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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)

EEH... Released too soon!

The Good
This game is BIG. It's graphics are BEST. There tons of activities, tons of possibilities and tons of stuff to collect. You can always play it again and again and choose different paths, its almost impossible to get bored. The music is perfect

The Bad
When I first read the review of Morrowind in a local computer zine, I was only thinking about one thing: I NEED THAT GAME. It was in Summer 2002, and I even couldn't imagine that my dream would come true. My PC was Pentium 166, so I figured it'll take years to get a new PC (I didn't have any money). But in February 2003, my dreams came true: I bought a normal, 1700MHz PC. By that time I had forgotten about Morrowind and one day I started reading about it again and went out and bought the game. When I was coming home from the shop I already imagined it: my char wondering around Morrowind, slaying stuff. But when I installed it, and started the game, I was disappointed. Why you ask? The game itself is good. REAL good. BUT. All the NPCs are just standing there. They aren't doing anything. Even the badguys aren't lurking around (except wild "animals"), they are just standing there and waiting for you. When I first saw Syena Need (sorry I don't remember the exact name but It's the first town you see in Morrowind) I thought those people were zombies because all they did was walked around and said "Make it quick outlander, I havent got much time". Why are they so boring? Why Bethseda was working on Morrowind for 6 years and didn't make NPCs more active?!?!! Even Ultima 9 has that! That is the worst part of this game.

The Bottom Line
Although it has it's setbacks, this game is good. It has excellent graphics and sound and a lot of activities to do. Buy it!

Windows · by Sir Freeman (1) · 2003

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

Sigh...

The Good
Well, Morrowind.....here goes. Even thinking about this game makes me tired. It never ends. Taught me a lot about that I don`t necessarily have to finish something I don´t like.

Well, the graphics are nice, especially compared to Neverwinter Nights which came out the same year. Each location really does feel real and new...almost. Was kinda nice to explore.

The books, oh the books were excellent...the background for this game was brilliant. It seems that the Bethesda designers really aren`t stupid (like I sometimes like to think) but instead have a huge amount of knowledge about how the real world works; the geography, history, Rennes-le-Chaeteu style historical mysticism... I mean everything that I can think from our world was in some form or another there. The world of Morrowind seems logical thanks to the background information. This was the only time when I felt that a fantasy world really could work.

And it`s world. Most fantasy games use just Ye Olde England for inspiration for their worlds. Well Morrowind... The Empire is Roma with a touch of baroque, and Morrowind (the nation, not the game) has a lot of similarities with occupied Israel with a touch of Mongolia, completed with the Temple and longing for the Messiah stuff.

I loved the small details. Like looting corpses gives you stuff what you saw them carry when they were alive and what they logically would carry. You will not find a Sword of Ultimate Destruction on some beggars corpse, or in the booksellers chest. I also loved it that you don`t gain experience from killing but from practicing your skills.

Art Design... Sadrith Mora, Ascadian Isles, Vivec...beautiful locations, just beautiful. I like mushroom buildings.

The Bad
Art Design....the world was mostly brown. I cant stand brown, it makes me feel horrible. I even cant really stand games that are brown when they have good storytelling like Arcanum or Ultima 6.

Morrowind boasts itself as the most open-ended and complex cRPG before Oblivion. The truth is that none of the Elder Scrolls games are really open-ended. (Bob the imaginary gaming friend : "Hey now, that`s quite a statement considering the fact that Elder Scrolls are known for their open-ended gameplay.")

Wait let me explain, true, you can go anywhere you want to and do any quest you want to (Bob: "Aint that what open-ended gameplay is all about?"), but... for example, in Arcanum if you killed an plot-critical character the game was designed so that you could still continue... in Morrowind if you kill a plot-critical character the game ends with a message that you can no longer complete the main story (Bob: "Thats what some would call choice and consequence.").

And the quests are pretty generic. I mean, there were basically like 3 different quests (get me that item, kill that man, go to a place called Abu Dhabi) in the game and 1000 variations of them. Thats not what I would call open-ended. Its just bad design.

And having a different character does not change anything; I mean in 2002 when Morrowind came out the gaming world had already experienced Fallouts and Arcanum where the game responded and commented on your choices in character design(even Ultimas did that). Morrowind does not to that. There isnt really any difference being a female or male, Orc or Nord, Mage or Fighter.

You cant make any choices in the game, it all comes down to this: accept or decline quest (Hey, wtf I am talking about! There were only like 10 incidents when you even had the choice to decline the quest, you mostly accept them), and when you accept the quest there really is only one way to solve the quest. When they tell you to kill, you kill; when they tell you to fetch, you fetch; when they tell you to bark, you bark or kill them, loot them and then get another quest. Sometimes you can even give people money (or admire them) so that they would not kill you. Yeah it is kinda like persuading, but doesnt feel as cool (Troika did persuading and seducing best).

One of the problems is that the dialogue is boring, dull, horrible, disastrous, catastrophic, apocalyptic, you name it - it is just so nonliving and unreal. I played Arena just for seeing if designers at Bethesda have somehow evolved and... they haven`t. It is still the same boring stuff without any distinctive characteristics.

Here is an example:

NPC: "Hi, I am mister Sinuele Musiala and I am commoner."

PC: Commoner

NPC: "Commoners work."

