• ryathal@sh.itjust.works
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    16 hours ago

    Morrowind had a decent story and great world building but the mechanics were absolute shit.

    • andros_rex@lemmy.world
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      2 hours ago

      Don’t run everywhere (keep fatigue bar at least half full). Don’t use weapon skills that are less than 40 (train them - there aren’t restrictions like in the later games).

      It’s closer to D&D than an action RPG. Your swing is like a “to hit” roll. The game cares about your character’s skill - not yours.

      I like Morrowind a lot mechanically - I like that the game will happily allow you to kill anyone you want (and with Taunt - you can do it legally!) You can complete the main quest after slaughtering everyone on Vvardenfell bar one person (the thread of prophecy might be broken - but a larger theme in ES lore is that we make prophecies happen).

      I like that the game is designed around the lack of fast travel. When I complain about fast travel in Oblivion and Skyrim, I hear “just don’t use it” but it isn’t really feasible (playing a Survival run in Skyrim and life just sucks if I have to go to Morthal).

      Morrowind’s world is just real and thought out in a way that I haven’t seen in a game since. The towns are designed around food sources, there’s a lot of thought into to the economies of plantation slavery, and it’s all used to enhance the world building.

      • ryathal@sh.itjust.works
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        3 minutes ago

        The fact you have to start your comment with multiple don’t do X things proves my point. As a story it’s great, but as a game it’s got a lot of problems.

    • Wrrzag@lemmy.ml
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      6 hours ago

      Other than the roll to hit mechanic (which would be pretty cool if paired with parry and dodge animations), which mechanics were “absolute shit”?

      • ryathal@sh.itjust.works
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        1 hour ago

        The level up system was bad. The thrust/chop/slash system for weapons is awkward. Every attack costing stamina is bad for early characters. The excessive number of weapon categories, combined with short and long blades being the only ones that were common. The persuasion system was just bribe people to get what you want, or taunt them for free murder. Run speed being a skill, jumping being faster than running and being a skill as well (combined with the level system this can cause problems). Item durability in general. The encumbrance system, and containers having weight limits. The spell making and enchantment system had some cool things, but it was also trivial to break the game in multiple ways. The quest tracking and journaling was garbage. Alchemy was undercooked. Merchants had way too little gold so selling became annoying by mid level. The haggling quickly got annoying as you could sell at extreme markup or buy for nothing fairly easy. Magicka didn’t regenerate, so being a mage was annoying at early levels until you had sufficient potion access.

        There’s also some things that are more bugs I think than bad mechanics. Stealing from a merchant flagged every copy of an item as stolen from them. I once managed to make every redoran guard hostile to me on sight, which got really annoying.

    • HipsterTenZero@dormi.zone
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      14 hours ago

      The absolute shit mechanics had some kernels of gold though. I loved my Fortify Strength 100 Jump 100 spell and my 10 chaingun lightning amulets. Very few games let you do properly weird stuff with magic.

    • grue@lemmy.world
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      15 hours ago

      the mechanics were absolute shit

      Levitate on up to the top of my Telvanni tower and tell that to my face—oh wait, you can’t!

        • grue@lemmy.world
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          15 hours ago

          Touché, but not even a horse can get you through a hole in the middle of a room’s ceiling.

          Also, there were other things that were mechanically better about Morrowind, such as its much more interesting/immersive fast travel system.