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Fordítási probléma jelentése
Your classification is the one that reflects me most.
I really hope the ones that are blindly answering "Skyrim" actually played the others, to be able to judge.
I think it improved concepts in Oblivion, while watering certain aspects down for the CoD players. It's not that bad however. Morrowind? I can't really say since I played only 25 hours or so of it, and didn't get far at all (there's a tonne of content!) but the game looks absolutely apalling (It is 12 or so years old though) and the combat is pretty bad, even for it's time. One absolute drive-off was the lack of easily accesible fast-travel, lack of voice acting, and no HUD/compass whatsoever. For a fantasy RPG, I found those choices a bit odd. The musical score, as usual, was amazing. The storyline was interesting too, from what I played.
Skyrim. I swore this wouldnt be like Oblivion, where I avoid the main questline like the plague. I wanted it to be more like Morrowind, where I go through the main quest, diverting to do guild or sidequests if I needed to level up, get more loot, or just experience them in general. For a while, this held true, but I got increasingly distracted, and 400+ hours across multiple characters, I have yet to beat the game. I do miss the wide variety of spells/spellmaking from Morrowind, but most of the rest of the streamlining (or simplifying) doesnt bother me as much.
As to Oblivion, I just couldnt get intrested in the main quest. I never took it further then meeting Baurus to investigate the cult. I've been meaning to give it another go, and play through the whole thing, but keep putting it off.
And then yet, I felt a sort of magic in Morrowind's world, that makes me be nostalgic everytime I think of it.. the calming music and the unique style of dunmer architecture, it's like poetry.
While I may agree with the combat being weird and sometimes frustrating, it was very balanced imo, it used stamina much better and it prevented newbies from just entering anywhere they wanted and slaying inhabitants: when your skill was low you missed your opponent or the opponent was able to avoid your swing (and that's nothing abnormal), low stamina made also fail your hits, due to fatigue; this way you felt much more the need of carrying potions and calibrating your hits, because every opponent resulted to be a challenge. Trainers had more of a point to be used sometimes, and you felt the difference when your skill was raising up to half.
The lack of monster's levelling made you follow a line and explore all those locations you were able to handle by that time, levelling unlocked more locations to explore and loot, this way the game felt long, but not confusing, nor dispersive, and it was very enjoyable nevertheless.
I was never bothered by the lack of fast-travel, Morrowind has more immersive ways of traveling (boat, netch, mage guild portals) that in the same time make a nice web of roots and destinations, covering the 75% of the map. There is also mark and recall and the divine intervention spell. But none of these will break immersion, you actually feel like traveling, when you do, and you feel like teleporting when you use teleportation, while still having a conception of the space and orientation; this last statement is also the reason you don't need any hud/compass. By the time you start exploring putting your feet in the ground several times and knowing the people and places there, you will recognize where to go and which road to take everytime you need to go back somewhere, also don't forget the map and mini-map, which has always been there and where you could add notes! Just like in real-life.
Lack of voice acting is maybe the only thing I missed in that game, but I understood the reasons of their choices. Morrowind is an old school rpg, it's the same way every fantasy rpg used to be and it has everything needed to be one of the best even nowadays. D&D, the father of all rpgs, is a paper and pen rpg, and there's nothing more immersive than reading huge stories and dialogues. Dialogues that provided every detail you needed to know everything of every important person of the game, problems, locations and that made research and siding much more fun and living. Also, morrowind npcs actively reacted to your choices, so you thought much more than 1 time, before doing something you could regreth; while your heroic gestures weren't forgotten. I'd also like to precise that only direct dialogues were written, npcs talked when they met you, they saluted you, and so on, just like now.
I think the whole conception of fantasy RPG just changed :) Choices in Morrowind aren't odd at all, on the contrary, they're the most normal ever to people like me that started playing in those years. I played and very much enjoyed much more difficult games, enough to feel part of them with time. Something I'm not able to feel for skyrim at all.....
(Sorry for my poor english in this post, it's 4 am here.)
but if your more into oblivion/skyrim then most dont care for morrowind, its to hard for them and forget trying to play arena or daggerfall because youll never get past the graphics and the way you have to move around
i havent played arena since early 90s till i got the anthology, i could never get a proper dos box working, so most of my arena at top is based on something i mostly remember from 20ish years ago while i played morrowind for bout 5-6 years till oblivion came out with the game of the year edition and had someone not stole my morrowind i prob wouldnt have even got skyrim when it came out