PC: Molag Amur

NPC: "Molag Amur is the lava-region in the Vardenfall district of Morrowind in the Empire of Tamriel."

PC: Ring

NPC: "My ring was stolen and I heard that Lukipikidikus Mahaberallus last saw it in the other side of the world."

PC: World

NPC: "Yes."

journal entry added

I swear I saw the same kind of dialogue in Arena, just without the extra detail like commoners work.

Now to the main quest. Been there, than that. Doesn`t Bethesda have any talented writers (hard to believe considering the quality of the in-game books) or they just think that good writing is unnecessary.

Bob: "Actually, many of the in-game books were just crappy pulp novels."

At least the amount of side-quests allows you to choose which House to join (gives you a different looking stronghold), or which dungeon to go (although after visiting 3, they all look the same. There´s hundreds of them in Morrowind. How did Ultimas manage with only 8?). The main quest allows no choice in affecting it. Its static. I think this is very bad, especially in a cRPG made in the new millennium. You might say, hey you mentioned Ultimas and I see that they are in your favorite game list, but in them you could not affect the main plot either, so shut the f*ck up and praise Morrowind as the god that came before Oblivion.

Bob: "Actually, I wanted to say that..."

Well, my imaginary gaming friend, I got news for you Ultima 5-7 were made in 88-92 ,14-10 years before Morrowind. What they had were NPC schedules, npc-s lived lives, and then in Ultima 7 each NPC was an individual with his/her own fears, interests, life; they were real (as real as one gets in cRPG made in 92). There were no Lukipikidukus Mahaberraluses who say that commoners work.

Bob: "Hey, I even don`t like RPG-s, so..."

And then, my imaginary gaming friend, you might say: "What about Planescape or Baldurs Gate, they didn`t have these things you talk about."

Bob: "Will you stop putting words into my mouth!"

Well, my answer is, they had GOOD writing and in Planescape you could make choices inside the storyline. What my point is, is that games should evolve, not take a step back in design. Morrowind for all its prettiness and background world detail feels older than Ultima 5 (not to mention that U5 had more interesting characters).

Bob: "Great. There`s just no reasoning with you."

I mentioned that the background world detailing was excellent, but it is done in a encyclopedia-boring kinda way. It really is not in the real game-world. In theory Morrowind`s world is rich with conflict - two different religions, conflict between the occupied and the occupiers, dissidents and the official doctrine, secret cults, smuggling, slavery, racism, drugs, clash of cultures, everyday life and the supernatural, true history and false history, colonialism, etc. - but in reality all that represents these things are the variations of the "three quests" I mentioned earlier. Only books and some wiser characters (characters that come with more generic topics than others) try to add something to the world. Well Bethesda, less tell, more show next time (unfortunately you did the same thing with Oblivion).

Yet another thing. Jeremy Soule. I loved Icewind Dales soundtrack, but the guy is just rearranging his old stuff. If you compare the soundtracks of Neverwinter Nights, Morrowind and Dungeon Siege (which all came out the same year and all were made by Soule) you cant really tell that they come from different games.

Bob: "Well I dont know about that. Dungeon Sieges soundtrack was pretty catchy and more cheerful than the others."

And Morrowinds soundtrack is probably the worst that Soule has ever done. All the battle themes and explorations tunes are just variations of the main theme, which itself is quite a nice melancholic little tune, but in a big game like Morrowind it gets really tiring and old fast. Considering the fact that Morrowinds world is more original than Sieges or Nights, he could have created something more closer with the game`s world - a mix between baroque, roman and asiatic. That generic fantasy soundtrack, that can be easily used in another game, is really a disappointment for me.

I still remember midnight meetings with Katrina in Shadows of Darkness and talking with wisps in Ultima or Gabriel getting into trouble, even feeding the eagle in King`s Quest 5 thanks to the excellent music that fitted and made these particular moments even more beautiful. Sometimes Soule creates the same kind of music, that feels so right for the game, and enchances and enriches it making it alive. This time he did not.

I remember these moments from games that I played many years ago, I wonder if I remember anything from Morrowind after 4 years. KQ 5 was also pretty bad on the writing department, but its music burned it into my memory. Morrowind is generic both in writing and music. And it had so much potential. The creative ideas behind its world are so refreshing after yet another Forgotten Realms game. But Morrowind fails as an open-ended game because of the boring quests, lifeless world and lack of human element in its writing.

Bob: "Perhaps the game was intended to be as such."

What do you mean?

Bob: "Elder Scrolls series are one of the most well-sold RPG series ever. I am fairly sure that the "lack of human element in its writing" and the bestseller status are somehow related. I guess most people like "boring quests" and big lifeless worlds. Not all people are pseudo-intellectual geeks like you. Its simple really, the game is fun because its not deep."

I see. Well... most people are stupid anyway.

The Bottom Line
Despite overall negative attitude of my review, I did enjoy some moments of the game. I like exploring and meeting new people and see how they live. Morrowind got only the exploring part right (if you ignore cliff racers - those things make combat even more annoying than it is in JRPGs; yeah, it`s possible for combat to be more annoying than in Final Fantasy).

But still, Morrowind has one great value. It looks pretty.

Windows · by The Fabulous King (1332) · 2011

[ 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.