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 283 ratings with 23 reviews)

Beautiful game, horrible gameplay. Disappointing and aggrivating.

The Good
Morrowind is a wonderful step up in first-person RPGs. Compared to the few first-person RPGs out there, Morrowind is in many ways on top of them all, both in graphics and gameplay.

Unlike Bethesda's previous first-person RPGs, Morrowind's landscapes are all uniquely put together. No longer will you see endless flat lands with rocks and trees scattered around randomly. Instead, you'll see rolling hills, bridges, ancient ruins, roads, rivers, lakes, swamps - the list goes on - all placed there for a reason, and each one holding its own certain significance in the game. The game engine is also capable of letting you roam a world as large as your hard drive can handle!

Also unlike Bethesda's previous first-person RPGs, the dungeons actually look like dungeons. Cave walls are eroded, with stalagmites and cave-ins within its deep interior, as well as underground pools, and rivers connecting to other caves or areas on the island of Morrowind. Mines and tombs actually look like they were built by people for a reason. They are built to maximize efficiency and organization.

Every single area was put together with careful and reasonable detail. You'll find dressers full of clothing, a bookshelf with many different books, a study equipped with spellbooks and scrolls, etc. Looking into a half-hidden cave in the side of the mountain and you might find the remains of an unfortunate adventurer whose fate may perhaps forever be a mystery - or perhaps not, for further investigation might cause you to conclude his death was caused by a man you had met in a town just a few minutes before! You may find a ring at the bottom of a lake that had slipped off someone's finger during a swim, you might discover a so-called noble man's stash of illegal drugs in a locked chest in the back room of his house. The details that were added to the game is very impressive.

Another detail that sets this game apart from ALL other RPGs is that looting the corpse of a mud crap will uncover crab meat and nothing else! Kill a guard and you can loot his armor, his weapon, and his money and whatever else he had on him. You're not going to find a bunch of monsters carrying strange items that there is no reason they should have. Why would a rat be carrying around a dagger, unless it was stuck in its back?

The graphics and model details in Morrowind are very good. Most of the textures are wonderfully done, and everything is 3D modeled. Even paintings on the wall have 3D frames. Banners hanging from store windows have several polygons in them. The amount of detail in the graphics is truly astounding. If you have a computer capable of running it all, that is.

By far the most spectacular feat of the graphics in Morrowind is the water. I've never seen such realistic water effects in any game before. It looks real. While it is a flat plane, the animations truly fool you into thinking there are soft waves brushing against the shore. When it rains, the water ripples. And not just a few ripples either - thousands of ripples a second, as far as the water can render in the window. As you swim through the water, you cut through it as you would in real life. The water even reflects landscape, and imitates refraction (if you look at the water at an angle, all you'll see is reflection, but looking straight down and you'll see the floor of the lake/river/pool).

The variety in your character is also a lot of fun. There are many races to play, each with its own advantages and disadvantages, and many factions to join, each with its list of quests to send you on, with its own rewards.

As with previous Elder Scrolls games, the more you work a certain skill, the better you are at it. Running a lot raises your athletics skill. Jumping increases your acrobatics skill. Fighting increases your armor skill, your weapon skill, your blocking skill.

The game comes with a fully functional editor that you can use to create just about everything you saw in Morrowind - if you're good. And it's very easy to use mods other people have created using the editor.

<center>***</center>

I've decided to add this bit several months after originally writing this review. I did not like the game very much at all, but I had a sort of urge to play it again and I've discovered why. Despite all the things wrong with it (which I assume you're about to read) one thing stands out among them all: the game is very easily immersive. I might say that it's the most immersive game I've played. The graphics, the music, the whole atmosphere of the game, and the fact that you're never limited in where you can travel really makes you feel like you're somewhere. If only they had avoided all the bad things with the game, this would, without a doubt, have been the best game ever made.

The Bad
Sadly, apart from great graphics and wonderful detail, the game is downright bad.

