Why is lore and story wise(not gameplay) Morrowind still the best elder scrolls entry after so many years?

Why is lore and story wise(not gameplay) Morrowind still the best elder scrolls entry after so many years?

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  1. 2 years ago
    Anonymous

    Ask Ganker

    • 2 years ago
      Anonymous

      Not not gameplay. The story and lore of tes3 is by far superior to many tabletop rpgs. Even better than D&D lore but maybe not as rich as 40k.

      • 2 years ago
        Anonymous

        This isn't /tg/ - storyshitting
        Are my son's Thomas the Tank Engine books on topic because there's a story in them?
        Stay on your awful, awful board.
        Wrong board

        • 2 years ago
          Anonymous

          Didn't there used to be a TES lore thread on this board every weekend?

          • 2 years ago
            Anonymous

            Yeah. They would even compare mods and recommend lewd ones at that.

          • 2 years ago
            Anonymous

            Yes, and they actually discussed lore (and occasionally the game's unofficial tabletop versions, and the links between early TES and tabletop) intelligently, which made them far better than the threads that come up on Ganker and /vg/

        • 2 years ago
          Anonymous

          >Are my son's Thomas the Tank Engine books on topic because there's a story in them?
          No, they're on topic because autistic people like them

        • 2 years ago
          Anonymous

          They would be if there's a Thomas the tank engine TTRPG (fanmade) and people are discussing content you can use with it.

          Welcome to /tg/. It's the only board you need.

      • 2 years ago
        Anonymous

        >The story and lore of tes3 is by far superior to many tabletop rpgs.
        Ganker gay

      • 2 years ago
        Anonymous

        >Even better than D&D lore but maybe not as rich as 40k.

        Is this a fricking joke? 40k lore on its own is an everything plus the kitchen sink mess of a setting which cannibalized everything that was cool about sci-fi and fantasy in the 80's and EVERYTHING to come out of the BL novelizations is 100% pure undiluted liquid diarrhea shit.

        • 2 years ago
          Anonymous

          >the BL novelizations

        • 2 years ago
          Anonymous

          all you said about 40k lore is true, however it's even more true if you apply it to dnd

          • 2 years ago
            Anonymous

            D&D is not a setting, it's a game, there are multiple settings for it, which vary in quality.

            • 2 years ago
              Anonymous

              and they're all shit that's just as much of a joke if not more than 40k

              • 2 years ago
                Anonymous

                >I DON"T LIKE THINGS
                ok

              • 2 years ago
                Anonymous

                i like plenty of things, just not kitchen sink lowest common denominator trash

              • 2 years ago
                Anonymous

                >and they're all shit
                I wonder what it feels like, having absolutely no taste at all.

              • 2 years ago
                Anonymous

                praising dnd or 40k for taste on /tg/ is like going to Ganker and praising mcdonalds or burger king for taste

              • 2 years ago
                Anonymous

                ...bruh thats like 50% of Ganker it sucks.

              • 2 years ago
                Anonymous

                yeah and more than 50% of /tg/ is dnd+40k,

              • 2 years ago
                Anonymous

                Based Dark Sun appreciator

                praising dnd or 40k for taste on /tg/ is like going to Ganker and praising mcdonalds or burger king for taste

                Cringe McDonalds referencer

    • 2 years ago
      Anonymous

      Ganker is the worst place to talk about video games. you should know this.

      • 2 years ago
        Anonymous

        Because it's full of gamers. What makes you think we want you bringing your trash over here?

        • 2 years ago
          Anonymous

          I'm beginning to think that the anti-gamer stuff is actually valid. These weirdos who think that playing a game is some kind of achievement and something to be taken seriously are fricking annoying. It's a goddamned leisurely passtime, not whatever the frick they think it is.

          • 2 years ago
            Anonymous

            It's a time wasting activity as creatively empty and passive as watching netflix but with a fake sense of achievement built in to hijack your brain, it's cancerous and attracts cancerous people.

            • 2 years ago
              Anonymous

              go have a nice day, boomer

              • 2 years ago
                Anonymous

                >they hated him because he spoke the truth

    • 2 years ago
      Anonymous

      How about you lick my ass?

      • 2 years ago
        Anonymous

        You tell 'em, chief. Hey,. has anybody played this one? Buddy of mine played the one based on Runequest, said it worked okay, but he likes Runequest, so...

        • 2 years ago
          Anonymous

          >has anybody played this one?
          It's a total clusterfrick, don't even try. I'd definitely hack a generic system instead.

          • 2 years ago
            Anonymous

            I find using a d100 system works best. I just copied warhammer rpgs. Roll a d100 and if the result is your stat/skill number or lower, you succeed. Armor give damage reduction, you could even just copy the stats from the weapons and shit in the game. It worked out well enough for me.

  2. 2 years ago
    Anonymous

    Because the guys that worked on it were weird and interesting and creative people, and they've pretty much all moved on.
    Also >drug coffin

    • 2 years ago
      Anonymous

      >Why is lore and story wise(not gameplay)
      I liked gameplay.
      Granted, quite a few pieces were broken as frick, "missing due to skill roll" was annoying, but TES3 granted far more freedom than later series. There is moronic level-adjusted challenge design, but all subsequent games are guilty of it.

      >Because the guys that worked on it were weird and interesting and creative people, and they've pretty much all moved on.

      Michael Kirkbride.
      Letting a "true" auteur loose to hand-craft you a setting without too much committee oversight.

      Getting the right auteur is the trick.
      You'll want somebody with a sense of classicism, who's read the foundational texts like "the golden bough" and aesop's fables, and some religious works and shit.
      Drugs are actually the optional part, but MK is a bit of an acid casualty, for better or worse.
      Maybe if he wasn't the stuff he writes would make more "conventional" sense.

      >Getting the right auteur is the trick.
      I think you underestimate impact of corporate oversight. Plenty of people are creative, but they are beholden to corporate managers who - inevitably - turn end-product they oversee into bland plastic, as they are risk averse.

