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Worth buying?


Lehcar

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To MadMike710

 

I can see you point, however there is some things that makes Morrowind stand out.

  1. The actual game-play in terms of quests - far more than Oblivion.
  2. It is a truly "Open-ended" RPG, in fact at the moment I have 11 sets of quests available, not counting the Thieves Guild, The Camonna Tong or the Dark Brotherhood! add to that i've already finished one set!
  3. Whilst I do agree that the graphics are NOT the best going, you have to remember this was Bethesda's first foray into the Windows systems - the previous Elder Scrolls were all made on DOS (Disk Operating System), so please excuse them for not getting things right at fist.
  4. I bought Morrowind just after it was released, and bought the expansions as they were released (of course I downloaded the various patches as well). However I have played Oblivion and although I like the graphics on it, that's not all there is too it.
  5. Remember, many things in Oblivion are referred to, such as the Neverarine, and other things too numerous to mention here. Suffice to say that Morrowind provides quite lot of background information to Oblivion!

My advice is to get a Morrowind GOTY, play that - then play Oblivion.

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Each game in the series that I've looked at contains less content and fewer gameplay options, but better graphics and combat.

 

Daggerfall (Elder Scrolls 2)

 

  • 487,000 square kilometers
  • 15,000+ towns, cities, villages, and dungeons
  • 750,000+ NPCs (some are kids)
  • Lots of factions to join, some of which conflict, with many quests
  • Buyable and pilotable ships
  • Ridable horses (also in town)
  • Temples are separate, interesting, and distinct, with different requirements for joining
  • Towns large enough to want to ride a horse in them
  • Levitation
  • Climbing walls
  • Languages (separate skills that make usually hostile creatures non-hostile if you speak their language).
  • Buyable carts for carrying loot
  • Terrible combat system (some like it -- swing your weapon with your mouse)
  • Low-resolution, Doom-style graphics (mix of basic 3D shapes, with sprites for anything more complex)
  • Nudity
  • Become a vampire, werewolf, or wereboar
  • Mark & Recall spells and fast travel
  • Items can be enchanted with constant effect, cast on hit, or cast on use, with optional disadvantages to allow you to pack more advantages into a single item.
  • Buyable houses
  • Joinable vampire clans
  • Daedra summoning via witch covens (with enough reputation) or other faction rep, for Daedra-specific quests (only on certain days, and expensive)
  • Diseases are deadly
  • Centaurs, harpies, gargoyles, lamia, nymphs, giants, mummies, spriggans included in game
  • Gigantic dungeons (though they tend to look alike)
  • Holidays, some with special opportunities on those days
  • Banks, interest loans, and letters of credit (gold is not weightless)

Morrowind (Elder Scrolls 3)

 

  • 25.9 square kilometers
  • 1,000 NPCs (no kids)
  • Several hundred towns, villages, and dungeons
  • Lots of factions to join, some of which conflict, with many quests
  • Levitation
  • Only 2 temples, the Dunmer one and the Imperial one. Both can be joined, with quests. Both are rather ascetic.
  • No more climbing, ships, witch covens, languages, or nudity
  • Carts added in Tribunal expansion (pack guars)
  • Smaller world compensated for with more hand-placed detail.
  • Improved full 3D graphics. Mods improve it more.
  • Better combat system (skill point based)
  • Become a vampire or werewolf (with Bloodmoon), but no wereboar
  • Mark & Recall spells, and instant teleport to the nearest Dunmer or Imperial temple
  • No fast travel, but silt strider taxis or Mages' Guild teleporters
  • Items can be enchanted with constant effect, cast on hit, or cast on use (general use spells with their own recharging mana pools)
  • No buyable houses, but a stronghold is your reward for advancement in your Great House
  • Daedra summoning (free) through statues inside enemy-filled Daedric temples
  • Joinable vampire clans
  • Cursed items
  • Diseases result in damaged attributes or vampirism/lycanthropy
  • Spriggans are still in the game, with Bloodmoon. Other Daggerfall creatures listed above are gone.
  • Smaller dungeons, but many are creatively designed
  • No banks. Gold is weightless.

Oblivion (Elder Scrolls 4)

 

  • 41.4 square kilometers
  • 1,000 NPCs (no kids)
  • Fewer factions to join, none of which conflict, with quests
  • Ridable horses added back in (but not in town)
  • All temples are identical generic "churches", and can't be joined (except in Knights of the 9 expansion)
  • Become a vampire (but no werewolf or wereboar)
  • No levitation, climbing, ships, carts, witch covens, languages, or nudity
  • No Mark & Recall, replaced with fast travel.
  • Items can be enchanted, but wearables are always constant effect, weapons are always cast on hit, and there is no cast on use.
  • Buyable houses, 1 in each city.
  • Daedra summoning (free) through statues out in the open
  • Diseases can be pretty much ignored, except for the vampire disease.
  • Centaurs, harpies, gargoyles, lamia, nymphs, giants, mummies, spriggans all missing. Some restored with Mart's Monster Mod.
  • Small dungeons except for quest dungeons, which are about as same-y as the Daggerfall dungeons.

I know I'm leaving some things out. This would take too much time right now.

Edited by Tchos
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the sub par graphics give it a more fantasy-ish feel

if morrowind had oblivion graphics, it would feel too normal, and lose the magic

morrowind has a much more arcane feel to it, its got more foriegn ruins, more forgotten races, it reminds me of fallout 3 at times

the society is more diverse

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the sub par graphics give it a more fantasy-ish feel

if morrowind had oblivion graphics, it would feel too normal, and lose the magic

I think it's more a matter of art style than graphical quality.

 

This is still very much our pretty Morrowind

 

(WIP shots Connary posted from the texture pack he's working on. :D)

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