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The Elder Scrolls III: Morrowind

Moby ID: 6280
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Description official descriptions

Freed by the decree of Uriel Septim VII, the Emperor of Tamriel, a lone prisoner is transported to the province of Morrowind. It seems that the strange dreams this prisoner has been having lately may have a connection to equally strange events occurring there. The protagonist is given a simple assignment: join the Blades, a secret organization whose goal is to protect the safety of the Emperor. This leads to a discovery of an ancient prophecy and an evil scheme concocted by a powerful deity whom the protagonist alone is able to stop.

Conceived in the tradition of the Elder Scrolls series, Morrowind is a fantasy role-playing game with a vast world open for exploration. After being released from a prison ship at the shores of the island Vvardenfell, the protagonist may do more or less what he or she wants: follow the main quest and solve the mystery of an ancient prophecy, join any of roughly a dozen guilds and rise in their hierarchy by performing duties, or simply explore the gigantic island with its stylistically diverse cities, hundreds of dungeons and tombs, ancient ruins and mighty fortresses.

Morrowind uses a two-stage skill system. The hero’s primary stats (strength etc.) increase with each level gained, while secondary abilities improve by use – for example, the more often the character jumps, the more proficient he or she becomes in the Acrobatics skill, etc. The action-oriented fights are simple exchanges of strikes or spells, until one combatant dies. The enemy's hit points and condition were not originally shown; however, at the request of customers a health bar was added for enemies as part of the first upgrade patch.

The protagonist's race and gender, but also his or her reputation influence the reactions of NPCs. If a character’s sympathy for the hero is low (rated on a scale from 1 to 100), he might refuse to answer questions; if it is high, the player will get more detailed information and better bargains in shops. Most quests involving other persons can be solved by persuasion, pick-pocketing, or simply by force.

The game's NDL 3D game engine is powerful in drawing wide, detailed outdoor landscapes as well as complex indoor environments. Transitions are not fluent; houses and dungeons must be loaded upon entering.

Spellings

  • 上古卷轴III:晨风 - Simplified Chinese spelling
  • 上古捲軸 III:魔捲晨風 - Traditional Chinese spelling

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Credits (Windows version)

118 People (80 developers, 38 thanks) · View all

Reviews

Critics

Average score: 89% (based on 83 ratings)

Players

Average score: 4.0 out of 5 (based on 285 ratings with 23 reviews)

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

Bites more than it can chew

The Good
I have to admit I'm only barely acquainted with the previous Elder Scrolls titles, having played Arena ages ago and skimmed past Daggerfall but pretty much missing out on it when it got released. Still I knew enough of what was in store for me when I installed Morrowind, and in some aspects I am happy to say I got what I wanted.

For starters Morrowind delivers on what it was it's most hyped feature: the sheer size, detail and freedom of it's game world. So far this is THE game as far as expansive "sand box simulators" go. Ultima Ascension, Baldur's Gate 2, GTA, etc. etc. Nothing comes close to the sheer size of Morrowinds gameworld. And the amount of npcs populating it, quests to do, dungeons, items and assorted stuff is second to none. I played the game for months as far as I can recall and while I didn't log any "official" gaming hours I must have played three times the lenght of Baldur's Gate 2, and a quick look at my world map by the endgame only showed about 75% of it as explored...

For as extensive as it is, Morrowind's gameworld is also very detailed, with five distinct architectural styles (the classic "ye olde medieval" castles and keeps, the bizarre, organic dwellings of the elf mages, the indigenous villages of the local dark elves, the stylized settlements of the deserts, and the gargantuan leftovers of a long-forgotten civilization). These styles are applied to lots of cities and locations, some small enough to explore in 10 minutes or so, and some others sprawling over 5 loading zones and needing a transportation system of it's own like Vivec. Thriving in these locations are dozens of underground societies, guilds and mob families, each having their collection of quests, sideplots and characters for you to explore with total freedom of action (Want to become a slaver and aid hunting raids? Want to oppose slaving and go across the land aiding a Greenpeace-like society that liberates slaves? No problem either way).

