[HN Gopher] Morrowind 20-year anniversary book
___________________________________________________________________
Morrowind 20-year anniversary book
Author : todsacerdoti
Score : 263 points
Date : 2022-05-24 10:48 UTC (12 hours ago)
(HTM) web link (mw.thenet.sk)
(TXT) w3m dump (mw.thenet.sk)
| ppaattrriicckk wrote:
| I remember having one of those free websites together with a mate
| from school (webbyen.dk, was the thing in Denmark). We'd write
| our own review of games, half-conscious that nobody would ever
| read our reviews. But for Morrowind, I was so... crazed out from
| pure anticipation, that I wrote a review before having the game
| in my hands.
|
| The game more than delivered on my expectations. The music still
| soothes me to a large degree, and the world (glass and daedric
| armour or houses made from giant mushrooms) was so absolutely
| fantastic to me.
|
| I've always wanted to experience the exact same thing, but with
| present (or future) graphics. I've tried installing the various
| mods and rebuilds, but it never was that great an experience.
|
| Recently I bought Elder Scrolls Online (ESO) while it was on
| sale, and while I think the game itself is quite boring and
| constantly nudging you to subscribe, I was blown away by
| exploring Vvardenfell. In my opinion it really captures the same
| mood and it's... Just. So. Beautiful!
|
| Not quite RDR2 graphics, but it really hit a soft spot for me,
| seeing Seyda Neen "remastered". I can highly recommend spending
| the dollars/euros, simply for that dose of nostalgia :-) or
| simply an image search to see some of the good old scenes with
| modern day graphics
| Melatonic wrote:
| There is a fairly legit sounding project remaking morrowind on
| the newer engine but who knows if it will ever be completed
| asdff wrote:
| morroblivion is done but skywind is still in progress.
|
| https://morroblivion.com/
|
| https://tesrskywind.com/
| ppaattrriicckk wrote:
| I know this doesn't add much, but a small addition: The whole
| concept of the lost Dwemer civilization is an entire layer of
| depth to the fantastic world. A world which IMO is unparalleled
| littleweep wrote:
| Have you played Elden Ring? That has brought me the same wonder
| Morrowind brought me decades prior.
| tfigment wrote:
| Elden Ring is a marvel but its not same to me. Morrowind is
| not typical fantasy so the alien world of mushroom houses and
| silt striders takes it to the next level. Skyrim and Oblivion
| were less interesting to me as it was standard high fantasy
| setting.
| ppaattrriicckk wrote:
| You capture what I failed to articulate. I feel _exactly_
| that way about Oblivion and Skyrim
| woeh wrote:
| Fond memories. I remember power gaming Morrowind, by making
| potions that made you more intelligent and 'have more luck'. If
| you drank those, you could make better potions, which in turn
| would made you luckier and more intelligent. After a few cycles I
| could shoot fireballs to wipe out entire villages!
|
| All well and good until an add-on introduced some guards with a
| shield that 100% reflected my epic fireball, resulting in not
| only my character being fried but also my poor PC having a blue
| screen of death.
| omnibrain wrote:
| If you don't know it yet, make sure to read this loveletter to
| the game: https://www.pedestrian.tv/gaming/morrowind-is-broken-
| buggy-t...
| fullstop wrote:
| Morrowind, on the xbox, would completely reboot the xbox after
| presenting a static loading screen, in a last ditch effort to
| allow the user to keep playing. [1]
|
| 1. https://kotaku.com/morrowind-completely-rebooted-your-
| xbox-d...
| [deleted]
| fastball wrote:
| I'm confused. If you're running low on memory, why wouldn't you
| just... deallocate stuff?
| flohofwoe wrote:
| Mainly because with 64 MBytes of RAM filled to the brim with
| game assets you'd very quickly run into memory fragmentation
| issues.
|
| It's easier to just load big chunks of data at pre-defined
| memory addresses, and once you need to overwrite most of the
| memory anyway with new data, starting from a clean slate with
| a reboot is much more straightforward.
| fullstop wrote:
| A lot of Linux-based DSP solutions do this. You either
| purposely tell the kernel that you have less memory than
| you do at startup, reserving the rest for the DSP, or you
| load a kernel driver which can allocate contiguous memory.
| This driver never actually uses the memory, it just scoops
| it up before anyone else can.
| baisq wrote:
| havblue wrote:
| "There's been great tricks that [Xbox] taught us," Howard said.
| "My favorite one in Morrowind is, if you're running low on
| memory, you can reboot the original Xbox and the user can't
| tell. You can throw, like, a screen up. When Morrowind loads
| sometimes, you get a very long load. That's us rebooting the
| Xbox. That was like a hail Mary."
| ridgered4 wrote:
| I never played on the xbox, but I remember when traveling
| between cells in Morrowind (like into a dungeon or building,
| etc) I never could figure out why it sometimes only took a
| few seconds and other times I was sure the game was locked
| up. I saw this behavior on several PCs and don't ever
| remember it going away.
|
| Morrowind had a much more interesting world than Oblivion,
| but I really appreciated that Oblivion did not do that. And
| that NPCs could chase me out of buildings.
| mywittyname wrote:
| Hearing this makes me feel better about some of the asinine
| things I've done to keep software going.
| giancarlostoro wrote:
| I'm more surprised the Xbox somehow did this without showing
| the Xbox loading logo, is this like some normal feature of game
| consoles I was unaware of? I guess I would call it moreso a
| silent reboot.
| flohofwoe wrote:
| Yes, IIRC it was a special "warm start" boot mode. Rebooting
| into different game modes wasn't that uncommon.
| mikepurvis wrote:
| Particularly interesting since wasn't the OG Xbox the first
| major console to actually be running a significant amount
| of background system software? I feel like that would
| considerably complicate reboot-to-self vs with old-school
| setups where everything is bare metal and the user software
| is in control from the moment of boot.
|
| Anyway, maybe the full weight of the hypervisor-based
| solution didn't land until the 360, but even a generation
| later, other players were in catch up mode like, wasn't the
| Wii still doing goofy stuff like making individual games
| include the code to show the "system" pause screen when the
| home button was pressed?
| fullstop wrote:
| Presumably this was only an option for offline things?
| flohofwoe wrote:
| I don't remember honestly, but I think the background
| services thing only came with the Xbox360? (did the OG
| Xbox actually have any sort of "slide-in" dashboard when
| the Xbox button was pressed?)
| flohofwoe wrote:
| I dimly remember that the Xbox SDK manuals recommended to
| reboot into new game levels, or to boot into a completely
| different executable for the multiplayer mode to make better
| use of the limited memory by not keeping stuff around that's
| not actually needed.