      Since nobody is allowed to take any risks, there is no place for creativity. Hence, generic "faux medieval Europe" of Oblivion, and generic "faux Norse" Skyrim.

      [...]
      [...]
      [...]

      The underlying nature of this issue is that Morrowind *looks* like later RPGs where the inputs are certainties of *some* progress, but it *runs* on math derived from TTRPGs, Arbitrary Hit Chances included. And makes little mention of this, because that's just how games worked back then.

      Essentially, Morrowind is a pain in the ass to get into for modern audiences because it's a cRPG in a fancy coat, and Action RPGs are descended from *the fancy coat* rather than the cRPG under it. So it looks like a later kind of game that it isn't, which borks the feedback all over the place.

      ...In my own case, the big turn-off was the opaqueness of Enchanting. Spellmaking gives you the chance of success on casting *and* you're guaranteed to get the spell if you can pay the fee, whereas Enchanting hides your odds *and* still eats your Soul Gem if you fail.

      [...]
      >Make a Magic specialization Enchantment major Intelligence favoring High Elf
      >Still quick-load a dozen times for an early-game 10 pointer
      >Have to boost to over 10x cap to make the best enchants yourself

      How about *no*?

      >Essentially, Morrowind is a pain in the ass to get into for modern audiences

      >GIT GUD
      Sorry anon this doesn't work on me. To me this reads as "waste time and effort to circumvent basic design flaws in the game", I don't care, game should do what I expect it to do; if I want to become le ebin pro gamer and push the game to its limits it's my choice.

      >To me this reads as "waste time and effort to circumvent basic design flaws in the game"
      Its not basic design. There are mods that fix this.

      The problem arises from the way skills at the start are generated. The absolute best one can get without making a skill Major is 35, from a Bosmer with the Stealth specialization who took Marksman as a Minor skill.

      Unless you make it one of the *five* Big Points of your character, it's going to be a torturous slog.

      >The problem arises from the way skills at the start are generated. The absolute best one can get without making a skill Major is 35
      Why do you expect to be proficient if you don't make skill Major?

      Okay, *fine* "*or* burn several hours of the playthrough grinding them to the point you can start using them".

      The issue here is specifically that *somebody else* gave a benchmark of 35 for what it takes to be useful, which is the *literal maximum* of a Minor Skill demanding the very rare +15 racial. Meaning you cannot, in fact, use half your class skills out the gate.

      Half the skills *that are part of your character's specifically listed proficiencies* demand further training to use.

      [...]
      Look, if your character generation decisions *routinely* result in hours of grind or memorized gold-caches and payed-for travel services to buy training to get off the ground, and defenses of it have to repeatedly resort to "but you outscale everything anyways *eventually*", the game design is clunky shit.

      As I mentioned previously, the turn-off point was all-or-nothing Enchant with invisible dice rolls. I made a character built to *completely* max it out, and stopped because of save-scumming being very obviously *hours and hours and hours* faster than getting replacement Soul Gems.

      >Okay, *fine* "*or* burn several hours of the playthrough grinding them to the point you can start using them".
      There is no "grind". Just get some cash (through risky stunts and low-skill quests), and train in guilds until you are passable.

      >Meaning you cannot, in fact, use half your class skills out the gate.
      You can. You just suck at them.
      Which is expected from level 1 character.

      • 2 years ago
        Anonymous

        >Hence, generic "faux medieval Europe" of Oblivion, and generic "faux Norse" Skyrim
        I feel the lore that Skyrim added to the setting did make it more interesting, before they were literally just fantasy vikings but the dragon society and war was unique. Only problem was just that they didn't add stuff like the sky whales presumably due to console limitations, also Bethesda getting lazy with the story writing and world design.

        • 2 years ago
          Anonymous

          >before they were literally just fantasy vikings
          Didn't read the lore huh?

          • 2 years ago
            Anonymous

            That was the lore.

            • 2 years ago
              Anonymous

              >just fantasy vikings
              >that was the lore
              Confirmed: anon didn't read.

  3. 2 years ago
    Anonymous

    Michael Kirkbride.
    Letting a "true" auteur loose to hand-craft you a setting without too much committee oversight.

    Getting the right auteur is the trick.
    You'll want somebody with a sense of classicism, who's read the foundational texts like "the golden bough" and aesop's fables, and some religious works and shit.
    Drugs are actually the optional part, but MK is a bit of an acid casualty, for better or worse.
    Maybe if he wasn't the stuff he writes would make more "conventional" sense.

    • 2 years ago
      Anonymous

      Michael Kirkbride should only really be credited with making the setting look visually interesting and unique but really everyone who worked on Morrowind played a role in and contributed to the game's versimilitude.
      >So we all had kind of different agendas in the creation of the world that we knew would dovetail intoMorrowind. And the true north of that was a quote: “Tell me the dog’s story.” I don’t know if Ken got that somewhere or not. But Kurt Kuhlmann, my boon companion — he’d made a board game about the Peloponnesian War, and whenever I would go crazy with something in the society, he would always bring it back to logistics: “If these guys are enslaving people, why? What does it do for them, financially? What does it do to borders?”
      >Ken said, “You know, you tell God’s story, and Kurt tells the farmer’s story or the soldier’s story. But I want to know thedog’s story.”

  4. 2 years ago
    Anonymous

    What do you mean, "not gameplay"?
    Sure, alchemy didn't have the more ergonomic UI it got in Oblivion and Skyrim, but the enchanting was so much better due to how much your character could wear, spellcrafting was highly superior, and the game had spears and throwing stars! Plus, the landscape actually looked like a fantasy world.

  5. 2 years ago
    Anonymous

    >Unique and original world that truly was unique and original.
    >Massive amounts of autistic lore hand made by lore schizos.
    >Took into consideration deeper/cosmic ideas and philosophy
    >Alien universe but somehow relatable
    >Floating jelly fish energy

    • 2 years ago
      Anonymous

      The best lore games have an enormous amount of content, but it's scattered and requires searching and just enough holes to get schizo conversations going.