Of course, handling such a gameworld would be a nightmare through the classic sprite 2.5D engine of the previous games, so for the first time the Elder Scrolls goes 3D, and the results are nothing short of amazing. The graphics engine manages to render the entire gameworld with smooth, detailed textures and models, as well as special effects that help create incredible foggy swamps, blinding sand storms, stormy weather, cool magic effects and one of the most amazing water effects conceived to it's date. Make no mistake, you do need one badass machine to run this one, specially since you are going to want to crank up the resolution to take in all the detail in the game, which includes unique models for each item and armor piece as well as for those tiny forks, plates, and decorations that fill each house.... amazing doesn't even begin to describe it. And then there's the complementing music and effects, which fits the game perfectly thanks to some stellar orchestrations and moody tunes.

As for the story, the game falls for the typical "legendary prophecy" stuff, but manages to inject some interesting twists on it by including government conspiracies, and generally playing around with the "requirements" you need to meet to fulfill said prophecy. Basically there's this ancient evil god sealed behind a magic wall at the center of the isle of Morrowind, the ancient god is awakening and threatens the known world and whatever, with only the help of another reincarnated god as the last hope.... at least that's what the natives of Morrowind believe, and knowing this, the government across the sea sends you, a former prisoner, as the reincarnated deity, tasking you with fulfilling this "prophecy", and aiding you along the way, but with their objective being getting a key person inside the reclusive Morrowind society and messing around with the local government. As expected both plotline share their place in the spotlight and intersect many times, generally making for a pleasant, if not extremely original, storyline.

All that plus diseases, the ability to become a vampire (and boy does that open up a whole new set of rules), fly around, make your own spells, potions and enchanted items, and fool around with an editor!

The Bad
Unfortunately this extremely ambitious title reached it's goal but disregarded some elements that can only be described as really hardcore design flaws, poor balancing and lame gameplay.

The design of the game was to make a massive, all-encompassing rpg, so it's a priority to have functional elements to help you keep track of what you are doing and what's going on around you. As in every other rpg out there this translates into a journal, however rarely has an rpg had such a poor excuse for a journal as this. Suffice to say that only the useless journal in Ultima Ascension is worse than this piece of crap. Well, actually they are pretty much the same! They both just write down whatever happens cronologically. Yes, Morrowind adds an hypertext linking system for easier navigation, and separates completed quests from the rest... but that's it! I can't even begin to recount the amount of quests I lost because I forgot about them and/or couldn't find their information in this godawful excuse for a journal.

Other holes in the design come in the form of zero damage feedback for combat, do you want to know how hard you are hitting your enemy? Or if this weapon is really better than that other one against that type of baddie? Well wait and see how long it takes for it to drop down, as there's no other way of telling... And I just loooooove the psychic police forces of Morrowind. Picture this situation: you (a thief) pull out a major heist in a mansion and leave town with dozens of unique and valuable items, right? Now in a city that's in the other side of the island you get caught pick-pocketing. And guess what? After paying the customary fine the cop takes what you stole that time, the loot you got from that amazing heist and every item you ever acquired by thievery, no matter if you have been using it from the beginning of the game! That is a real encouragement for thief characters, isn't it? And every time you run into the law it's the same... lovely. Thankfully if you dump everything you have on the floor right next to you the cops do nothing and leave, but it's still pathetic. Maybe even more so.

Moving on, the rpg mechanics are handled by a sturdy skill system similar to the previous Elder Scrolls games which improves not by the acquisition of generic experience points, but thanks to it's actual use and/or paid training. In other words: jump around a lot and your athletics skill increases, sneak around successfully and so does your sneak skill, bash lots of heads and you get better at handling that particular weapon, etc. I've always liked this type of systems, but whenever done correctly they would become extremely challenging and slow paced... fortunately that's not the case here, as the poor balance means you can max out most skills in no time and the "no classes" approach to gaming means even a thief can be a mage-slaying powerhouse and a giant barbarian can sneak around and steal like a pro thief... so much for specializing.