| anthk wrote:
| Italian Job in PC did that. And PS too I think.
| upupandup wrote:
| Morrowind is a great achievement but there were other great
| obscure RPGs from this era. Namely JoWooD's Gothic.
|
| In many ways it went beyond Morrowind. Morrowind was huge but it
| also had moments where it felt mostly text driven to get
| immersion.
|
| In Gothic for instance, the levels feel incredibly organic and
| NPCs are doing stuff on their own. For instance, in the wild
| monsters would engage in combat with each other. Vast underground
| mining camps require no loading screen to enter and explore.
|
| Have a look at Gothic if you liked Morrowind. The world is
| nowhere near as huge but the story, dynamic levels/npc, all
| combined create a fluid and very rewarding almost Skyrim like
| world in the early 2000s.
| alternatetwo wrote:
| You might be misremembering things (a bit). Gothic 1 had the
| world, the oldmine, the freemine, the orcgraveyard and the
| orctemple (and technically also the abandonedmine and orccity
| but they are unused and empty) as seperate maps. So these had
| loading screens. Since you said JoWood's Gothic, I'm assuming
| you mean the 2nd one, since the first was published by ShoeBox
| (and I'd call it PiranhaBytes' Gothic anyway, since they were
| the developers).
|
| Gothic 2 had the newworld, the oldworld, the addonworld and the
| dragonisland. Only in Gothic 2 are there no "dungeons"
| (internally indoor vs outdoor maps) so to speak, but there are
| some underground places which do not require loading screens.
|
| Why I love Gothic so much is because the entire world is
| handcrafted. Nothing is procedurally generated, they just used
| their world editor (Spacer, they released it) and placed items,
| benches, fires, etc etc. This was also done by a much smaller
| team, basically it started with 2-3 german CS students wanting
| to make something as cool as Ultima, but of course it got
| bigger later on.
|
| The monster AI is really great. Various monsters also behave in
| packs, i.e. you can lure Scavengers away one by one, but
| Snappers all attack you if one attacks you, even if they didn't
| see you. They also each have a distinct fighting style (more
| relevant in Gothic 2 than in Gothic 1), so you can learn
| patterns and theoretically beat the biggest monsters with
| terrible gear.
|
| I can only recommend it as well if you like these type of older
| RPGs.
| upupandup wrote:
| wow!!! really impressed with your memory recall here. Yes I
| meant the first one. My memory is quite fuzzy as its been
| ages since I was gaming actively.
|
| To me some of the best games I played allows me to build
| these internal dialogues with what has transpired so far. So
| much of Gothic 1 world seemed organic and quite dangerous
| with enough diversity and variability that creates unique
| character for each region.
|
| I can't put in to words just how good that game was. Running
| through a dark forest with low HP, trying to make it to the
| new camp, witnessing bunch of Snappers gang up on a Scavenger
| and attack it etc while I hide. That was super impressive
| because it made me think there was some food chain ecosystem
| going on.
|
| The story was quite good too and I could identify with the
| struggles easily. It was a _believable_ world. Bunch of rebel
| lawlessness in new camp, the resource centric old camp
| competing, and buddha like spiritual group who seeks to
| escape the samsara.
|
| I just have not played a good RPG like this on the PC,
| Stalker also shared similar qualities, perhaps FF7. But it
| was far more enjoyable than any new games I played recently.
| In fact I stopped purchasing new games since 2017.
|
| Really wish the coop multiplayer mode in Gothic would've been
| released, used to get super excited seeing that.
| SSLy wrote:
| You will probably like Elden Ring, Dragon's Dogma, maybe
| the first Fable? Greedfall II.
| alternatetwo wrote:
| I fiddled around with these two games for years mod and
| reverse engineering wise, otherwise I wouldn't remember it
| all either! And of course I played them both many times.
|
| I played this game first as a kid, and it really left an
| impression on me. And yes, the game world is just so real,
| it all kinda makes sense. The forest has a really dark
| atmosphere, they did a funny trick there, they hardcoded it
| that your character state goes into threat mode, so the
| music changes to the threat version.
|
| I have to be honest, it kind of ruined RPGs for me long
| term, since none of them really ever held up to the
| standards Gothic set that early. Too bad PiranhaBytes also
| never truly recaptured what they had.
|
| And yeah coop would have been fun. Final game still links
| to wsocks, because they had it internally at some point,
| and some Net classes even remain too, but it's all
| unuseable. There are multiplayer servers though for actual
| roleplaying, but the multiplayer part is written outside
| afaik.
| rvbissell wrote:
| I miss the constant-effect levitation charms I could embed into
| glass armor, using grand soul gems. I suppose Bethesda had good
| reasons for removing that in later TES titles.
| alxexperience wrote:
| This is an awesome book! I remember being blown away as a kid
| playing Morrowind. I had no idea what was going on, and got
| killed by a Nix-Hound pretty quickly. But once I started to
| understand the mechanics and what I could do, I was blown away. I
| don't think many games that I have played have matched the sheer
| oppression and alienness of Morrowind. There are giant mushrooms
| everywhere. Almost no one likes you or cares about you. There are
| multiple political issues and maneuvering going on between the
| Great Houses and Guilds. It's truly a fantastic RPG.
| nedsma wrote:
| I remember catching the Corpus disease and then trying to cure it
| with the utmost urgency, as if I'm really being sick. While
| searching for the cure, I got that shocking message "Your case of
| Corprus has worsened.". I went searching on the Internet for cure
| and once I had the potion, I was so relieved.
| corrral wrote:
| The funny thing is, you really _don 't_ want to cure it too
| fast. It's how your character gets strong enough to achieve the
| god-like power the plot suggests you ought to attain.
| nedsma wrote:
| Oh, I didn't know that. Tnx! For me, it meant the end of the
| game and it would require restarting the game. Next time I
| catch it, I'll see what it actually does.
| corrral wrote:
| It does the same thing it does to the others afflicted by
| it: it makes you strong, dumb, and slow, with the effects
| growing the longer you have it. This is represented in the
| game by causing physical base stats (str, end) to go up,
| and mental & agility stats to drop.
|
| ... but, crucially, when you cure it, the bonuses remain,
| while the penalties go away. So you can use it to pretty
| much max out your strength and endurance.
| AdmiralAsshat wrote:
| The idea of Morrowind always sounded cool, but I could never get
| into it. I think I grabbed the Xbox version for ten bucks at a
| Best Buy back in the day. I spent roughly a half hour designing
| my character, spawned on a boat, and saw a nearby treasure chest.