Let us start with the quests. For a game as open-ended as Morrowind is, it is awfully linear. There are an uncountable amount of quests you can do in the game, and one main quest that you must do to move the story along. The main quest involves fifteen or so subquests, many of which have subquests of their own. So, even if you don't do any quests but the main quest, you'll be spending up to hundreds of hours until you complete Morrowind. I would have mentioned this in "The Good", but you'll find that after the third or fourth quest, the main quest is rather uninteresting and the quests are simple and dull. One of the first quests you do in the main storyline is obtain a "Dwemer Puzzle Box" from some Dwarven ruins. This is a good quest, if a bit hard to find the stupid box. But after this initial quest, it's all downhill. The next quests involve tracking down people, talking to them, and being their personal errand boy for a little while. You'll soon find that being an errand boy is pretty much what the game is about. The main quest does improve greatly about halfway through, but once you've trudged through the first half, you probably won't care and will be forcing yourself to get through it just so you can kill the bad guy. Yes, you can visit the big bad boss at your leisure, but you cannot fight him until you've done all the other quests and subquests and sub-subquests in the main quest.

There are a lot of guilds and factions you can join in the game. Join the Fighter's Guild and fight the enemy with might and steel; join the Mage's Guild and destroy them with sorcery; join the Thieves' Guild and be victorious with stealth and cunning; join the Morag Tong and perform assassinations; join one of the Great Houses and perform duties for them. Knowing the choices that lay before you would inspire you to make your character's class something along the lines of what your line of work will be, but you'll find out that was pointless, as the definition of what your character is is often too blurry to tell - or care. A thief can spend all his time working up his stealth skill, whereas a fighter can just grab a ring that makes him completely invisible and do the job better than any thief ever could. And likewise a thief can use a sword almost as good as a fighter can, with enough practice. The only thing a character class does is alter the points in the beginning. So your class really only matters for the first 5% of the entire game. Once you become proficient in all skills, no lock can stand in your way; no guard can detect your thieving; no monster can survive your blade; no mountain is too high to levitate over; no sea is too deep to swim. You not only become too powerful too quickly, you become a superhuman God (there's a pun there, but I won't explain it for it would spoil the game). I often bickered about the reasoning behind most fantasy games that didn't allow mages to use swords or wear armor. I always thought the classes should be able to blend a little, but in Morrowind, they don't just blend, they merge into one big giant supermonster.

Back to the quests. One would think it would be great playing as an assassin for the Morag Tong. One would think that, but it really isn't. At all. The main task of the quest is to track the guy down. Killing him is simple. One hit. Bang. Dead. But you have to find him first, and this usually involves talking to a number of people until you find someone who knows something. And then you have to get to the guy you're supposed to kill, which usually involves one hell of a long hike in which you're destined to run into cliff racer after cliff racer after cliff racer after cliff racer. (Cliff racers are pterodactyl-like birds that spawn wherever there is rocks - and there are rocks everywhere.)

Each faction has its own individual mission, but after a few quests in each faction, it's hard to tell. While they have their own missions, the quests are the same. It's either "Go here and talk to this guy" or "Go here and kill this guy/these guys". Always. Sometimes you'll have to deliver a message, or retrieve an object, to spice things up.

Fortunately there are other quests that don't involve any of the factions. "Yay!", right? No. These quests are even worse, and just plain pathetic. You might find someone along the road. You talk to them. They say, "please save my husband from monsters!". You, being the big hero, go and search for the husband, and you find him "trapped" by a few near-harmless monsters. Whack-whack-whack, he's saved, you bring him back, and your reward? A useless amulet. Or a useless ring. Or a useless ring with a useless enchantment. If you're not "rescuing" people in these non-faction quests, it's escorting them somewhere, and that's where the hell really lies. The pathfinding in Morrowind is awful. When escorting someone somewhere, you'll want to stay as close to them as possible, because if you take a step or two ahead of them, they suddenly get lost and will either run around in circles, run up a hill, turn around and run back to where they started, or get stuck somewhere. It's better just to kill them and take whatever pathetic reward they would give you when you brought them the whole mile down the road they were headed.

