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)

Virtual tourism

The Good
Daggerfall, the predecessor of Morrowind in the Elder Scrolls series, was a very ambitious game that captured the hearts and the minds of many hardcore role-players, at the same time "scaring away" those who were overwhelmed by the size of its world and its openness. Some people felt it was too big, with too much random design, both for locations and inhabitants.

Morrowind corrects that right away by offering us what is undeniably its most valuable asset - its world. The world is the star of the game, a goal in itself; and it is quite amazing. Without doubt, it is one of the most mesmerizingly beautiful and attractive worlds ever to grace a video game.

Of course, the technical quantum leap contributed to the quality of the game's environment. The vision of Daggerfall was still slightly ahead of its graphical capacities; in Morrowind, technology caught up with imagination. No more desolate, poor sprites decorating the landscape; no more pixelation and drab textures. Morrowind is significant as one of the visually most advanced role-playing games in history; not ever since the first Ultima Underworld have we seen an RPG that challenges first-person shooters in graphical prowess. Yes, the characters could have used some more work, but both in- and outdoor areas are beyond reproach, and the water is absolutely gorgeous. I honestly can't recall another game from that time and even a few years later with such beautifully rendered water.

This world, however, becomes much more memorable thanks to its artistic side, its strong personality and sense of style. The province of Morrowind is exotic: giant mushrooms cover the lairs of strange creatures; majestic urban architecture co-exists with the native dwellings of the dark elves; twisted mountain paths, dark caves, rivers glistening under the busy sky - the world of Morrowind is a marvel, and it is worth to play this game just for its exploration.

And this exploration, like in the previous Elder Scrolls games, is absolutely unrestricted. You can go wherever you want right from the beginning. The gigantic world (yes, much smaller than in Daggerfall, but still much bigger than in most other games) is open to you, and you are free to get to know it in any order, from any side you want. It has more charisma and mysterious charm than its predecessor, and a much more logical and coherent structure. I also liked the fact that you had to physically travel to towns rather than being magically transported to them through the world map. The freedom of movement is exhilarating; it's hard to play other games after Morrowind because they feel so limited in this aspect.

The world is also meticulously detailed, with people and objects everywhere; you can talk about thousands of things and get thousands of items. There is a huge amount of quests, several large factions to join, and so many different locations that you can easily complete the game while having seen only a small fraction of what it has to offer. This kind of generosity makes role-playing particularly rewarding: you are given the freedom to be what you want to be, unbound by moral constraints (except your own) and restricted accessibility to places and quests.

I think the series' trademark system of "practicing" skills is excellent. I love this steady, focused approach to leveling up, and I love the fact that with enough patience you can get overpowered. The whole point of role-playing is to start low and then reach tremendous heights. Morrowind brilliantly conveys this feeling. You start as a nobody, with a lousy weapon and no armor, easily killed by medium-sized creatures in the wilderness. But slowly, through exploration, questing, item-gathering, and not the least practicing, you can become a mighty, feared warrior who can take on Daedric lords and other assorted creatures of darkness. This process is extremely addictive, since there is hardly any limit to what you can discover and do in this game.

The main story may be less intriguing than in Daggerfall, but it nevertheless offers some interesting missions, and is generally enveloped in an aura of mystery that fits the gameplay very well. There is little urgency in the main quest, and it differs in its format from the usual "save the world" template. This goes well with the whole idea of "making your own story", building a biography for the protagonist by yourself rather than doing exactly what the designers told you to do.

The Bad
There is less randomness in Morrowind than in Daggerfall, but repetition and artificial widening of content is still evident. Yes, the world is populated by hundreds of NPCs with whom you can discuss various topics; but after a while, you begin to notice that these characters tell you the same stuff over and over again. There are no truly memorable characters in this world; 99% of the NPCs are signposts, drones devoid of personality and useful only for obtaining quest and basic info. You can try to conduct the conversation in such a way that you avoid the incessant "job description" dialogue ("I'm a thief. Thieves steal things and then sell them for profit. We also have a Guild, with branches located in the following cities... etc."), but then you may miss out some important info and will be left with pitiful one-sentence introductions that say nothing about what kind of person the character in question is. I still can't understand why the same writers who created all those wonderful books that can be found in the game world couldn't bother to write decent conversations.

The quests improve only slightly over the "I need you to kill a person. I will pay you 1437 gold pieces" of Daggerfall. With a few exceptions, the quests involve simplistic and repetitive tasks that offer no moral decisions, hence diminishing the game's value as an RPG. There is a lot of indifference in the people of Morrowind, and I couldn't help thinking sometimes that, in the long run, it didn't really matter what I did or did not in the game. The static, dry inhabitants of Morrowind form an unpleasant contrast with its beautiful art; it is as if someone put a curse on these people, making them apathetic and nearly lethargic, with intimidatingly robotic reactions to any crime the protagonist commits, and completely oblivious of anything else around them.

All this creates a feeling of emptiness, a certain coldness and loneliness that gradually creeps out and eventually takes over. Morrowind is a fascinating trip, but one that resembles an archaeological expedition more than a visit to a functioning, normal country. One may argue that this isolation is deliberate, intending to emphasize the complete freedom by eschewing any attachments to the characters; but that is a far-fetched theory. I'm sure that it was possible to populate the game's world by interesting people without harming its image as a "create your own story" experience.

The Bottom Line
Morrowind was the game that propelled its creators to stardom, and I think its success was fully deserved. We can complain all we want about its weak side quests and lack of interesting characters, but its majestic scope, its sensual beauty, and the exhilarating freedom of its gameplay are unparalleled. Forget about story, forget about goals: let yourself melt in the gigantic, strange world, and perhaps you will see how you slowly find yourself unable to leave it.

Windows · by Unicorn Lynx (181773) · 2014

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

[ View all 23 player reviews ]

Discussion

Subject By Date
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.