As for the gameplay and the many quests that populate Morrowind, they are completely filler material, with really uninspired quests that call for you to get this or that item and deliver it to X character and on and on and on. To be fair most of the main plot quests are cool and there are many sideplots worth exploring, but they are lost in a sea of mundane and stupid quests. Quest which would still be worth doing if at least you met interesting characters to interact with. However save for a couple of key characters in the game the rest are soulless drones. It really puzzles me the way Bethesda handled npc interaction... talking to a character opens up a dialogue window from which you pick up the desired topics of conversation as hypertext links... (Hi! I would like to ask you about....monsters,you,this city, etc...) The resulting conversations unfortunately are all generic lines blurted out on and on and on in the same way all over the island. Should you ask a key warrior character why is he a fighter he would suddenly abandon whatever demeanor he had previously and blurt out the same generic, resume-like explanation of what a fighter is and does as every other character in the rest of the island and the same with everything else (but those class descriptions really are the pits, really, whoever wrote that deserves to be shot on sight). It really is mind-boggling how could Bethesda waste so much time populating this gigantic gameworld with drones and think they had done a good job... Congratulations Bethesda: you officially have the game with the worst case ever of "signposts npcs", not even japanese rpgs match up to your title! And you know what? This takes it's toll on the game's freedom of action. After all, what's the point of straddling morally bleak lines if you get the same reaction from everyone either way?

Aside from that there are lackluster character animations (everyone moves as if they had the proverbial stick up their asses), so little monster variations that you'll think you are in a pterodactyl-only sequel of Carnivores and assorted problems with game balance and combat that make it significantly less of what it could have been (just whack away!!).

Also the ending SUCKS ASS. After the countless hours I spent in the game I get a half a second cutscene and that's it??? Damn you Bethesda!!

And where the hell are the horses? One of the coolest things in Daggerfall was having one and casting a levitation spell!! Ride of the Valkyries baby!!

The Bottom Line
An extremely ambitious title that achieved it's giant scope at the expense of some critical design elements that kills it in the minds of many gamers, or just make it less than perfect to others. I think I fall somewhere in the middle, as I think the game is horribly flawed, but also has a lot going for it and it's achievements deserve recognition.

Make your own mind about it, two things are sure about it: It's the biggest most gigantic crpg experience ever (and that's without taking into account the expansions) and it's almost equally annoying in it's problems.

Windows · by Zovni (10504) · 2004

A beautiful and rich game setting stunted by inexcusable game design flaws.

The Good
The best parts of Morrowind are the graphics and the exploration.

The graphics are extremely well done, especially the water effects. Water looks like you could actually drink it instead of appearing (as it does in most games) as a translucent blue mess. Even more amazing are the effects when your character walks through water or when rain splashes into the water.

The other part of Morrowind that is done well is the questing and exploration aspects of the game. The game is very large and detailed, so much so that I have played through the beginning parts of the game three or four times and I haven't explored even half of that area, let alone the other 90% of continent and its islands. There are numerous factions and quests you can do for those factions to gain prestige and move the plot of the game along, but you can also ignore quests completely and just wander around looking for trouble.

Another trivial, but often overlooked detail in other games (cough Wizardry 8 cough) that I liked was that monsters almost always have the loot you expect them to have, not some randomly-generated junk. So if you slay a skeleton warrior that was chopping you up with a big battle axe, you will find Bonemeal and a battle axe on his corpse.



The Bad
There are almost too many things that I didn't like about this game to list. None of them make the game unplayable, but after playing the game for about 15 hours you wonder why they spent so much time on the water effects and so little time balancing the skills, making the interface easier to use, giving the characters personality, and giving good feedback to the player in combat.

The character-building tools are fun to use, and it is great to have the flexibility to make the character you want, but ultimately, the flexibility is illusionary -- there are only a few different types of character builds, and since you can buy training for cash, you can get good in skills even if you didn't specialize in them once you raise enough money. There is also almost no reason to specialize in Stealth because you can get all of the perks of the Stealth abilities by casting spells. Sure a thief can sneak and pick locks, but there are cheap, reliable spells that replace his abilities and they are easier to come by than a high Security skill and a pair of master lock picks. Why even bother with sneaking when you can just make yourself invisible? I had some fun with the thief I made until I tried out a mage build and found that I could steal 90% of the stuff that the thief could without specializing as a thief. I was never able to successfully backstab, even with weapon raised and the "sneak" icon clearly showing that I wasn't detected. So much for the thief builds.

So that gives you the choice between fighters and mages or a combination of the two. So now your only character-building choices are picking which spell schools and weapon types you want as Major skills and which you want as minor skills. The spells are fun to use, but are awkward to select even with the quick keys. The worst aspect of spells is that there is no obvious way to remove obsolete spells from your spellbook as you get or design better versions of them. So if you can't fit all your favorite spells on the quick menu (I couldn't and I only had 4 schools of magic) you have to bring up the spellbook menu and search through the list for it which is tedious to say the least.

