I should finish him off or run away. One may argue that hit points are not displayed in real-life combat, but you can tell by how much the other guy is bleeding and missing limbs how well (or poorly) things are going.

There are a few other minor gripes I have about the game. NPCs are almost always in the same spot, standing around, night or day. It is as if you are the only person in Morrowind who moves around much. There are also a few bugs relating to event timing and NPCs that can cause them to disappear entirely and permanently. There is no abilty to annotate the map, which is unfortunate considering the size of the map, and the HUGE number of places you need to find and remember the locations of. Having to walk all over a virtual world can kinda suck at times, especially early on when a few cliff racers can send you to your death over and over and over and over again, when all you want to do is get from point 'A' to point 'B'. There are modes of quick transportation available, but you can't get everywhere from anywhere, and you'll have to 'change busses' quite a bit. The final complaint I have would be that your character can become immensly powerful relatively quickly, making killing most enemies a matter of a few sword swipes (especially if you have created a really powerful magic sword). Oh, and pop-up can be distracting, considering the games otherwise top-notch graphics, but that is really just a minor complaint.

**The Bottom Line**

'The Elder Scrolls 3: Morrowind' is a game I would consider a must buy for any gamer who prefers a PC-style RPG over the turn based Final Fantasy style crap that keeps being turned out for consoles. It's a very deep and satisfying RPG, if you can get into it, and are willing to spend some time with it. It can probably be completed in about 40 or 50 hours if you rush through, but it took me probably closer to 200, and that is where the real pleasure in this game lies. There is so much to do, so much to explore, and so much to learn about the virtual world that you are inhabiting, that taking your time and taking it all in is the best way to approach it. If you are looking for a unique roleplaying experience, this is your game.

Xbox · by Entorphane (337) · 2002

The best singly player RPG to-date.

The Good
The world is huge and beautiful. In fact its so big you often get lost, but to your pleasant surpise in the middle of nowhere you find ruins, tombs, or people. Speaking of the people there are over 1,000 NPCs you can interact with in the world. over 20 cities to go to, many books to find for pre-story and more story for those people who like RPG's a lot. Plus 13 factions to join and do missions for, 10 races to choose from, over 21 preset professions or create your own! The possibilities in this game are limitless and although you might feel like "what do I do now?" when you first start because there is no guided main mission. There does exist a main mission which happens to be the hardest in the game, as well as 1,300 other missions to do. So clearly you can see that the team has worked really hard on this game. Most impressively in all the text you come upon in the game, I haven't found one typo.

The Bad
Travelling in the game can get kind of cumbersome because the means of transport are limited (silt riders, mages guild, spells, game addons) unless you want to walk. Because the world is so huge, you kinda wish you had a horse but that would mess up the whole game for many reasons. The huge city of Vivec is too huge in my opinion, I've gotten sick of walking up and around the huge buildings, but the rewards of what's inside the buildings almost outweigh the walking distances. The journal and map could be better, but that is fixed in the expansion packs.

The Bottom Line
This is a great RPG, if you like RPG's you'll love this. If you don't "like" RPG's you'll like this game. It's worth just to look at even the sky is beautiful.

Windows · by Thiago Oliveira (85) · 2003

[ View all 23 player reviews ]

Discussion

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Add Game Group karnak1 (22) Dec 24, 2012
Morrowind vs. Oblivion Unicorn Lynx (181773) 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.