| I took stuff out of it (as one does in a freaking RPG), and was
| then murdered for stealing by nearby guards.
|
| Back onto the shelf it went.
| technothrasher wrote:
| > I took stuff out of it (as one does in a freaking RPG), and
| was then murdered for stealing by nearby guards.
|
| And this was a surprise to you in an RPG? Even in Ultima I back
| in 1981, you'd get attacked by the guards for stealing stuff in
| town.
| AdmiralAsshat wrote:
| It was surprising to me, yes. I wouldn't say I grew up
| exclusively with JRPGs (I did play the Eye of Beholder games
| on DOS), but those were the majority. And as you're probably
| aware, it is perfectly acceptable in JRPGs to break into
| people's houses to loot everything that is not nailed to the
| ground, and shatter their outdoor pots in search of currency.
|
| I think my frustration was not that stealing is a crime in
| the game so much as the game's UI didn't really do anything
| to warn me that I was stealing. If the UI had maybe coded the
| action in red font with "Steal plate" instead of grey text
| "Take plate", I probably would have reconsidered.
| technothrasher wrote:
| Yeah, there's an icon that lets you know whether you're
| visible while sneaking, but nothing like Skyrim's red/white
| indicator as to whether an item you're looking at is owned
| or not. Although there are nowadays mods to indicate owned
| items.
| smcl wrote:
| Not sure if you're aware, but this is exactly what Skyrim
| does. The on-screen prompt shows red text and "Steal plate"
| instead of white "Take plate". I wasn't 100% sure what
| triggered people to come after you though, sometimes I'd
| steal something and nobody would bat an eyelid. Other times
| I'd be on my own in a room with a closed door, steal a book
| or something and someone would come from the other side of
| the building and give me a talking to.
| godshatter wrote:
| I understand this, but I would look upon it as a failure of all
| the other RPGs up to that point. You really shouldn't be able
| to steal from chests with little to no skill in direct sight of
| guards. You can come back later and loot them when you're much
| stronger or your sneak is up far enough or other more specific
| skills are high enough but you won't really need to since
| you'll be amazingly rich by that point anyway.
| aparticulate wrote:
| Like real life, you can't steal while people are watching :)
| You probably needed to level that stat, a bit also. It is
| deeply advantageous to play a klepto character
| havblue wrote:
| An unfortunate thing about Morrowind for me is the "you can never
| go home" effect. Fans can always remaster it with better
| graphics, but the strangeness and beauty of playing it for the
| first time is something that we won't get to experience again.
| [deleted]
| sleepdreamy wrote:
| Agreed. Mind boggling experience that I've never been able to
| replicate after the first genuine play-through. Granted I was
| young and Fable more or less had a great impact on me as well.
|
| Games feel...not as great as before. Ghost of Tsushima was
| excellent but it's been a while since a game has truly made me
| go, "Whoa!"
| aparticulate wrote:
| Souls series is probably exemplary of an "okay, I'm a kid
| again" game for me. It's just so left field in many ways yet
| familiar. Souls makes me nostalgic about my gaming past that
| is not even historically accurate, they are so weird.
| aparticulate wrote:
| These games are weird and have a bizarrely long shelf life that
| is often (unfairly in my view) thrashed in the gaming
| consciousness.
|
| All of the games have this half life where you love it for the
| first 60 hours, enjoy for another 100 hours of modding and then
| you are sort of disgusted by the realization that NO game can
| really sustain this level of scrutiny and you see all the
| seams, copy-paste that such a diverse world needs.
|
| The Outer Worlds was undoubtably an attempt to mimic the style
| of Bethesda but I honestly couldn't play more than 30-40 hours
| of it. Even New Vegas, my favourite in that engine, doesn't
| have enough of the repetitive grind that really makes these
| games so unbelievably popular.
| giancarlostoro wrote:
| I would love to play a Morrowind successor with a modern
| engine, maybe not a total remake, but further along in the
| storyline of Tamriel. I just want to revisit a lot of those
| places I used to go to with the same type of rich detail of
| Skyrim and Oblivion (for its time).
|
| Aside: I would love to see the other regions in Nirn someday as
| well. We've yet to see anything beyond Tamriel in the modern
| games, and there are even other races / species we have yet
| seen which could make for a really interesting game if done
| correctly.
|
| https://en.uesp.net/wiki/Lore:Nirn
|
| Edit:
|
| If they do a Morrowind Sequel or Prequel they need to be
| careful not to overlook even minor details, unless they go far
| enough forward / backward to where most things are ignored, but
| I would say even check the books and the quests of the game to
| make sure nothing is amiss.
| havblue wrote:
| I suppose the problem is that it seems like Bethesda is more
| interested in creating a sandbox then having a story that
| fits that sandbox. Going back to Morrowind doesn't accomplish
| that necessarily.
|
| On the story front I think what it did well was have the lore
| tie into weird things about the game world. The sand storm,
| the blight, the floating rock are things that dagoth did on
| purpose. Likewise, vivec and company are "Gods", that you can
| meet, but they're also Dunmer who used artifacts to become
| immortal who knew you in a past life. The visuals are more
| tangible because the story is integrated into what you see.
| aparticulate wrote:
| Morrowind has a some interesting lore but is the textbook
| definition of a 'fetch quest' game. I'm not sure I can even
| remember the plot of any of the missions. Their modern
| games, while often hackneyed in the writing dept are at
| least diverting to your attention. "Wouldn't it be cool if
| a mage dropped from the sky" is probably the high bar of
| Morrowind narrative chops.
|
| Bethesda is culturally a "level design developer" imo. Kind
| of like Valve in that regard. They have a technical idea of
| what they want the player to experience, not a strong
| narrative one. New Vegas is so interesting because Obsidian
| clearly do not have the same culture, it was ALL
| traditional RPG storytelling (and some okayish levels) in
| the same Bethesda framework.
| mountainb wrote:
| They did in Elder Scrolls Online. I didn't play that much of
| it but it's from an earlier time period than in the normal
| TES Morrowind. It was fun for the sightseeing at least.
| pradn wrote:
| There's a recurring joke in the Morrowind community that the
| best way to play it is by hurting yourself enough to get
| amnesia and then playing it.
|
| I know by now my favorite play style (Dark Elf, long sword,
| heavy armor, destruction magic). But I need to branch out to
| try something else, but then I won't be playing my favorite
| way! Magic in particular is pretty difficult to work with in
| this game.
|
| I still remember discovering the mushroom buildings of Seyda
| Neen.
| wincy wrote:
| Huh, I only played like an hour of Morrowind. Giant fleas and
| I found some boots that made me jump into the air and die.