Combat is poorly implemented. First of all, there is absolutely no feedback on how damaged a foe is, so you have no idea how close you are to killing your enemies, which eliminates a lot of combat strategy. Second, combat is even more of a click-fest than in Diablo 2, without the fun of having all those cool special attacks. Your only attack options are spells and melee. There are three types of melee attacks: slash, thrust, and chop, which would seem to give you some strategic options. Unfortunately, you have to do some really awkward gyrations with the controls to select between the different attacks, and it doesn't matter anyway because all weapons have one kind of attack that does more damage than the others, so why bother using any of the others? There is a game option to "always use best attack" that keeps you from having to jiggle as you clash swords. Why didn't they just remove the options altogether since there is never a reason not to use the best attack? Finally, it was obvious that Hand-to-Hand combat with fists was an afterthought, as it requires so many punches to KO even a lowly rat that you will wear out your index finger and your patience before becoming the Karate Kid of Morrowind. Also, for no reason at all, you can't use the Block skill with unarmed combat which would seem to be a natural fit for that skill.

A final problem with character development is that the Enchant skill is way too powerful. As long as you have the Soul Gems (and are willing to restore a lot of saved games or spend lots of money to raise your Enchant skill) you can put any spell effects, from paralyze to life leech, on an item, the only limitation being that you have the spell effect in your spellbook, even if you can't cast it reliably or don't have enough mana to cast it! So you can run around with your Staff of Paralyzation and Life leech and mow down monsters at your leisure. It would be much more interesting if the abilities on the item were based on the creature you had trapped in the Soul Gem. But of course Bethesda couldn't put something that interesting in the game, they had to make it generic.

Dungeon-delving and questing is a fun part of the game, but the price you pay is a rather disjointed gameplay as you wait for new scenes to load even if you are only visiting the local Inn to get a good night's sleep. The developers really should have toned down the graphics a little so they could have made the game transitions smoother. They should have done seamless transitions like Dungeon Siege, especially since it is only a single-player game! The other problem with their zoning is that creatures can't follow you in and out of zones. So if you are getting your butt kicked by a bunch of bandits and you have enough speed you can just turn around and run out the door to their cave (that's right...ALL of the caves in Morrowind have doors!) for an easy retreat.

The interface is pretty good, but there are a lot of things that require too many clicks and drags to accomplish simple tasks like inventory management. The inventory system is difficult to use and forces you to click and drag items too many times. It would be a lot more convenient to have a text view of many items, especially alchemical ingredients and potions, which all look alike after a while. I hate having to mouse over every scrap of hide or piece of plant that I have in order to find the right ingredients for my potion. I also wished that I could load two different types of arrows into one quiver so that I wouldn't have to reload during combat.

My final gripe is that none of the characters in the game are very interesting. I wasn't expecting the level of characterization of Morte in Planescape: Torment, but I was expecting at least a little more dialogue options than only being able to ask about quests, rumors, and what they do for a living. The worst part of the dialogue options is that most characters respond in exactly the same way. So if you ask any fighter about his job, he will respond with a lengthy paragraph that sounds like a resume submitted to the local fighters' guild. Yawn.

Some characters will join you as companions, but don't expect them to be very interesting or even very helpful in combat. Your companions always blindly charge anything that appears hostile, even if they are obviously overmatched. Even worse, they often charge into the path of your spells or arrows, and then take their stupidity out on your hide. After a while I just started killing anyone that wanted to join me so they wouldn't get in the way. After all, they still carry the reward money or item they were going to give you for doing whatever errand they wanted you to do.



The Bottom Line
Morrowind is a large, beautiful, open-ended RPG that allows you to custom build your character, spells, and magic items from components. Unfortunately, the good ideas in the game are overshadowed by a ton of poor game design choices that make the game a lot less fun and a lot more tedious than it should be. Perhaps the Mod community will be able to use the bundled construction kit to solve some of Morrowind's worst problems, but many of them are so embedded in the design of the game that I doubt anything but a huge gameplay and interface patch by Bethesda would solve the problems.

The game is still worth trying, but I would wait until it is $15 in the bargain bin and good Mods start coming out before shelling out money for it. If you did pay full price, you can at least console yourself about your bad gaming investment by looking at the cool water effects.

Windows · by Droog (460) · 2002

[ View all 23 player reviews ]

Discussion

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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.