      If you give everything away it loses the mystery and people aren't excited to talk about it. "NO moron X IS Y THE AUTHOR SAID SO"

      • 2 years ago
        Anonymous

        >If you give everything away it loses the mystery and people aren't excited to talk about it.

        This is something that I hate about Games Fandom Wiki Culture. The downside of having a bunch of autists(nonderogatory) catalogue the whole game is that so much of the mystery and lore can just be right there and you read it and ruin the joy of discovery before you realise you've done it.

        Don't get me wrong, I like being able to look shit up too, especially if it's shit like "The wording on this perk is ambiguous, how the frick does it work?", but the shift from gamefaqs style guides and forums to everything being wiki'd has also made it so that it's easy to accidentally wreck a setting's mystery lore for yourself.

    • 2 years ago
      Anonymous

      This. It was unique and had a depth of feeling and consistency that helped support the plot. Unlike modern games where it is all generic or almost entirely the same.

  6. 2 years ago
    Anonymous

    I love MK but why does TG seem to hate MK. Is it cope?

    • 2 years ago
      Anonymous

      Reaction to dickriders like

      Michael Kirkbride.
      Letting a "true" auteur loose to hand-craft you a setting without too much committee oversight.

      Getting the right auteur is the trick.
      You'll want somebody with a sense of classicism, who's read the foundational texts like "the golden bough" and aesop's fables, and some religious works and shit.
      Drugs are actually the optional part, but MK is a bit of an acid casualty, for better or worse.
      Maybe if he wasn't the stuff he writes would make more "conventional" sense.

      blowing his role completely out of proportion

    • 2 years ago
      Anonymous

      Popular enough that they can feel like rebels for being mindless contrarions without actually risking saying anything unpopular. The reddit mindset.

  7. 2 years ago
    Anonymous

    Oblivion just felt like Fantasy Game: The Fantasy Game and the other 15 Elder Scrolls game since Morrowind are all Skyrim, so...

    • 2 years ago
      Anonymous

      Hell all of the Fallout games since then are Skyrim too

    • 2 years ago
      Anonymous

      >Oblivion just felt like Fantasy Game: The Fantasy Game and the other 15 Elder Scrolls game since Morrowind are all Skyrim, so...
      Literally the only reason Oblivion ended up that way is because while it was in development, Todd watched the Lord of the Rings and then came in to work really wanting to make Oblivion look like that

      • 2 years ago
        Anonymous

        Damit, Todd!

        Can't wait for the modding community finish their version of Cyrodil. With some luck it will be done by 2040.

    • 2 years ago
      Anonymous

      This, the suits took the success of Morrowind, how it was a bizarre and alien world, and instead decided to follow it up with two bland and derivative settings and stories. They're victims of their own success. No hunger means they can just shit out whatever and people will still gobble it up.

      Oh, right, this one...

      Yeah, the problem I have is that the hoops to jump through are getting it to basic functionality *without* the exact ingredients for Full Game Shattering Bullshit or sitting with a reference guide on my phone because for some *utterly lunatic* reason the game never says what your chance to enchant (or hit with a weapon) is.

      If the option does not function in the early game, it should not be there in the early game. Plain and simple, there should not be such "traps" where players *have to* learn that it's a trap to try and make a "Just Good" enchanter in the early game.

      Gate it behind reputations or something, do not make it an off-the-boat skill if it's not actually usable that way even when you push the *entire* way short of getting out the Fortify Intelligence potions. Including spells and enchants to Fortify Intelligence.

      >Gate it behind reputations or something
      Stick to ruining Warcraft, Ion

      • 2 years ago
        Anonymous

        The housing, Mage's Guild teleporting, and spellmaking are all reputation-sensitive off the top of my head. I bring it up because it's one of the few lockouts the game has to work with.

        A more major re-factoring would be having it be that you *have to* have 60 or so in a magic skill to use its spells in Enchanting, and the success rate is per-effect driven by its skill rather than all or nothing.

        Point is that it's thoroughly non-functional in the early game, so it should either be made functional there or not be there at all. Because trap options drive off players.

  8. 2 years ago
    Anonymous

    yes but also gameplay wise you n'Wah

    • 2 years ago
      Anonymous

      > need to be around level 45 to be able to actually hit something you hit with your weapon
      Yeah nah.
      Plenty of shit in Morrowind was great.
      > not auto fast travel
      > having to explore
      > armor and underclothing system
      > crested your own spells
      > jump and levitate
      But plenty was also bad.

      • 2 years ago
        Anonymous

        Just keep the green bar full, and pay some gold to the fighters guild and you will hit most things.
        It's actually pretty intuitive once you understand the mechanics.

        • 2 years ago
          Anonymous

          >Modern videogame journo

          If you don't know how to play, just say.

          Filtered

          >see orc
          >draw my bow
          >draw an arrow on my bow
          >walk close to orc
          >walk closer to orc
          >walk so close to the orc that the tip of the arrow is literally touching between its fricking eyes
          >roll 1d20 to attack
          >miss
          >flip table and screech like a baby

          The underlying nature of this issue is that Morrowind *looks* like later RPGs where the inputs are certainties of *some* progress, but it *runs* on math derived from TTRPGs, Arbitrary Hit Chances included. And makes little mention of this, because that's just how games worked back then.

          Essentially, Morrowind is a pain in the ass to get into for modern audiences because it's a cRPG in a fancy coat, and Action RPGs are descended from *the fancy coat* rather than the cRPG under it. So it looks like a later kind of game that it isn't, which borks the feedback all over the place.

          ...In my own case, the big turn-off was the opaqueness of Enchanting. Spellmaking gives you the chance of success on casting *and* you're guaranteed to get the spell if you can pay the fee, whereas Enchanting hides your odds *and* still eats your Soul Gem if you fail.

