Weird that even combat centric games like Divinity Original Sin have more options like that than fucking Morrowind...

Weird that even combat centric games like Divinity Original Sin have more options like that than fucking Morrowind, Zig Forums's darling.
And I bet when nu-Bloodlines comes out, it will have more such options too, but everyone will trash it regardless.

Nostalgia is brain rot.

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I was really surprised how much Zig Forums loves and overrates Morrowind. It was garbage even in 2002.

cope

morropoop lol

I think I might know why, but it's a longshot: guiltfree Skyrim. it's basically the same game but with some archaic mechanics and looks worse, while Skyrim is known by everyone and thus most people here don't allow themselves to enjoy it. but Morrowind is old and few people remember the bad parts.

coping with what?

coping with the fact that people like morrowind over other rpgs
use your brain a bit, user.

What Morrowind does well is not giving you a shitload of options in every quest. CRPGs are not purely good or bad based on the number of dialogue options. In fact, ocusing on indepth fleshing out of specific quests would have pulled developmental focus away from what Morrowind DID do well.

The NPCs and quests are definitely the weakest aspects of Morrowind.

what DID Morrowind do well though?

large expansive world, a genuine feeling of intrigue, interesting races each with unique backstory and quirks, absolute freedom in comparison to the other games; it doesn't hold your hand (one dev in an interview put it best imo: "We gave you the ability to break your game) That's what I think it did well though, others may disagree

Spell/potion creation and world design

A large, fleshed out and unique world which presents an unprecedented level of verisimilitude and depth. It remains one of the only fantasy worlds in videogames or otherwise to have a culture so free from stereotypes and tropes, instead basing that culture and its various factions deeply in its fictionalized history. Nearly every element of the world fits into the larger historic narrative in a way nothing else quite achieves.

combat
:^)

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kek

the vast majority of these were achieved by one writer's drug binge, I fail to see why they couldn't do both.
>it doesn't hold your hand (one dev in an interview put it best imo: "We gave you the ability to break your game)
that's a downside, a shit excuse for poor balancing and unfixed exploits and bugs
they don't "give you the ability to break the game", the game is broken due to incompetence and they claim this to be a feature. Skyrim does this too btw and it rightfully gets shit for being a buggy mess

so basically the only thing Morrowind did well was the lore
guy could have published a sourcebook and we'd have good lore that's not attached to a terrible game

of all the things to pick you chose the most bugged and exploitable shit

you're the one coping with the fact Morrowind is shit

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Morrowind was always shit its like the western version of stalker.
>buggy
>runs like absolute shit
>has a few decent ideas
>needs mods to be decent

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nah. I know Morrowind is one of the best wrpgs ever made, no need to cope.

>MISS
>Still continues to combo and somehow juggle without ever making contact
Why do games have to be like this?

Just because something is exploitable or badly balanced doesn't mean it isn't fun or full of depth to explore. You start out the game with the movement speed of a snail, but by the end you are able to basically fly across the whole map at incredible speeds. There is a real sense of progression where your character goes from nothing to god levels of power and ability

>>needs mods to be decent
Nope

>being able to always survive using Icanarian Flight instead of committing scroll induced suicide.
Yeah the amount of difference from beginning to end is incredible

No. Exploring a world in person which is designed around your place within it is massively different than just reading a list of facts.

I like this quest design, because in og morrowind, when there was no questlogs, you could have ignored it, or do it. Not every quest needs to be open ended, and linearity in sand boxs games should be popularized even more.

>fucking GameSpy reviews
Pretty sure this is just saying Morrowind was always a pleb filter.

If you read a guide on how to exploit the games mechanics before you play it then of course it will feel more shallow. Experimenting with different combinations of spells, scrolls, and potions is one of the largest appeals of the game

There's several stats, skills and variables that interwovenly affect your raw movement speed.

i played morrowind for the first time in 2015 and enjoyed it. op BTFO

>when there was no questlogs, you could have ignored it, or do it
That's not really adding anything when the quest in question is just a shitty fetch quest, ignoring all reason and intent of a ROLEPLAYING game in the first place.

This whole "no questlog and no markers" wank is really misplaced when the quests in question are all SHIT.
Its the same in Gothic with the wank about no questlogs and multiple choices. Its certainly better than MW but still only has fetch shit in different ways.

i'm surprised some modders haven't made a mod that adds a lot of alternate choice to morrowind quests

Also duck Bethesda for getting rid of Levitate and good telekinesis. I'll never not be mad at how much freedom removing these 2 spells take with it.