>>324049447 Honestly, I thought Oblivion was the best of the series. I dont see any more depth in the Morrowind questlines than the Oblivion questlines. Actually Oblivion had some of the best questlines of the series.
The main complaint is that Cyrodil is boring, but If you actually explore it its fairly diverse and Shivering isles was a legitimately interesting location/expansion.
I honestly think its just elf fags who say Morrowind was better. If you don't have an elf fetish there is no way Oblivion wasn't the most complete experience.
>>324049086 >there will never be another like it I hope bethesda never decides to visit iliac bay again. They're just going to ruin everything. >no nymphs >no daedra seducers >no prostitutes >no temple factions to each divine >no knightly orders >no spell making >no class customization >no reputation Imagine a TES: Highrock or Hammerfall. Shit's going to be a casual snorefest with barebones quests, factions, and practically zero character creation apart from facegen.
>>324050008 Cyrodil is boring yeah but let's be fair, it's the capital of the Empire. were we supposed to expect some hostile, frigid environment? >>324050132 took me a while to find out and I'm not even a newfag. means "authored by" or "posted by"
>>324050130 Yeah, Bethesda has demonstrated that they can try less and less each time and get away with it. TESVI is going to be a shallow game with some focus on crafting and settlement building I bet.
>>324049629 Not our fault if you can't pay attention to number. people with 5 in axe 30 strength and agility trynna be strong boi. Guess dafuck happens you stupid N'wah. go back to the boat you came from.
I remember it being amazing when it came out. For me its probably at the exact limit where graphics get too bad for me. Any worse 3d graphics than Morrowind, and it doesnt look good for me.
The game still holds up RPG wise. Its very immersive, and modded its an almost perfect game in my opinion. It has several issues however, like Beteshda tier animations which are incredible shit. Beteshda really needs to get a grip on that. NPCs are just tour guides (this is fixed by one of my favourite mods that makes litearlly every NPC unique. They spent years making unique dialogue for every NPC), and there are no interesting random encounters without mods.
>>324050008 Shivering Isles was so good. Crazy how memorable it is I can recall alot of thing unlike skyrim for example. Too bad we will never get something similar anymore , they raped bloodmoon so hard what a shame.
>>324050008 The world in Morrowind had so much more depth and variety. The questlines and the world is also more open ended. Hell the main questline guy even tells to go off and explore a bit before continuing.
They are really holding themselves back, but what the hell, looks like it doesnt matter. Their games still sell like hotmemes. Todd should just make his friend a "supervisor" or """"consultant"""""" with no real power, so he can keep him around to remniscence about college days while not fucking their shit up.
>>324050801 >>324050947 It was cool I give you that. But why the dwemer ship is in the middle of the map why the willage is still at the same place? Where is Hircine daedric hunting ground? he gone. and how can you fuck up a treasure that hard holy fuck.
>>324045985 Cons: >walk around >feels like i'm walking in peanut butter >jumping, crouching and movement feels so fake and alien >get stuck on random bits of stiff geometry >stiff, bad animations >shit draw distance >PINK FOG >shit combat (stat based CRPG's have done RPG combat much better before and since morrowind.) >tiny world, only felt so big because you walk so slowly and the draw distance was shit (get the graphics overhaul and see just how small it actually is) >NPC's don't have lives. They just stand around waiting for you to interact with them
Pros >Art design of weapons and armor was pretty sweet >Music was top notch >Interiors were typically very nice
>>324050205 >Cyrodil is boring yeah but let's be fair, it's the capital of the Empire. were we supposed to expect some hostile, frigid environment? It was disappointing primarily because Cyrodiil was already very fleshed out in the lore as early as 1998, and Oblivion's representation of it ignored nearly all of it and gave us LotR instead. Obviously there's some things that would have been technologically impractical such as the talking hedges with choruses of birds or the Moth Priests' explosive moth beards, but it's strange that almost none of the culture was preserved, and the differences between Colovia and the Nibenay was far too subtle.
It's a bit ironic that Cyrodiil is by far the province of Tamriel most closely associated with dragons, yet it wasn't until Skyrim, which previously had almost nothing to do with the creatures, that we got a game focused around them.
That said, I still like Oblivion despite the blandification of its environments. At the very least they did recognize that they were changing the world a lot from what we had expected. I often hear people say that it wasn't until Skyrim (Heimskr's quote) that the CHIM explanation became canon, but it's worth mentioning that even Oblivion itself had the explanation for why the game world was so different from the lore: http://www.uesp.net/wiki/Oblivion:Mythic_Dawn_Commentaries >CHIM. Those who know it can reshape the land. Witness the home of the Red King Once Jungled.
>>324050593 Well alchemy was pretty complex having different ingredients and effects that was really the only good crafting system but got put up on the chopping block because it was abuse-able. The smith weapon/armor crafting thing is a hold over of sandbox MMO's from like 15 years ago. You can't even change the colors on it your making the same basic thing that's totally cheap and common on every npc and most of it is shit low tier stuff that's going to disappear and be obsolete like why would you want to screw up the level scaling in the game for the trade off of being able to make iron or steel swords when they are useless common loot. Not to mention Skyrim cut down on the armor slots even like there was 4 of them it really needed an entire crafting system for 4 items?
>>324067438 Mods can't change the awful combat. This is a problem with most Bethesda games, they sell like crazy and so Todd knows that as long as modding tools are out, the community will finish the product for them.
Problem is, that only worked for Fallout: New Vegas so far. Read: a good game.
>>324067829 Honestly it's the opposite. Ten years ago Morrowind's modding community was a shitheap. It's only fairly recently that truly good things have started to emerge. It's not as big as Skyrim, but it still gets several hundred mods a year.
>everyone sounds the same >everyone talks about the same fucking things >the loot sucks and can't be used for anything fun >magic is shitty >no sense of urgency to the apocalyptic main quest >tiny as dicks, ugly, barren main city hub >no trafic anywhere except guards, couriers and M'aiq >people's routines consists on sitting on different places >the flora and fauna look horridly fake, tacky and nonsensical >the lake is smaller than the pond on a golf club >imperial everything looks boring and uninspired >most NPCs have zero race identity
>>324069350 The game industry will perpetually remain beholden to C++'s clunkyness and never embrace anything that allows the full expressiveness that is possible with zero cost abstractions, simply because it's such a bitch to do anything with them in C++.
Just looking at the source code of the Source engine is painful when you see how much manual indirection is needed when you go full C++.
>>324050008 completely agree. Quests are what make a tes game imo, almost all of Oblivion's quests were unforgettable and the number of fetch quests could probably be counted on one hand. While Morrowind is still my second favourite game and it had a far better main story, its guild quests felt inconsequential and too similar to average side quests rather than being self contained stories as Oblivion's were
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