          [...]
          >He doesn't know how to hit things in Morrowind
          GIT GUD SCRUB
          Signed, the >50% Hit Chance at Day 1 Club

          [...]
          He's become something of a meme, but I'd say things have gone too far in the other direction with shit like: [...]
          >Michael Kirkbride should only really be credited with making the setting look visually interesting and unique
          He did a LOT more than just draw artwork.

          BTW Kirkbride did not do drugs during the development of Morrowind. He did spend time in a sensory deprivation tank achieving altered states of consciousness, hence the "drug coffin" phrase people have latched on to

          >Make a Magic specialization Enchantment major Intelligence favoring High Elf
          >Still quick-load a dozen times for an early-game 10 pointer
          >Have to boost to over 10x cap to make the best enchants yourself

          How about *no*?

          • 2 years ago
            Anonymous

            Oh, by the way, the thing about needing to be drastically over the cap is extra important because you *literally have to* engage in degenerative feedback loops to even *try* to fill a Daedric Great Shield.

          • 2 years ago
            Anonymous

            Magic is busted, this is not news. The complaints were about hitting with melee and ranged weapons, which you can easily build for.

            • 2 years ago
              Anonymous

              People's usual complaint is that Morrowind magic is an "easy win button". The problem that had me stop playing is that Enchanting *needs* you to hit those buttons to *function*, making it a very awkward chore or a deliberate exercise in holding back to not run over the entire game.

              Both in tabletop and videogames, magic SHOULD be overpowered. Otherwise, what's the fricking point of studying so hard? No one swinging a sword should be able to do comparable damage to someone summoning a firestorm.

              >Meanwhile, in the lore
              >"Local Nordic Chief Shouts Mountainside Into Village"
              >"Traveling Redguard Shatters Township By Cutting Air"
              >"Once More, Illusionist Prodigy Becomes Unreal"

              TES lore has answers to this shit. You may not like it, Todd may not have put it in-game yet, but it is *very clearly* gotten across that "Sword Good" eventually turns into Legendary Bullshit fit for swording the God-Superior Wizards.

          • 2 years ago
            Anonymous

            Everyone talks about the swing-and-miss combat as Morrowind's biggest flaw, but I think TES's biggest flaw is the way leveling and skills interact. Especially with heavy level-scaling, the system really makes you level in weird ways to level properly.

          • 2 years ago
            Anonymous

            >rolling to hit is hard
            even if you have shit skills and are out of stamina it will still take less swings as the hp blobs of oblivion and skyrim
            yes I hiet every swing but every swing with my mega ubber sword does diddely frick

          • 2 years ago
            Anonymous

            >t. Gaenor

      • 2 years ago
        Anonymous

        >Modern videogame journo

        If you don't know how to play, just say.

        • 2 years ago
          Anonymous

          > le game journo!!!
          > le filtered!!!!
          I dont want to feel like I'm forced to go down certain roles just to be bare minimum competent (ie hit things) in a game where I am the literal reincarnation of a prophesied savior.
          Gameplay should not get in the way of the story I'm trying to create in a game that fricking SAYS it's an open world

          • 2 years ago
            Anonymous

            >waah, why can't I just be the best? I'm the MC!

          • 2 years ago
            Anonymous

            >I am the literal reincarnation of a prophesied savior.
            You actually aren't
            You're a chosen one (out of many chosen ones), whether or not you actually become nerevar is dependent on whether you progress the main quest far enough

      • 2 years ago
        Anonymous

        >see mudcrab
        >draw my bow
        >draw an arrow on my bow
        >walk close to mudcrab
        >walk closer to mudcrab
        >walk so close to the mudcrab that the tip of the arrow is literally touching between its fricking eyes
        >let go of the arrow
        >miss
        >alt+f4, uninstall

        >He doesn't know how to hit things in Morrowind
        GIT GUD SCRUB
        Signed, the >50% Hit Chance at Day 1 Club

        Reaction to dickriders like [...] blowing his role completely out of proportion

        He's become something of a meme, but I'd say things have gone too far in the other direction with shit like:

        Michael Kirkbride should only really be credited with making the setting look visually interesting and unique but really everyone who worked on Morrowind played a role in and contributed to the game's versimilitude.
        >So we all had kind of different agendas in the creation of the world that we knew would dovetail intoMorrowind. And the true north of that was a quote: “Tell me the dog’s story.” I don’t know if Ken got that somewhere or not. But Kurt Kuhlmann, my boon companion — he’d made a board game about the Peloponnesian War, and whenever I would go crazy with something in the society, he would always bring it back to logistics: “If these guys are enslaving people, why? What does it do for them, financially? What does it do to borders?”
        >Ken said, “You know, you tell God’s story, and Kurt tells the farmer’s story or the soldier’s story. But I want to know thedog’s story.”

        >Michael Kirkbride should only really be credited with making the setting look visually interesting and unique
        He did a LOT more than just draw artwork.

        BTW Kirkbride did not do drugs during the development of Morrowind. He did spend time in a sensory deprivation tank achieving altered states of consciousness, hence the "drug coffin" phrase people have latched on to

        • 2 years ago
          Anonymous

          >GIT GUD
          Sorry anon this doesn't work on me. To me this reads as "waste time and effort to circumvent basic design flaws in the game", I don't care, game should do what I expect it to do; if I want to become le ebin pro gamer and push the game to its limits it's my choice.

          • 2 years ago
            Anonymous

            >circumvent basic design flaws
            That's a weird way to say "learn how to play the game."
            Here's the "circumvention:"
            Don't use weapons you're not skilled in, dummy.
            Less than 35 in a weapon skill is not skilled, buy training until you're at least 35, dummy.
            Don't fight when you're out of stamina -- full stamina gives you a small bonus to hit, 0 stamina reduces to-hit by like 150%. So running that green bar to zero before getting into a fight gimps you, dummy.