| Maybe I should try it. I beat Skyrim and Oblivion, it's just
| hard with the graphics and I feel like I've been waiting on
| Skywind or whatever that mod is called.
| pradn wrote:
| FWIW, the modern graphics mods improve every texture, the
| draw distance, and atmospheric effects. Some of the game
| play like how a sword can look like it hit, but did not,
| are more of an obstacle I think.
| galangalalgol wrote:
| For me it was always about the meta game. The alchemy loop
| was fun to find once, but then so broken as to be boring. The
| enchanting system was so rediculously powerful that it made
| everything trivial, but somehow in a fun way. Always on
| levitation, spell reflection, and spells that could literally
| annihilate anyone outdoors as I flew into a city apocalypse-
| style and cast once and everyone fell down.
| havblue wrote:
| The jump spell for travel was fun as well as long as you
| don't jump as high as the yellow fur hat guy at the start.
| pradn wrote:
| These sorta broken systems were a bit part of the charm of
| the game :)
| rjknight wrote:
| I remember a mission where I had to visit Tel Branora, a
| Telvanni tower (I think it was the beginning of the quest
| line to become head of House Telvanni).
|
| As it happened, the weather was foggy, so I got quite close
| to the tower before it suddenly loomed up out of the fog in
| front of me. I've never been quite so stunned by anything in
| a game before or since.
| xdavidliu wrote:
| there are no mushroom buildings in seyda neen. youre thinking
| of Aldruhn
| intrepidhero wrote:
| I thought Aldruhn was made of giant bug shells? Sadrith
| Mora has the Telvanni Council which is in a living building
| same as any of the Telvanni towers in the east: Tel Mora,
| Tel Aruhn, etc.
|
| https://en.uesp.net/maps/mwmap/mwmap.shtml
| pradn wrote:
| Oops I'm thinking of Sadrith Mora! Aldruhn has the giant
| crab shell building.
| xdavidliu wrote:
| ah, my correction stands corrected. It is definitely
| Sadrith Mora (along with pretty much every other Telvanni
| town).
| vkou wrote:
| A large part of that is the draw distance.
|
| Play the game with the original view distance, and the island
| feels enormous, mysterious, full of possibility.
|
| Turn up the draw distance, and you realize that Pelagiad is
| closer to Balmora than my house is to the corner store.
| thom wrote:
| I loved Morrowind, but I do still lament the loss of the 'Elite
| as fantasy' feel for the first two Elder Scrolls games. As much
| as they were sparsely populated and low on story, those felt more
| like truly Open World games to me (I was happy running errands
| and clothes shopping for the most part). Morrowind was a bit of a
| shock to the system when I first played it. It was very well
| done, but many orders of magnitude smaller than Arena and
| Daggerfall. I can't really make a strong case that it wasn't a
| better game (and I enjoyed Skyrim too), but I hope we're not far
| off returning to procedural worlds with a new eye, especially now
| AI is on the verge of being a core part of asset workflows.
| Klaster_1 wrote:
| Reading comments like yours nudged me to try the Daggerfall
| recently. Thirteen hours in, I asked myself if I should
| continue and the answer was a definite "no". The most fun open
| world game parts for me are exploration and engaging
| activities. TES3 and newer Bethesda games exceed at this, but
| TES2 couldn't offer any of the sorts. If you saw a couple of
| dungeons and cities, you saw them all. Automatically generated
| quests feel like chores instead of simple adventures. The main
| quest did not evoke a sense of curiosity, no desire to know
| what happens next. I thought TES4 was bland and the worst in
| the series, but now the honors go to TES2. Not my kind of video
| game.
| tadfisher wrote:
| It's interesting how radiant/generated quests are pretty
| widely criticized as the worst aspect of TES5, but everything
| outside the main questline in TES2 is exactly this.
| Klaster_1 wrote:
| This surprised me too. F4 generated quest were fun only for
| so long, but after playing the TES2, I at least gained a
| valuable perspective on Bethesda games, you can really see
| the original DNA across the titles. I'd take dense, fun
| settlements over procedurally generated blandness.
| thom wrote:
| Ah that's a shame, but glad you're enjoying other parts of
| the genre. I'll admit, I played Arena and Daggerfall after
| Elite II: Frontier became one of my favourite ever games and
| I never bored of that either. I just enjoy having a sandbox
| to be in, the bigger the better. All games are pointless in
| the end and I find that a game that makes stronger promises
| to the player (dialogue, quests, items etc) feels even
| emptier to me once you've exhausted those options. Whereas a
| game that asks you to suspend disbelief at a lower level
| keeps on working for me.
| schnable wrote:
| I enjoyed the procedural towns and quests but I really hated
| the procedurally generated dungeons.
| robonerd wrote:
| FWIW, DaggerfallUnity has a (poorly documented) feature to
| swap in much smaller dungeons.
|
| https://forums.dfworkshop.net/viewtopic.php?t=1689 (I really
| can't stand forum-as-documentation...)
| peanut_worm wrote:
| The concept behind Arena and Daggerfall are cool but the actual
| gameplay is pretty horrendous. I guess people today say the
| same thing about Morrowind though.
| thom wrote:
| Yeah, gameplay's a subjective thing I guess. For me, these
| were some of the most immersive, atmospheric and thrilling
| games I ever played.
| kovvy wrote:
| I have high hopes for Daggerfall once they finish fixing the
| main bugs and it goes into beta.
| sbergot wrote:
| Original daggerfall creators are working on a new game in the
| style of daggerfall:
| https://store.steampowered.com/app/1685310/The_Wayward_Realm...
| galangalalgol wrote:
| I'm glad someone is working on an open world rpg at all, but
| that looks very promising. Its been 11 years since skyrim and
| there have not been many first person sandbox rpgs since. I
| actually can't think of any at all unless you count things
| like grimrock.
| pr0zac wrote:
| Theres a lot more if you don't mind stepping outside of
| fantasy themed games. Stuff like the Far Cry series,
| Cyberpunk 2077, The Outer Worlds, the Dying Light series,
| and the Metro series.
|
| But in the fantasy realm you're right I can't think of
| anything since Skyrim off the top of my head thats open
| world AND first person.
| vosper wrote:
| > Far Cry series, Cyberpunk 2077, The Outer Worlds, the
| Dying Light series, and the Metro series.
|
| Metro is about as on-rails as you can get? It's all "go
| down this one tunnel and shoot everything" or "follow
| this actually quite narrow and linear path across the
| rubble and shoot everything". Some of the missions are
| literally on rails (you're in a subway, after all)
|
| Far Cry is much more open than Metro, and often has some
| quite fun things to do if you stray off the mission path
| and talk to the right person. Depends how much you like
| to hunt and fish amidst blowing up the bad guys!