The game is very unbalanced in your favor. It's a wonder the monsters exist at all on Morrowind, as you'd think a bunch of angry farmers with pitchforks would have eradicated them all. Got some armor? Can you swing a sword? Then you can conquer the island! By level 10, most monsters will be dying with a single swipe of your sword/cast of your spell, even on high difficulty levels. You are unmatched, even in early stages of the game. Your only threat in the game is the mages, as they can cast spells that can lower your strength to the point where even your armor is too heavy to carry. But if your opponent is not a magic caster, you have nothing to fear, for if you're a fighter, you can win. Always. Unless you spent all your time in the game with a dagger and suddenly decided to switch to a broadsword for this battle, you have nothing to fear. Even if the difficulty is cranked up, you'll still win. If you're a mage, then just cast your spell and run. Cast and run. Cast and run. The only thing you have to worry about is your fatigue or mana running out, and unless you were out of both when you fought, you're going to win. And hey, if you're about to lose, just exit the dungeon. The monsters never (I mean never. They can't.) follow you outside. It gives you time to rest and rejuvenate, then go back in swinging/casting.

The game isn't unbalanced in your favor just for fighting. No: thieving has never been easier! Want that sword but just can't afford it? Is your steal skill nonexistent? No problem! Just move around the corner, behind a barrel, whatever! Just as long as nobody can see you. If nobody can see you, you can steal, unlock, take whatever you want, and nobody'll be the wiser, as long as you don't try and sell it back to them. And if you can't arrange yourself so you're not seen, just cast a chameleon spell and you can take things right in front of them and they won't notice.

As I said before, the architecture in Morrowind is very detailed and impressive, but it gets to the point where it's just excessive. There are parts in the game that look like it was designed by Picasso after dropping acid. While many of the areas look nice, they're completely impractical and near impossible to navigate. Fortunately, your map does tell you where entrances to buildings are located, and that is incredibly helpful.

I was too harsh. The insanely designed areas are few, and the inhabitants are somewhat mysterious, so that is certainly forgivable, especially in light of the other flaws of Morrowind. Like the caves. Yes, I said the caves were nice in Morrowind, and they are, but they're all nearly identical. How many caves, dungeons, tombs and mines are there in Morrowind? Too many to count. But once you've seen two of each, you've seen them all. Most caves (aside from quest-specific caves) start out the same. "Go down, then to the left. Then you'll enter an open area with a platform, some thieves, and some boxes. Go left. You'll come to another opening that leads to two more areas. One area leads to a dead end. The other leads to another platform area with another passageway." and so on. There is some variety. Sometimes you go left, instead of right. but the caves are all built identical, and it gets annoying very quickly. Instead of entering caves to explore, as you did in the beginning, you'll be entering caves to see what types of bad guys in it to see if there's anything worth going in for. Tombs are built like this as well, but considering they were built for a reason, it's acceptable.

The combat system downright stinks. It was slightly improved with a recent patch that made the enemy's health visible, but it has a long way to go before it's any good. It couldn't be more dull. Attack. Attack. Attack. Attack. Attack. All you do is swing your sword or cast spells. You might take a second to drink a potion. You don't have to worry about blocking, because if you have a shield it does that for you. Battles are often quick and boring. Find your opponent and whack at him until he does. Or, if you're a mage, cast spells and run around.

Dialogue in the game gets the job done, but is still disappointing. There are no dialogue trees are voice-overs, except for the initial insult they usually spit out. The entire dialogue consists of topics you can ask about and they'll tell you what they know. If you bribe them a bit, they'll sometimes tell you more, but usually only if it's specifically quest-related. Every NPC has their own "ask me about me" set of dialogue options, which sounds more like a personal's ad than anything else. "I am a knight. Knights are good and powerful. I am a lizard. Lizards are green and scaly. I like to fish, I like to dance." Just an example, but it's what they sound like.