            There, you have now GOT GUD, SCRUB.That's all laid out in the manual, so if you'd read that, you wouldn't have had this """"design flaw"""" in the first place.
            Oh, one other tip: when you get to Balmora, buy that amulet of rest, it's like 5 gold and restores stamina and is super good in the early game.
            Hitting things is really not difficult for long, either, eventually you level up until you rarely need to worry about it anymore. It's the definition of a newbie problem.

            • 2 years ago
              Anonymous

              Nice post about traditional games

              • 2 years ago
                Anonymous

                Fair, but I didn't start the discussion.

            • 2 years ago
              Anonymous

              The problem arises from the way skills at the start are generated. The absolute best one can get without making a skill Major is 35, from a Bosmer with the Stealth specialization who took Marksman as a Minor skill.

              Unless you make it one of the *five* Big Points of your character, it's going to be a torturous slog.

              • 2 years ago
                Anonymous

                Oh, and let's not forget the counter-intuitive clusterfrick of leveling making it so that having your ultimate mainstays as Primary skills is *actively a bad thing* because of how easily you can end up *permanently losing level cap* doing that!

              • 2 years ago
                Anonymous

                >needing to hit level cap to trivialise morrowind's difficulty
                ngmi

              • 2 years ago
                Anonymous

                On the lower end, it translates to terribly unstable progression dynamics because Majoring in Spear or Heavy/Medium Armor can lead to *permanently* screwing up your health progression, leading to a considerably weakened melee character.

                It also means that well-focused characters progress *glacially*, taking significantly longer to start gaining levels and hitting soft-caps much earlier.

                If you're an Orc specialized in Combat with Armorer, Axes, Block, Heavy Armor, and Athletics as your skills, you do start quite capable, but with a *tortured* leveling curve compared to somebody using Race and Specialization on Minor Skills.

                >Unless you make it one of the *five* Big Points of your character, it's going to be a torturous slog.
                That's part of "don't use a weapon you're not skilled in." Duh. It is doable, but you'll need to get money to pay for trainers if you want to do melee combat with no skills. It feels like you're complaining "how come I can't play this game badly and still crush it?"

                The problem is that this makes three layers of character specialization (Minor Skills, Favored Attribute, and Race) into just cost-savings to paying your way to being able to use something you *specifically invested in on character generation*.

                If the *absolute best* short of a Major Skill is *barely passable*, then you're saying only a fool tries using *half their class skills* in the early game.

              • 2 years ago
                Anonymous

                Yeah, minmaxing your character is hard, but guess what? Most players utterly break the game in half by level 10 without even trying, so getting that optimal health+etc isn't required. I have to intentionally try NOT to destroy the game's difficulty when I play.

              • 2 years ago
                Anonymous

                If you *have to* min-max to hell and back to get anything out of *half of your class skills* and get a remotely smooth progression, the game is clunky bullshit.

              • 2 years ago
                Anonymous

                >have to
                You literally don't. That's just your autism.

              • 2 years ago
                Anonymous

                Okay, *fine* "*or* burn several hours of the playthrough grinding them to the point you can start using them".

                The issue here is specifically that *somebody else* gave a benchmark of 35 for what it takes to be useful, which is the *literal maximum* of a Minor Skill demanding the very rare +15 racial. Meaning you cannot, in fact, use half your class skills out the gate.

                Half the skills *that are part of your character's specifically listed proficiencies* demand further training to use.

                Yeah, it's like he's theorycrafting autistic minmaxer "problems" that normal people don't experience at all and then declaring the game busted because "if you want to have optimal health per level you have to level in weird ways."
                Who gives a shit, by level 20 you can trivially wreck everything in sight regardless of whether you carefully minmaxed every stat, every skill, every level like a virgin or just went with the flow like a chad.

                Look, if your character generation decisions *routinely* result in hours of grind or memorized gold-caches and payed-for travel services to buy training to get off the ground, and defenses of it have to repeatedly resort to "but you outscale everything anyways *eventually*", the game design is clunky shit.

                As I mentioned previously, the turn-off point was all-or-nothing Enchant with invisible dice rolls. I made a character built to *completely* max it out, and stopped because of save-scumming being very obviously *hours and hours and hours* faster than getting replacement Soul Gems.

              • 2 years ago
                Anonymous

                To be clear, the fundamental "problem" was that I tried to *actually use* Enchant without Alchemy boosts. If you *have to* resort to feedback loops to get crafting going, It Is Clunky Garbage.

                Training requires you to know what the hell to train, and *where* to train. Layers upon layers of prerequisite game knowledge, with no forewarning that it's *expected*, creates an absolutely awful experience.

                There is no organic learning curve. *At fricking all*. The progression is *exhaustively* borked on virtually every single level, causing new players to have a practically random experience unless they study ahead of time.

                Again, I tried to *not* autistically min-max. And still ended up with UESP open on my phone to the side to cross-reference to be sure I was remotely on track to getting shit off the ground.

              • 2 years ago
                Anonymous

                Still all sounds like a you problem, not a game problem. Apart from magic being kind of fricked if you don't know how it works, which everybody but you knew already.

              • 2 years ago
                Anonymous

                ...How is it not a problem with the game that Enchant *literally does not fricking work* without multiple layers of extensive game knowledge and grind?

                How is it *fine* for a *major system of the game* to be accessible out of the gate, but not actually useful without double-digit hours of experience or immediately bolting to infinite feedback loops?

                TES game player retention is built on altitis. But Morrowind *requires* it, because of just how many layers of foreknowledge are needed to figure out just the basic progression.

                I'm not asking for the full-bore Skyrim Distraction Loop. I'm just wanting the game to, you know, not take *twenty fricking hours* to learn *basics* of for, again, one of the *three major signposted types of play*.

                This is not "being spoonfed". This is "the tutorial is like a tenth of what you actually need to know, if that".

              • 2 years ago
                Anonymous

                Autism, not even once.