| throwaway675309 wrote:
| cyberpunk 2077 is about as far away from an open world
| RPG as you can get, it's a relatively linear story driven
| game. Besides the massive number of launch day bugs, that
| was one of them many points of contention across the
| reviews of the game, since the game was marketed as an
| open world sandbox style environment.
| hrydgard wrote:
| The Witcher 3 scratches that itch fairly well to tide you
| over, if you haven't played it, although it is a bit
| different.
| bluefirebrand wrote:
| Something like No Man's Sky, except a huge procedural world
| instead of universe, set in a fantasy setting, might be what
| you're thinking?
| aparticulate wrote:
| daggerfall unity is pretty fun if you want a modernized version
| of that game
|
| https://github.com/Interkarma/daggerfall-unity/
| rhn_mk1 wrote:
| How do you even play those games? Roaming the wilderness is
| _clearly_ not a fun option.
| louissan wrote:
| it all depends ... once upon a time, WoW was a bit like that.
| XRoads wild PVP, free-for-all ambushes in the wilderness, a
| reasonably sized world (not too big but not too small). Back
| in 2004 it did convey a sense of relative immensity. Which
| was part of the magic imho. Every subsequent iteration
| ("evolution") felt like its main goal was to minimise the
| "downtime" between the farming/"phat loot" sequences (raids,
| instances, etc).
|
| At the time, you could get a demo run a stone so at least
| some of the party could join quickly. But that took human
| interaction, some synchronisation ... it was nice and
| involved.
|
| Disclaimer: I havent touched WoW in more than 10 years, but
| from what I know of it today -- it's teleport all the way,
| straight into the instance, with pre-made aor automatically
| composed groups. You pop in, you loot, you get out. Rinse and
| repeat.
|
| Some people will enjoy the "instant gratification" part of
| this. I'm probably amongst those who did not, who don't and
| who probably never will. It is my opinion (widely shared? no
| idea) that immersion has been killed by all those "QoL"
| improvements.
|
| My 2p.
| louissan wrote:
| all valid point guys, thx for replying. Again, this was
| just my 2p, back from 2004 and the beta with the Stormwind
| invasion by skull-level Demons/big-evil-things. :)
| aparticulate wrote:
| I'm actually fairly new to WoW and I can't stand modern
| version. Classic is a way better experience for beginners
| in my view. The modern WoW is too manic and there's no
| mystery, sense of achievement for leveling. Leveling in
| classic MMOs IS the game, it's a shame to see so much of
| the "endgame > game" trend lately.
|
| I don't buy that modern players don't have time either. WoW
| was only seen as an addictive timesink by the contemporary
| media but if they looked at the average hour counts of most
| modern multiplayer games, it would surprise many. Most
| modern service games demand fairly eye-popping time
| dedication to the casual observer.
| ziml77 wrote:
| > not too big but not too small
|
| Debatable. I wasn't around for Vanilla but I played Classic
| up through AQ. The game felt like a walking simulator.
|
| Current WoW is certainly more streamlined, but you still
| have to earn the ability to travel around faster in current
| content. One of the Shadowlands zones didn't even let you
| mount (except for a rare drop for a special mount) until
| one of the content patches. And that and another zone still
| don't let you fly.
|
| When you use the matchmade dungeon/raid finder, you do get
| teleported right into the instance. But for Mythic+
| dungeons and Normal or higher raids you still need to
| manually gather a party and 2 people need to get to the
| summoning stone.
|
| All of the city portals and the 15 minute hearthstone
| cooldown do make me a little sad though. My mage portals
| aren't appreciated nearly as much! :)
| louissan wrote:
| > But for Mythic+ dungeons and Normal or higher raids you
| still need to manually gather a party and 2 people need
| to get to the summoning stone.
|
| Fair enough, didn't know that :)
| aparticulate wrote:
| > My mage portals aren't appreciated nearly as much! :)
|
| non combat abilities is something I feel like modern MMO
| needlessly eschew. Some people just want to fish and read
| lore and don't care about combat segments at all.
| ziml77 wrote:
| It would certainly be great if games better supported
| that non-combat stuff. As someone who plays WoW on WRA I
| know that plenty of people love to just RP. Total
| Roleplay is a good addon, but it would be nice if even
| just a plain text profile and the ability to display if
| you're IC or OOC were native features of the game.
| SSLy wrote:
| And dear God, mythic+ is so much fun, it's crazy. You and
| four randoms just blasting through easier keys, or
| struggling through harder ones.
| dwringer wrote:
| The dungeon-group finding tools with instant teleport
| detract from immersion but they are a life-saver if you
| don't have a lot of time to dedicate per session, or don't
| have many friends who play at the same times you want to,
| yet still want to go dungeon-crawling with a party.
|
| There's really nothing stopping people from going the extra
| mile for role-playing and immersion, it's more the local
| server communities that have been harmed by these tools but
| WoW classic brought back a lot of that "old-school" feel
| for those who seek it.
|
| I'm not really up on the current state of either but I
| think there's merit in both approaches, I personally found
| both enjoyable.
| thom wrote:
| I like exploring! Wizardry, Ultima, Elder Scrolls, whatever,
| I like to go straight off the path and into the weeds. I
| think great RPGs let you tell as much of the story in your
| head as possible, and this is hard in very story/dialogue
| heavy games (especially since the advent of voice acting in
| games).
| pwillia7 wrote:
| This is exclusively the type of games I play now except for
| 'sport' related titles.
|
| Rim World, Dwarf Fortress, Kenshi, Caves of Qud are all
| fantastic narrative generators and give you a crazy amount
| of freedom.
|
| Another type of game I've fallen in love with that I don't
| remember being around when I was a kid is automation games
| like Factorio or Satisfactory. Gives you that open world
| feeling + exploring but you're not just running errands or
| slaying dragons.
| BugWatch wrote:
| More advanced TTS engines with possibility of generating
| emotive results might present a "mostly have your cake, and
| eat it too" solution.
| boplicity wrote:
| At some point in the near future, I think we might have
| "good enough" AI voice acting. That could open some
| interesting possibilities, eh?
| mikepurvis wrote:
| Quite apart from the voice acting, what about the writing
| itself? As a starting point, how far are we from having
| bots that can DM a plausible tabletop session?
| ryanbrunner wrote:
| Yeah, I think this is the secret. For me, I sort of
| bounce off things if they're too procedurally generated,
| since the tech isn't there to not make things seem too
| samey after a while.
