[HN Gopher] The Metaphysics of Morrowind (2010)
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       The Metaphysics of Morrowind (2010)
        
       Author : kqr
       Score  : 49 points
       Date   : 2022-06-05 07:18 UTC (1 days ago)
        
 (HTM) web link (fallingawkwardly.wordpress.com)
 (TXT) w3m dump (fallingawkwardly.wordpress.com)
        
       | ArtRichards wrote:
       | I really appreciated this deep dive into how the writers of the
       | game wove an exploration of the meaning of gaming into the lore
       | and story of their games.
       | 
       | >CHIM is the realisation that your entire world, everything you
       | experience, does not really exist. It exists as the dream of a
       | power, which, since it must be called something, is called God.
       | Everything that exists is just part of the dream of God,
       | including yourself. You are just a tiny fraction of the Godhead,
       | that has managed to gain a modicum of self-awareness.
        
       | Lapsa wrote:
       | recently installed (and can't stop modding). read 'Dance in fire'
       | in-game book series - genuinely one of the best gaming
       | experiences I've ever had in my life
        
         | causi wrote:
         | As someone whose first Elder Scrolls experience was Oblivion, I
         | can't get used to the combat. Having to worry about stats,
         | skills, and hit percentages AND having to make sure you're
         | accurately aiming at the enemy feels like the worst of both
         | worlds. Morrowind could've benefitted greatly from a VATS
         | system.
        
           | burnished wrote:
           | Yes, the combat mechanics did not age well. I think there are
           | mods that overhaul it nicely, or like a sibling comment
           | mentions once you get some skill then it stops feeling so
           | ridiculous (what do you mean I failed to kill this stationary
           | rat with a warhammer that I swung ten times?). If I remember
           | correctly at around 50 skill is when your misses stop feeling
           | so arbitrary.
        
           | gigaflop wrote:
           | Morrowind's combat is likened to dice rolls, until you get to
           | a high enough skill to reliably hit. Ranged combat is the
           | worst, since you can see an arrow physically connect but not
           | have effect.
           | 
           | Once I got my axe skill boosted to high hell and used a Bound
           | Battleaxe (+10 Axe skill while holding), it felt like I could
           | bring almost anything to its knees. Even better, the axe was
           | tied to a constant-effect enchant on a piece of jewelry, so I
           | could resummon in 0.1s by taking the ring off/on if I needed
           | to.
        
             | Melatonic wrote:
             | If they had no had those damn dinosaur bird things
             | attacking you constantly the shitty combat system also
             | would have been a LOT less annoying - especially early on!
        
               | Arrath wrote:
               | Then you have the brilliant idea to craft up a bigass
               | fireball spell that will murder those stupid birds, and
               | all the others around them just to be safe.
               | 
               | And it works wonders! Even if it eats your full magicka
               | bar to cast.
               | 
               | Until you use it a hair too close to a town, and have
               | every NPC out for blood.
        
           | sharpneli wrote:
           | Morrowind is all about cheesing the system. It's one of the
           | few games that allow you to go full singularity.
           | 
           | How it works: You make a potion of intelligence. Drink it.
           | Now you're more intelligent and would you look at that, the
           | potency of said potion depends on your intelligence. So you
           | make another one that boosts it even higher. Rinse and repeat
           | until you have astronomical intelligence and then you brew a
           | potion of strength that will last essentially forever and
           | allows you to one punch a god.
           | 
           | Or you can make a potion of paralysis, drink it, and be stuck
           | for years.
           | 
           | It's hilarious and I love it.
        
             | Arrath wrote:
             | Other stats also allow you to break physics over your knee:
             | 
             | Titanic strength will, yes, allow you to kill any enemy in
             | a single attack. It will also, however, deplete your
             | weapon's entire durability bar to do so.
             | 
             | Incredible, mind bending speed will allow you to break the
             | speed force (most problematically on stairs or inclines),
             | moving so fast that you blast through the world geometry
             | and into the void beyond. (Playing on console with an
             | analog controller that gave you more control over your
             | movement speed was a godsend, here)
        
             | idontpost wrote:
             | You can actually overflow the signed integers they used for
             | stats and end up with negative intelligence doing that.
             | 
             | Don't ask me how I know.
        
             | ronald_raygun wrote:
             | It was this way in oblivion to an extent too. I remember
             | modding a frenzy spell to be on touch, for the quickest
             | duration, but so I could maximize the AOE range. So I ended
             | up with a spell that would cause massive riots and kill off
             | basically all the NPCs in a give town. So I would just go
             | town to town, decimating everyone who lived there, until
             | basically all the quests are gone and the game becomes
             | unplayable
        
             | leeter wrote:
             | 100% one of the first things I'd do was make some shoes
             | that had a permanent flight enchant... then use them
             | extensively. Also learn the mark, recall, and the various
             | intervention spells. Too much to carry? Mark, intervention,
             | sell, recall, carry on.
        
               | broast wrote:
               | The absolute first thing to do is get a resist magicka
               | spell, and the boots of blinding speed!
        
               | sharpneli wrote:
               | For a new player the absolute first thing to do is walk
               | north from the starting city -> investigate the falling
               | wizard -> read the scroll because What Could Possibly Go
               | Wrong -> Jump
               | 
               | And then reload the save or start a new game.
        