              • 2 years ago
                Anonymous

                How long do you think it takes to figure

                >without fast travel you're stuck holding the w button for tens of minutes just to deliver a letter to someone on the opposite side of the map, only to have to go all the way back again to complete the quest and get a pittance of 100 gold.
                Genuinely, skill issue.

                out organically? How long do you think it takes to come to grips with the breakpoints of how much training you need to start using a skill? How long do you think is acceptable to expect players to spend learning the game before they start *actually playing* the game, you *nostalgia-ridden jackass*?

                >rolling to hit is hard
                even if you have shit skills and are out of stamina it will still take less swings as the hp blobs of oblivion and skyrim
                yes I hiet every swing but every swing with my mega ubber sword does diddely frick

                No, rolling to hit is great, provided you can actually see the roll and bonuses. Morrowind works that way "under the hood", but the numbers are completely unstated so people enter the game, see it plays like Oblivion and Skyrim, then get *intensely* pissed at the wiff rates because only spellcasting shows them.

                Enchant is the most broken and OP skill at higher levels, as a result it's the hardest skill to level. Everything else you're complaining about is just you being a twit.

                No, it's the *second* most broken and OP skill in its own right at extremely high *investment*. Because as mentioned, there's huge swaths of Enchant capacity that are *completely impossible to use* without multiple layers of boosting the skill artificially.

                It's Alchemy that goes literally infinite, letting you make maxed-out Enchants at an actual skill rank of 5 and a pre-boost Intelligence of 30.

                The skill *floor* problem is in fact bad game design. It's obnoxiously tedious to get into because of just how many layers of opaque formulae there are driving everything and things that *have to be* learned *and recalled* to progress.

              • 2 years ago
                Anonymous

                >How long do you think it takes to figure

                >without fast travel you're stuck holding the w button for tens of minutes just to deliver a letter to someone on the opposite side of the map, only to have to go all the way back again to complete the quest and get a pittance of 100 gold.
                Genuinely, skill issue. (You) out organically?
                Yo, that's me you're quoting, I'd be surprised if someone played for single-digit hours without at least having at least an idea of how they could quickly get from one end of the map to the other (even if they've not got the most perfect, optimal route mapped out). Guild Guides are especially easy, since all Guides can send you to all Guild Halls, so you just need to remember where the 5 Halls are (and even that's assuming you don't even want to take the time to go to the local hall and start the dialogue up to check)
                Silt Striders are fairly intuitive too, since it's mostly just proximity. With the exception of the Gnisis/Seyda Neen link, they just go to settlements in their immediate quarter of the map, so all you need to do is check your map to get an idea of where a given caravaneer should be able to take you. Boats are probably the least intuitive (ignoring Propylon Indices, obvs, since they're practically non-functional) since which routes which pilot will take is kidn of arbitrary, but even there the possibilities are obviously limited, and even if you can't get straight to where you want you know you can at least hop from boat-to-boat to get around the coast (or hop from a boat to another quick-travel method in the case of Vivec, Wolverine Hall and Khuul)
                > How long do you think is acceptable to expect players to spend learning the game before they start *actually playing* the game
                Learning these systems is part of the game. It's a puzzle thing, you have to work out how to use the tools you have to hand to solve a problem. Learning how to use (and eventually abuse) a game's systems is a massive part of what CRPGs are all about, and progression as a player learning how the game functions is just as important, and just as satsifying, as in-game progression of your stats and percentages and all that. That includes trial & error, the ability to fail and learn from the failures

              • 2 years ago
                Anonymous

                Actually the hardest part of the puzzle to learn and where you most ofteb make mistakes are the two types of intervention that let you zoom to places of worship in an instant, but gauge your location wrong and you might end up on the wrong side of the map.

              • 2 years ago
                Anonymous

                >ignoring Propylon Indices, obvs, since they're practically non-functional
                I remember the first time I realised those existed, I proceeded to hunt my way around the entire map working out where they were, using guides and the paper map to find specific locations. Amusingly, after I'd succeeded in sorting them all and was feeling quite pleased with myself, I realised that I knew the map well enough to not need them in the first place. That wasn't my first time playing through it; I was, however, very pleased when I discovered that from Tel Uvirith, you can Almsivi to Molag Mar (and get immediate access to a Silt Strider network), or Divine to Sadrith Mora (and get immediate access to a boat or Mage Guild). Later on, after getting those indices and the master index, I noticed that you could do the same from the nearer Propylon Chamber (Falensarano), so by setting the Recall point at Falensarano you have access to basically the entire map, or at least major locations, for the casting of a spell.

              • 2 years ago
                Anonymous

                I figured all of this shit out when I was 9, dude. What makes it a great experience is how immersive it is. You're in the world, it doesn't revolve around and cater you. It's an RPG, not theme park bullshit like their more recent titles.

              • 2 years ago
                Anonymous

                I liked that in Neverwinter Nights it showed the attack roll math every roll. Made it really intuitive to figure out why you're missing so much (before I played d&d 3 much)

              • 2 years ago
                Anonymous

                >How long blah blah blah
                Game comes with a play book and a poster map. I was 11 and get the hang of it so now I'm asking you: why can't (you)?

              • 2 years ago
                Anonymous

                Enchant is the most broken and OP skill at higher levels, as a result it's the hardest skill to level. Everything else you're complaining about is just you being a twit.

              • 2 years ago
                Anonymous

                >...How is it not a problem with the game that Enchant *literally does not fricking work* without multiple layers of extensive game knowledge and grind?
                What exactly doesn't work?
                1-point enchants are perfectly possible even at first level (~50% chance, IIRC), and they have plenty of uses (health restoration, better weapon, soul trap, etc.).

                How long do you think it takes to figure [...] out organically? How long do you think it takes to come to grips with the breakpoints of how much training you need to start using a skill? How long do you think is acceptable to expect players to spend learning the game before they start *actually playing* the game, you *nostalgia-ridden jackass*?