For some quests you have to get information out of someone. To do this you have to raise their disposition toward you, by "persuading" them. You can either bribe then 10, 100, or 1,000 gold, admire them, or try your luck at intimidating them. Unless your speechcraft skill is very high, your best bet would be to bribe them with money, as anyone can be bought.

A personal annoyance in the game is the fact that there are neither any flat lands nor forests. Everywhere you travel, it's rolling hill after rolling hill, if not a scorched mountain or a swamp, and the swamp is the closest you'll find to a forest. Granted, the island of Morrowind is basically a giant volcano, but forests would have been nice. Also, there are no cliffs at all in the game. Every mountainside is shallow enough that you can slide down without taking any damage at all. I would have liked to have seen (particularly on the mountainside) a cliff near impossible to scale, where dangerous creatures and winds attempt to throw you off. But that's just a personal thing - there was a lot more I would have liked to have seen.

There aren't very many types of monsters, and many of the cool ones from previous Elder Scrolls games weren't included. While you can become a vampire in Morrowind, you can't become a werewolf. Also, instead of a somewhat humorous list of various diseases you could contract in Daggerfall, you're only left with "disease" and "blight" in Morrowind.

There is certainly more flaws in the game, but most of them are minor.

The Bottom Line
The story is okay, and the graphics are wonderful. If you want to play by your own rules and have a very large island to do it on, this will be a great game for you. But with bad and repetetive quests and more flaws than you can shake a Daedric Dai-Katana at, I'd recommend waiting until it's in the bargain bin.

However, the game ships with a fully functional editor, so maybe someone can right all the wrongs before Bethesda gets greedy and releases an expansion for the game.

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***

Good:
+Nonlinear gameplay.
+Great graphics.
+Great music.
+Progressive RPG elements (your acrobatics skill increases if you jump a lot, etc.).
+Multiple races to choose from.
+Comes with construction kit.
+And easy mod installment interface.
+You can be a vampire!
Neutral:
oSystem specs can be quite steep, but very rewarding if you have a good computer.
oStory could be better, but it gets the job done. It's not like the story is the main focus of the game. Evil:
-Way too easy.
-Worst journal system to date.
-Uninspired quests with little diversity.
-VIVEC!
-Lack of cool monsters from Daggerfall.
-Undiverse landscape.
-Boring NPCs.
Score:
7.5/10 Despite all that's bad about it, the graphics and the music and the atmosphere really lure me in. With the right mods, this game could be good.

Windows · by kbmb (415) · 2002

Great game, but incomplete

The Good
First things first. This game is truly a work of art, close to a masterpiece. When I started playing it, I was shocked by its complexity, starting with the character creation and finishing with the ending of the main quest itself. It's not like your common hack-n-slash RPG, that limits your actions by forcing you to do certain things in a certain order to progress.

Basically, you are a prisoner, an "outlander" that's been set free in the immense world of Morrowind, and is told to see a man in the town of Balmora. Now, you're on your own, and you can choose to fulfill your quest, or to start making a name for yourself, in your own way. Your actions will change the way the others look upon you. You can be a choose a life of crime, and people will be afraid of you, or you can choose to be a good guy, earning people's respect and admiration.

You can apply for membership in the various factions and guilds available, each with its bonuses.

The Bad
The game is somewhat incomplete, lacking basic needs such as eating, drinking, sleeping, bathing, etc. Also the dialogues, the NPCs' routines are rather lifeless. Not to mention that more than half of the map is a barren wasteland.

The Bottom Line
This game is a must-have for the RPG lovers, and despite all of its problems, it spawned a huge community of players and modders. All the problems can be fixed by using mods available freely on the internet.

Anyway, a great game by Bethesda Softworks.

Windows · by tata_lu_stefan_cel_mare (11) · 2006

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

[ View all 23 player reviews ]

Discussion

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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

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  • MobyGames ID: 6280
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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 March 7, 2024.