               | Lapsa wrote:
               | 100 Jump for a second or two is my favorite (+ Slowfall
               | ofc)
        
         | Lapsa wrote:
         | also - posted article feels too spoiler-y. marking for laters
        
       | moron4hire wrote:
       | There is another aspect of metaphysics in the Elder Scrolls games
       | that I find incredibly interesting, and that is the propensity
       | for TES engine games to be buggy and susceptible to game- and
       | narrative-breaking exploits. Things like item-dupes and locked-
       | door-phasing and crafting potions while quaffing potion-making-
       | buff potions in ever increasing sequences to create massively
       | overpowered potions that make you a literal god capable of nuking
       | an entire dungeon in a single spell.
       | 
       | To me, when you start discussing "what is the gameworld like for
       | the NPCs", this gameworld that already includes a concept of
       | magic as _de rigueur_ , these sorts of exploits become the "real"
       | magic, the actually mystical arts that are surprising and
       | terrifying to the denizens of the game.
       | 
       | I don't usually have the patience to perform most of the exploits
       | myself, but they definitely make for some very entertaining
       | YouTube videos.
        
         | lidavidm wrote:
         | Anime/manga have been exploring this with various fantasy
         | worlds with explicit game-like mechanics. I've always
         | considered them lazy attempts at power fantasies/wish
         | fulfillment stories, but in light of this comment maybe there's
         | an interesting story about "player character as God" in there.
         | 
         | Actually now I can think of one that fits that bill exactly:
         | https://j-novel.club/series/endo-and-kobayashi-live-the-late...
         | It's not high literature, but it's a fun read, especially if
         | you're aware of the genre tropes it riffs off of
         | (villainess/isekai).
        
       | psyc wrote:
       | Oh dear god I can't afford an Elder Scrolls lore rabbit hole
       | today
       | 
       | Fortunately this thread will just be bike shedding about the
       | definition of metaphysics so [close tab]
        
       | kizer wrote:
       | I love open world games. Game developers, please make more, more,
       | more.
        
         | SketchySeaBeast wrote:
         | At one time I felt the same way, but the deluge of Ubisoft and
         | their like games, where it's not so much "something new to
         | explore" but instead "here's task 1 of 100 that's the exact
         | same you'll need to do for map completion" has caused me to
         | appreciate tight, well crafted games just as much. The AAA game
         | industry turned "go around and explore the world" into
         | something really boring.
        
       | Archelaos wrote:
       | > We can also talk about metaphysics: meta being Greek for
       | "beyond". This is where science meets philosophy, where we might
       | try to identify underlying principles of reality that go beyond
       | standard physics. Theories of time and space, of causality and
       | determinism, of the nature of existence itself.
       | 
       | The etymology of the word "metaphysics" is more complex. The word
       | was at first only a simple bibliographical ordering term denoting
       | those works of Aristotle which were sorted into the Aristotelian
       | corpus "after" ("meta") his works on physics (propably two
       | centuries after they had been written). Aristotle himself never
       | used the word metaphysics (his term was "first philosophy"). It
       | had then been later philosophers who assigned a deeper meaning to
       | "metaphysics". However, theories of time and space, and to some
       | extent[1] also of causality and determinism are still part of
       | "phsics", not of "metaphysics".
       | 
       | But leaving etymology aside, I have a deeper discomfort of the
       | article's use of "metaphysics". Except from a few remarks, the
       | article is primarily concerned with game lore. That is something
       | that is much closer to (religious?) mythology than to
       | philosophical metaphysics.[2]
       | 
       | [1] Causality, for example, is discussed primarily in Aristotle's
       | "physics", not so much in his metaphysical writings.
       | 
       | [2] Not that religion and philosophy are complete antagonists,
       | but when it comes to literary genre mythology and philosophy are
       | quite distinct.
        
         | aidenn0 wrote:
         | The etymology is lots of fun when it comes to programming. As
         | one of my friends used to say " _meta_ is greek for after,
         | which is why metaprograms run before programs "
        
           | hbn wrote:
           | "After" could also be interpreted as "beyond" in a way. From
           | a baseline point, the meta of it is "beyond" or "comes after"
           | that point.
           | 
           | Alternatively, after programming comes metaprogramming. You
           | couldn't have a metaprogram if there wasn't a program in the
           | first place.
        
       | barrysteve wrote:
       | There's not much metaphysics being explored in the articles. The
       | game gives the player a world where you could make more
       | interesting and fantastical experiments into the nature of time,
       | space, and knowing with the magic system and altered physical
       | rules.
       | 
       | The author describes the game's plot and has one or two minor
       | points in how the game world differs from our natural world. The
       | dragon's death has the ability to affect time, but exploring the
       | metaphysical implications are dropped in favour of furthering
       | narrative implications.
       | 
       | It would be cool to delve into the theology of Morrowind, it has
       | strong Gnostic influences which was a historical dead-end in
       | theology and yet drives a lot of the enjoyable 'power trip'
       | hero's journey.
        
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       (page generated 2022-06-06 23:02 UTC)