|
| I like discovering my own stories, but I want those
| stories to be how I fought off a dragon to save a town,
| not how I went into a dungeon for no reason whatsoever
| and came out with some more treasure and otherwise made
| no impact on the world.
| thom wrote:
| Yup, it's already being used as a placeholder during the
| process in some AAA games but I assume we're not far off
| the quality needed for final assets, even dynamically
| generated locally. Same goes for art, even narrative
| elements at some point.
| thfuran wrote:
| >I think great RPGs let you tell as much of the story in
| your head as possible
|
| I'd say that having to tell the story in your head is a
| sign of failure on the part of the game. But, for an open
| world sandbox RPG, so is restricting you from enacting
| whatever story you want and we don't have the technology to
| avoid both.
| thom wrote:
| One of the most successful games of all time is Football
| Manager, which mostly involves staring at spreadsheets of
| numbers about football players. But it's also one of the
| most immersive games ever! Give me space, freedom, and
| simple tools to build my own narrative and I'll be more
| engaged than listening to the most soaring dialogue you
| might be able to write.
| anthk wrote:
| We have the tecnology. From Prolog, to Inform7.
| nix23 wrote:
| What Daggerfall Could Teach Future Elder Scrolls Games:
|
| https://www.youtube.com/watch?v=F7qyxSfUceE
| aparticulate wrote:
| It's quite a tired engine at this stage but Bethesda have
| actually been rather tech forward in the past. Especially
| with MS acquisition, some kind of procedural cloud-assisted
| world would make a ton of sense.
|
| However, towns with 300 houses with different variations of
| the same vendors and assets would not be immersive to most
| modern players. You definitely need a little on the
| authored side. Heck, I think Bethesda copy/pastes too much
| now compared to something like New Vegas which has barely
| has any repetition.
| robonerd wrote:
| > _However, towns with 300 houses with different
| variations of the same vendors and assets would not be
| immersive to most modern players._
|
| Less immersive than an ostensibly grand city that only
| has a handful of named NPCs and a few guards? The best
| and worst city Bethesda have made thus far is still
| Vivec. Best because it has enough NPCs and redundant
| economy to feel like a plausible city. Worst, simply
| because the structure of the cantons is poorly conceived,
| and because the exterior is barren.
| aparticulate wrote:
| Vivec was probably magical at the time but I literally
| cannot navigate from memory. Every canton blurs together
| and traversal is time consuming. I think Whiterun or
| Megaton are quite well designed.
|
| Deprecating authored settlements in Fallout 4 was quite
| disappointing but Boston is probably the most impressive
| technically, diamond city etc nestled amongst the
| sprawling and surprisingly explorable ruins of the city.
| robonerd wrote:
| Boston itself was great, but Diamond City seemed
| undeserving of the name to me. It's just a handful of
| people. Also the setting of known size, the baseball
| diamond, throws off my suspension of disbelief that maybe
| distances and population sizes in Bethesda games are
| simply compressed. Cities like Whiterun and Balmora are
| the size of a small villages but are presented as a
| cities; I can accept that as some sort of distance
| compression. I can't do that with Diamond City because I
| _know_ how big a baseball field is. That 'city' must
| really be 1:1 scale, or at least close to it.
|
| Basically if I can't get lost, it doesn't feel like a
| city. I can get lost in Boston or Vivec, those feel like
| cities. The others require a lot of suspension of
| disbelief, but Diamond City particularly makes that hard.
|
| I concede that Vivec is dated (although I first played
| Morrowind about 2 or 3 years ago and still enjoyed it.) I
| consider Witcher 3's Novigrad as an example of a modern
| game getting it right. There's not exactly a ton of named
| NPCs in Novigrad, but there are enough buildings,
| alleyways, etc to get lost when wandering around. Also
| there is redundancy in the town's economy; numerous
| smiths, taverns, etc.
| aparticulate wrote:
| I think all of those games are absolutely tiny when you
| take into account human scale. You can't traverse any
| real world city in the few minutes or so it would take
| for Geralt to circumnavigate the entirety of Novigrad.
| Agree that you should get lost in a big, redundant world.
| Bethesda have their work cut out for their next games.
|
| DayZ (and it's ilk) is probably the only game that comes
| close to 1:1 but is not to most players tastes to take a
| human amount of time to walk across rows of empty fields.
| That game is absolutely enormous. It's a pretty niche
| game though.
| klibertp wrote:
| You're evidently don't belong to the CRPGs' target player
| base :)
|
| The basic idea of CRPGs is to give you an avatar that is as
| different or as similar to you personally as you want and let
| you experience the avatar's interactions with the world they
| live in. It might seem that it's currently the case for 90%
| of the games, but please remember that early CRPGs competed
| with Pong, Pacman, and Asteroids, not Quake. You'd have a
| hard time identifying yourself with a paddle or imagining
| spending your entire life in a maze being chased by ghosts.
| You would have a much easier time with an Elven archer
| roaming Middle-Earth, especially if you've read and memorized
| the Trilogy by heart.
|
| From that basic premise, I'd roughly distinguish two main
| ways of realizing it: via numbers or words.
|
| By numbers, I mean a situation where your avatar can be
| described as a bunch of numbers, as is the world, and you're
| supposed to find your own meaning in those numbers. Which
| ones matter to you, which you don't care about, or which
| represent an ability to do things you care about. You are
| then given an array of activities that both require the
| numbers to be aligned in a particular way and allow you to
| improve the numbers for you.
|
| By words, I mean a situation where your avatar is presented
| to you via description. The numerical values that underpin
| the avatar identity and the shape of the world are still
| there, but you experience them only indirectly, through the
| description of the environment, your avatar actions, and
| their consequences.
|
| There are not many "pure" realizations of either way because,
| taken to the extreme, the number case turns into an Excel
| sheet with all column and row names garbled, while words
| simply become a book or novel.
|
| Of additional note is the issue of effort on the game
| creator's part. You generally can't procedurally generate
| descriptions above a certain length, especially not if you
| want the descriptions to be meaningful, not only readable.
| You'd need AGI for that. Procedurally generated content is
| crucial because it allows you to lengthen the time the game
| is played. You can read a good fantasy novel in a few days,
| while you can easily lose 200 hours to a single CRPG.
|
| Back to exploring the wilderness. Morrowind leaned towards
| the numbers-based gameplay if my memory serves me right. You
| were required to perform an action repeatedly to improve your
| skill in that action. Take jumping, for example. I remember
| locking the spacebar in a depressed position on long treks
| between cities because jumping raised your strength. On the
| other hand, it did have a lot of hand-crafted, meaningful
| locations that you would visit multiple times. It had a few
| different plotlines you could follow and some memorable NPCs
| and you were given quite a lot of freedom in how you wanted
| to interact with the world. These are all features closer to
| the words-based gameplay. Still, most of the game consisted
| of repetitive, although more tactical than dexterity-based
| combat in the wilderness or dungeons.