                [...]
                No, rolling to hit is great, provided you can actually see the roll and bonuses. Morrowind works that way "under the hood", but the numbers are completely unstated so people enter the game, see it plays like Oblivion and Skyrim, then get *intensely* pissed at the wiff rates because only spellcasting shows them.

                [...]
                No, it's the *second* most broken and OP skill in its own right at extremely high *investment*. Because as mentioned, there's huge swaths of Enchant capacity that are *completely impossible to use* without multiple layers of boosting the skill artificially.

                It's Alchemy that goes literally infinite, letting you make maxed-out Enchants at an actual skill rank of 5 and a pre-boost Intelligence of 30.

                The skill *floor* problem is in fact bad game design. It's obnoxiously tedious to get into because of just how many layers of opaque formulae there are driving everything and things that *have to be* learned *and recalled* to progress.

                >How long do you think it takes to figure

                >without fast travel you're stuck holding the w button for tens of minutes just to deliver a letter to someone on the opposite side of the map, only to have to go all the way back again to complete the quest and get a pittance of 100 gold.
                Genuinely, skill issue. out organically?
                I don't know. Make a guess. You start right near fast-travel point, it is impossible to miss it (it even makes noise, if you are blind), you get repeatedly recommended to use it, and you get money for the explicit purpose of using it.

                The only problem I can imagine is that silt strider looks like a final boss, so there is a chance you might try to escape from The Busstop into the wilderness, and get lost there.

                > How long do you think it takes to come to grips with the breakpoints of how much training you need to start using a skill?
                You don't need to know breakpoints. In fact, I still don't know them.

                > How long do you think is acceptable to expect players to spend learning the game before they start *actually playing* the game, you *nostalgia-ridden jackass*?
                You learn all necessary stuff during chargen.
                The rest is people pushing things to the limit. I mean, I don't even use fast travel, as super-jump (the concept of which you get introduced to right after leaving first location, if you skip fast-travel) is more convenient.

              • 2 years ago
                Anonymous

                stop typing like a *fricking homosexual*
                This isn't a comic book written for barely sentient children who need the important words bolded for them, and we are capable of reading with intonation in mind.

              • 2 years ago
                Anonymous

                Nah, let him type that way, it's appropriate since he is a fricking homosexual.

              • 2 years ago
                Anonymous

                I didn't minmax even a little in my last play, used 80% of my top 10 skills and it was an excellent run and perfectly good progression
                get mad stay mad

              • 2 years ago
                Anonymous

                Yeah, it's like he's theorycrafting autistic minmaxer "problems" that normal people don't experience at all and then declaring the game busted because "if you want to have optimal health per level you have to level in weird ways."
                Who gives a shit, by level 20 you can trivially wreck everything in sight regardless of whether you carefully minmaxed every stat, every skill, every level like a virgin or just went with the flow like a chad.

              • 2 years ago
                Anonymous

                >Unless you make it one of the *five* Big Points of your character, it's going to be a torturous slog.
                That's part of "don't use a weapon you're not skilled in." Duh. It is doable, but you'll need to get money to pay for trainers if you want to do melee combat with no skills. It feels like you're complaining "how come I can't play this game badly and still crush it?"

            • 2 years ago
              Anonymous

              why do you guys suck off the stamina mechanic so much
              it's not fun to have to slowly walk everywhere just so that you can actually land hits when it's time for a fight
              most games don't do that and for good reason

              • 2 years ago
                Anonymous

                Because it makes you feel weak at level 1 so you feel even more godlike at high level when you can zip around the map at Sanic speeds leaping over buildings, with a green bar that regenerates itself as fast as you can spend it. Low stamina is a level 1 problem that you can then overcome, and that feeling of progression is appealing to people who like RPGs.

          • 2 years ago
            Anonymous

            Stay mad zoomer you will neve rbe a woman

        • 2 years ago
          Anonymous

          >He did a LOT more than just draw artwork.
          Not disputing that but he wasn't the only one who wrote for and contributed to the setting of Morrowind.

          • 2 years ago
            Anonymous

            Sure, no contesting that. He just attracts a lot of attention for being flamboyantly weird and interesting. Plus the Sermons of Vivec were his baby, and they're excellent.
            FOUL MURDER

        • 2 years ago
          Anonymous

          > you MUST tailor your creator creation and MUST join certain organizations to make sure you can hit something
          > ITS AN AMAZING GAME!!!!!
          Morrowind is great for a lot of things the actual gameplay isn't one of them.
          Just make combat work like skyrim. Almost everything else keep it the way Morrowind does it.
          Game perfect

          • 2 years ago
            Anonymous

            >just let me ignore the existing power structures in a game that's already trivially easy to break

            DnD and main character syndrome have been a disaster to roleplaying games.

            • 2 years ago
              Anonymous

              You literally are the main character of Morrowind moron

              • 2 years ago
                Anonymous

                Only through your actions. Starting at the bottom is an important part of the experience.

      • 2 years ago
        Anonymous

        >not auto fast travel
        This would be a lot less terrible if TES games didn't send you across the fricking map to do the most mundane shit. Keep things regional. Instead, without fast travel you're stuck holding the w button for tens of minutes just to deliver a letter to someone on the opposite side of the map, only to have to go all the way back again to complete the quest and get a pittance of 100 gold.

        The Frodo Baggins experience might be ok for the major quests, but basic errands should not require you to go even as far as the next town over.

        I don't mind losing fast travel, so long as quests stop using ridiculous distances as filler the mundane tasks, especially when you're using a new character with movement speeds that feel like you're running knee deep in tar.

        • 2 years ago
          Anonymous

          >without fast travel you're stuck holding the w button for tens of minutes just to deliver a letter to someone on the opposite side of the map, only to have to go all the way back again to complete the quest and get a pittance of 100 gold.
          Genuinely, skill issue.

          • 2 years ago
            Anonymous

            The travel system in Morrowind was so immersive, really made it feel like a real island.