|
| Some people have a stronger preference for one gameplay
| style, and for them, Morrowind found a perfect balance.
| Relatively high freedom in what you could do, the plot, and
| the NPCs who sometimes even spoke more than a few words, were
| enough to give them a plausible reason to go and have real
| fun... By killing skeletons for 5 hours, nearly dying for 4h
| 50m, then getting a level-up, a corresponding dopamine rush,
| and going on a skeleton-killing spree in the last 9 minutes.
| You'd probably die to the boss lich in the last minute,
| allowing you to rage-quit the game and go back to beating
| skeletons again the next day.
|
| Is it fun? Yes. It's one of the kinds of fun CRPGs are
| designed to give you. Since the early days - and I mean the
| times of ADVENT[ure] and Zork - the CRPGs evolved tens of
| subgenres, took advantage of the progress in hardware and in
| the general inflation of game makers' budgets, enlarging the
| scope, but the basic idea is still the same. To give players
| either: enough of the descriptions to make grinding
| meaningful or enough grinding not to frustrate them into not
| finishing the story.
|
| One note: obviously, at some point nearly all CRPGs became
| graphical and later multi-media, one way or the other. That
| didn't, and still doesn't, change much. You can present the
| description of the world with words alone, with words and
| images, words and animation, images alone, images and music
| alone, and so on. What's important is that you are describing
| a world, an avatar and its actions within that world.
|
| Another note: multi-player changes things drastically in the
| case of CRPGs, especially if it is not co-operative or is
| "massive". The metaphor is still the same, but the cost-
| benefit ratio of various game features is completely unlike
| the single-player version. MUDs were early multi-player CRPGs
| evolved as a cross between BBS and IRC, and their rise and
| eventual brutal demise under the weight of op-wars and spam a
| warning widely heard by CRPG makers. The MUDs persisted,
| barely clinging to existence in some niches, and later gave
| us MMORPGs, which are also completely different from single-
| player (or 1-4 people coop, later on) games. So I don't think
| talking about WoW is very relevant to the topic, ie.
| Morrowind.
| djur wrote:
| This is one attempt to break down those different
| preferences for RPGs:
|
| https://en.wikipedia.org/wiki/GNS_theory
| klibertp wrote:
| Interesting, but I don't think (even without taking into
| account the "Criticism" section) it can be applied to
| CRPGs. I was very careful to put the "C" every single
| time because, while related, CRPGs are quite different
| from table-top RPGs. By simply excluding both the Game
| Master (no way to improvise, add meaning above and beyond
| what could be predicted and accounted for) and other
| Player Characters (again, no way to improvise and adapt
| the in-party interactions) makes for an environment so
| different from TRPGs that they are bound to be perceived
| very differently by players. While it's possible to grind
| in TRPG, it's utterly impossible to grind for 60 hours.
| CRPGs also have a clear ending - either as an end of a
| story, end of content, or end of leveling up. The MMORPGs
| may come closer to TRPGs, but the "massive" scale also
| makes for a drastically different environment compared to
| 3-6 party members + GM. The closest to the TRPG would be
| co-op multiplayer in the vein of Baldur's Gate, but then
| again - no GM and technical limitation also make it
| pretty different. If I recall correctly, Neverwinter
| Nights tried to introduce a multiplayer with a GM, but
| then the problem became the amount of work needed to get
| to the expected amount of detail; it was simply too much
| effort for a single GM. MMORPGs side-step this issue by
| employing hordes of developers and admins, on top of
| encouraging player-made content.
|
| TL;DR: I think the distinction of CRPG vs. TRPG is
| useful, and directly comparing the two doesn't work that
| well.
| slothtrop wrote:
| > sparsely populated and low on story
|
| Elden Ring is like that (or rather, not in-your-face about it).
| You can tell it's filling a void because re-releasing the DS
| formula keeps selling like hot cakes.
| vlunkr wrote:
| So "filling a void" here means "giving fans the game they
| were hoping for"? We definitely weren't expecting or wanting
| a Bethesda game.
| [deleted]
| voldacar wrote:
| Morrowind lore is deeper and more interesting than most real
| religions. It's incredible what they managed to achieve, there
| are very few games that have come close since
| antiverse wrote:
| Wealth beyond measure, outlander.
| peanut_worm wrote:
| Elder Scrolls has spawned what is probably the best community
| wiki that I have ever seen:
| https://en.m.uesp.net/wiki/Morrowind:Morrowind
| boriskourt wrote:
| Yes! It is such a cool community effort.
| drspock11 wrote:
| I've tried more than once to play Morrowind since playing it to
| death back in the day but as an adult with tendonitis in my wrist
| the horrible GUI that has zero keyboard support is just too big
| an obstacle to overcome. Inventory management, dialog, everything
| in the game requires endless mouse clicking.
|
| What's perhaps more surprising is that Microsoft-owned-Bethesda
| hasn't yet started working on an official remaster of it. Given
| that Bethesda still uses the same engine, it would be relatively
| cheap for them to do as opposed to building a new game and it
| would sell like hotcakes.
| aparticulate wrote:
| Skywind is I think what people want but it's basically a remake
| from scratch. https://www.youtube.com/watch?v=s_K7Kpt7X84
|
| 'same engine' is something that gets thrown around a lot by
| salty players but it's not really reflective of the massive
| changes that have happened since then.
| Loughla wrote:
| Also, Skywind has been 'to be released this year' for like 10
| years.
| anthk wrote:
| Get a vertical mouse.
| Lapsa wrote:
| managed to take a break around page 120. dagothwave still
| blasting
| corrral wrote:
| I truly put on various "standing around in [Morrowind town]
| during a rainstorm" Youtube videos for relaxation, sometimes.
| The music, the ambient sounds. It's just the thing.
| NiagaraThistle wrote:
| Damn I'd hoped to keep this game locked in the box I hide it in
| so I don't lose hours of my life to it any more...guess I'm
| digging it out just in time for summer :/ Goodbye sweet sweet
| free time. Hello Tamriel.
| NoboruWataya wrote:
| I'm not much of a gamer but to this day Morrowind is my all time
| favourite video game.
|
| For anyone not aware of it, I strongly recommend Tamriel Rebuilt:
| https://www.tamriel-rebuilt.org/
|
| It's a community-made mod that adds a huge amount of new content.