          • 2 years ago
            Anonymous

            This. Add a Recall and getting around the map gets exiting task rather than "open map-move cursor over target-choose fast travel". Only poorly implemented part was those propyron indices, which don't add much and even after getting the master indice (which was basically a mod made by Bethesda) are hardly ever useful outside some very specific tasks/mods.

      • 2 years ago
        Anonymous

        Brainlet

  9. 2 years ago
    Anonymous

    The sheer amount of drugs Kirkbride did during development.

  10. 2 years ago
    Anonymous

    >see mudcrab
    >draw my bow
    >draw an arrow on my bow
    >walk close to mudcrab
    >walk closer to mudcrab
    >walk so close to the mudcrab that the tip of the arrow is literally touching between its fricking eyes
    >let go of the arrow
    >miss
    >alt+f4, uninstall

    • 2 years ago
      Anonymous

      Filtered

      • 2 years ago
        Anonymous

        I hate Bethesda. They ruined the Fallout franchise.

    • 2 years ago
      Anonymous

      >see orc
      >draw my bow
      >draw an arrow on my bow
      >walk close to orc
      >walk closer to orc
      >walk so close to the orc that the tip of the arrow is literally touching between its fricking eyes
      >roll 1d20 to attack
      >miss
      >flip table and screech like a baby

    • 2 years ago
      Anonymous

      what was your archery skill at nigguh

  11. 2 years ago
    Anonymous

    Both in tabletop and videogames, magic SHOULD be overpowered. Otherwise, what's the fricking point of studying so hard? No one swinging a sword should be able to do comparable damage to someone summoning a firestorm.

    • 2 years ago
      Anonymous

      >standing around summoning firestorms is interesting gameplay

      • 2 years ago
        Anonymous

        Are you saying it isn't?

    • 2 years ago
      Anonymous

      >a munchkin speaks
      >"MAKE MY PREFERRED ARCHETYPE OP PLZ!"

    • 2 years ago
      Anonymous

      the same point as training swordsmanship so hard

  12. 2 years ago
    Anonymous

    >subhuman gamers predictably turn Ganker into shit
    >they move to other boards and keep discussing videogames instead of realizing what happened and getting real hobbies

  13. 2 years ago
    Anonymous

    go back to Ganker you suhbuman homosexual Black person

  14. 2 years ago
    Anonymous

    Because it's a solid blend of traditional fantasy with an original setting.

  15. 2 years ago
    Anonymous

    Daggerfall

  16. 2 years ago
    Anonymous
  17. 2 years ago
    Anonymous

    The main lore writer still worked for Bethesda I forget his name, but he did contract work writing some in-game books for later games.

  18. 2 years ago
    Anonymous

    Flat chested argonian women, that's why.
    Now go back to /vrpg/

  19. 2 years ago
    Anonymous

    Since this is the TES thread in this board, was wondering why High Rock has the reputation of having the most court intrigue and politicking in Tamriel to the point that one of its kingdoms is literally named "Daggerfall", shouldn't Cyrodiil have that reputation instead considering it's at the heart of the Empire and capital of Tamriel?

    • 2 years ago
      Anonymous

      I guess having the emperor being a direct descendad of a literal god makes aiming to the top not an option.

      • 2 years ago
        Anonymous

        To be fair Septim VII got assassinated and the conspirators didn't get their comeuppance from Talos but rather a literal nobody.

        • 2 years ago
          Anonymous

          >didn't get their comeuppance from Talos
          They did get pwnt epic style by Akatosh though

  20. 2 years ago
    Anonymous

    Wrong board.

    • 2 years ago
      Anonymous

      we used to have great TES threads on /tg/, where actual lore got discussed (unlike the threads on certain other boards) and the tabletop versions were talked about a lot.
      This one's offtopic is mostly on account of how it's monopolized by one autist whinging that the game is LITERALLY UNPLAYABLE™ if he has to jump through hoops to make a specialist in the most broken school of magic.

      • 2 years ago
        Anonymous

        Oh, right, this one...

        Yeah, the problem I have is that the hoops to jump through are getting it to basic functionality *without* the exact ingredients for Full Game Shattering Bullshit or sitting with a reference guide on my phone because for some *utterly lunatic* reason the game never says what your chance to enchant (or hit with a weapon) is.

        If the option does not function in the early game, it should not be there in the early game. Plain and simple, there should not be such "traps" where players *have to* learn that it's a trap to try and make a "Just Good" enchanter in the early game.

        Gate it behind reputations or something, do not make it an off-the-boat skill if it's not actually usable that way even when you push the *entire* way short of getting out the Fortify Intelligence potions. Including spells and enchants to Fortify Intelligence.

  21. 2 years ago
    Anonymous

    Emil can't write.

  22. 2 years ago
    Anonymous

    It isn't. Battlespire is better from a writing point of view because all the Daedra you talk to have tons of personality. Morrowind's characters are mostly boring billboards.

  23. 2 years ago
    Anonymous

    go back to Ganker + daggerfall is better

  24. 2 years ago
    Anonymous

    good lore rough gameplay

  25. 2 years ago
    Anonymous

    >ctrl+f
    >*
    >142 results

  26. 2 years ago
    Anonymous

    I'm an elder scrolls lore sage, I can answer any question if people want to discuss the setting in depth.

  27. 2 years ago
    Anonymous

    It actually tried not to be a Tolkien clone. Then it went back to Tolkien clone for Oblivion because suddenly everyone likes LotR.

    • 2 years ago
      Anonymous

      Either way all these hacks just orbit Tolkien. Even le crazy mushroom man.

  28. 2 years ago
    Anonymous

    Because the bar is low

  29. 2 years ago
    Anonymous

    because there hasn't been any other games since Skyrim for 11 years.

  30. 2 years ago
    Anonymous

    Because Oblivion and Skyrim kept dumbing themselves down to be more approachable and sell more copies.

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