| TR itself focuses on adding mainland Morrowind to the game while
| there are sister projects aimed at adding other regions such as
| Skyrim.
| LAC-Tech wrote:
| If you're into Morrowind, I highly recommend the youtuber
| Sorcerer Dave[0]
|
| He recently completed an epic, multi-chapter, role-played
| morrowind series[1]. Hundreds of hours of content, and all with
| an overall story arch. Was a constant of my life for almost a
| decade and it's still weird to me it's done.
|
| [0] https://www.youtube.com/c/SorcererDave
|
| [1] https://www.youtube.com/watch?v=w08TwfG3KDA&list=PL0VJ_-
| KbXC...
| aftergibson wrote:
| What a cool idea! I'd never heard of this, I guess you've now
| cost me 100s of hours of my life.
|
| So thanks!
| mastersummoner wrote:
| It's always such a strange, bittersweet feeling when some long-
| running presence in your life like this comes to a conclusion.
| Though, I'll admit I've never had one running for a decade. Few
| years at the most.
| boriskourt wrote:
| If anyone is looking for more content to watch. The main author
| of the above book also has a great set of interviews with
| Morrowind modders and community from the last twenty years:
| https://www.youtube.com/watch?v=kXMC2wI9IOw&list=PL_JwI1LLI9...
| (Full Playlist)
|
| Its so nice to hear so many different stories connected by one
| shared experience.
| LAC-Tech wrote:
| Wow I thought youtube recommended me all the morrowind videos
| there were. Thanks for this!
| boriskourt wrote:
| Moon & Star :)
|
| The community around this game never ceases to amaze me. OpenMW
| [0] is one of my favorite open source projects. Planning to make
| a little something standalone with their new Lua scripting
| support.
|
| Also there is a Modathon this month, with a huge number of
| contributions! [1]
|
| [0]: https://openmw.org/en/
|
| [1]:
| https://old.reddit.com/r/Morrowind/comments/ua4daw/morrowind...
| corrral wrote:
| Anyone wondering if OpenMW is good enough to play: the answer
| is very much a yes.
|
| A year or two ago (it was shortly after they fixed shadows in
| the engine, which is what I'd been waiting for) I played the
| entire main quest and a good chunk of the side quests in it,
| plus the whole main quest of Tribunal, and started Bloodmoon
| (got distracted and stopped there). I cranked draw distance up
| quite a ways (nothing crazy, but way longer than the default),
| played at 4K resolution, and ran it through Mod Manager 2 with
| maybe 8-12 mods--don't remember exactly how many, but I've
| gotta have my herbalism mod, at the very least, or I'm not
| playing :-) I think I even had Twin Lamps (anti-slavers
| "guild", think Underground Railroad) in there, and it worked
| fine.
|
| Zero crashes the whole time, which makes it far better than the
| original engine. No quest glitches or difficulties. It was
| perfect.
|
| The only downside is that you can't use mods that directly
| modify the engine itself because they're all written for
| Bethesda's executables, specifically. This includes most of the
| more extreme "pretty" mods that make the graphics look better.
|
| However, OpenMW is already a little better-looking than the
| original, and you can still install better textures, which
| helps a lot. I even got a replacement pack for the loading
| screens, to make them widescreen and HD.
| dtech wrote:
| Be aware, the first entry on the linked site is an April fool's
| joke
| boriskourt wrote:
| Thanks! I was thinking if I should point that out or not.
| Their GitLab [0] is a good place to see just how far the
| project has come as well.
|
| [0]: https://gitlab.com/OpenMW/openmw
| RektBoy wrote:
| Todd Howard must be spinning in his cryo-chamber RN.
| ameminator wrote:
| What a grand and intoxicating innocence!
| lordleft wrote:
| Morrowind is my favorite game that I've never completed. I've
| started it a dozen times, devoured the lore, savored its truly
| unique setting, but I cannot get past some of the more outdated
| mechanics. Still, I love Morrowind nonetheless, which is saying
| something.
| corrral wrote:
| The first few levels are brutal, but after that your weapons
| actually start to hit things most of the time :-)
|
| The main mechanical difference from modern games, other than
| that, is the lack of fast travel--but it _kinda does_ have it,
| it 's just in-world. The three (? IIRC? Though admittedly one
| is a ton of work to get) fast travel networks, the mark and
| recall spells, and almsivi/divine intervention, between all
| those there pretty much is fast travel, it's just in-world
| rather than a meta thing you do on the world map.
|
| Oh, and the lack of quest markers, I suppose. You do actually
| have to follow the directions people give you, to find things.
| But that's _excellent_ and it 's a shame they took that out of
| the later entries.
| robonerd wrote:
| > _Though admittedly one is a ton of work to get) fast travel
| networks,_
|
| Four; silt striders, boats, and mages guild are straight
| forward, but propylon chamber are a pain in the ass.
| corrral wrote:
| Ah, yep, forgot about the boats somehow.
| ericcholis wrote:
| I think it might have been my first experience being fully
| immersed in a world. Other games felt like they were just
| letting you into their playground.
| brenainn wrote:
| I was a little kid when Morrowind came out and I remember the
| first time I saw it. My family got takeout and we had rented Kung
| Pow: Enter The Fist. My older brother wanted the couch to himself
| so he could lie down while we watched the movie and he told me if
| I got off the couch he'd show me something cool later. Turns out
| that something cool was Morrowind. I remember he was playing an
| Argonian because he switched to third-person and for some reason
| that blew my mind. I tried installing it on the crappy PC we had
| out in the living room for us kids but I never got it running, I
| think it didn't support the required DirectX version. Many fond
| memories associated with that game.
| FredPret wrote:
| DirectX - bane of my childhood
| mrits wrote:
| Morrowind was mostly a cliff racer simulation game for me. I'm
| surprised I still don't have nightmares from those things.
| gigaflop wrote:
| This game is probably one of the reasons I still play games
| today. Until it, I'd only been able to play some RTS games and
| Zoo Tycoon, and nothing else offered me as much flexibility and
| immersion, especially without an internet connection on that PC.
| It was the first game I got in trouble for playing too much of,
| but hardly the last.
| dczx wrote:
| Morrowind book very thank you Japanese
| reportgunner wrote:
| Why is the TLD from Slovakia ? (.sk)
|
| Is thenetsk some reference that I don't get ?
| smcl wrote:
| Looks like it's where one of the authors (Aurel) is from:
| https://www.thenet.sk/about
| dczx wrote:
| Very Thank You for this book
___________________________________________________________________
(page generated 2022-05-24 23:01 UTC)