The Elder Scrolls III: Morrowind





July 1, 2002

The Light House is one of the more charming
locations; note the advanced water effects
I was an early adopter of the second game in The Elder Scrolls
series, Daggerfall, which stands to this day as the least epic
and most sprawling episode in the history of computer gaming. For
my $50, I had a game that both tugged at me with the fascination of
a previously unimaginable virtual 3D world and at the same time repulsed
me with innumerable bugs and dubious features: such as being able
to unwittingly turn down certain quests that were necessary for completing
the game.
Arriving three years later than its original ETA of 1999, now six
years after Daggerfall, Bethesda Softworks has finally unveiled
Morrowind. With the PC release followed shortly thereafter
with the Xbox', The Elder Scrolls' fantasy world of Tamriel
has moved from being a rather esoteric footnote in the history of
role playing games (RPGs) to a near household word that might even
eclipse the venerable Ultima series in the minds of younger
gamers.
Responding to criticism of their previous game (notably that the
enormous Daggerfall world was largely sterile with its randomly
generated dungeons and cities) Bethesda Softworks decided to focus
only upon a small section of Tamriel: Morrowind, the home of the mysterious
"Dunmer" or Dark Elves. Bragging that this time out that
every tree, shrub, and Dwarven treasure chest has been carefully "placed
by hand" (an assertion by Bethesda that no review has dared to
leave unmentioned), Morrowind does indeed feel more intimate,
at least on a superficial level.

The town of Balmora at night
Despite having an imposing if not always relevant back story, it
is transcended by Morrowind's primary strength is the ability to tell
a story through physical presence rather than words. While the individual
graphical components that make up Morrowind have all been done before
in other games, not since perhaps Ultima VII has a game combined
all of the medium's contemporary innovations together so seamlessly
that such a truly convincing virtual world has been produced.
It is in the subtle details too. The ability of modern video cards
to push more polygons has made it so dungeon walls can bow slightly
on their sides, not precisely an issue of authenticity, but one making
the whole world feel more organic: chamfered and rounded edges become
the rule, rather than the exception. While some of the initial awe
of Morrowind will wear off once players discover that there are only
a few different architectural templates and texture types for things
such as dungeons, buildings, and flora and that certain floor plans
are reused somewhat lazily at times, nevertheless, the game remains
convincing, drawing on its strong first impressions.

Rain and dust storms are well done, but
lighting over the ocean is draw dropping
While a story told through interacting with in-game virtual books
and non player characters about an ancient race of dwarves known as
the Dweemer that disappeared, leaving only their strange steam-driven
mechanical cities behind (whose aesthetic sense appears uncannily
similar to that of Urza's "artifact" creations in the collectible
card game, Magic, The Gathering) is not unusually compelling--if
a player first travels through their ruins, seeing their bronze towers
jutting out of the desolate mountain side, the story has much more
of a visceral appeal once further details are exposed.
Players are largely free to ignore the central plot, and are indeed
often encouraged to do quests for the mage, thief, assassin, warrior,
and merchant guilds that populate Morrowind; or merely explore
the country side at their leisure. Though most of these "side
quests" (if indeed they can be called such a thing as they are
almost innumerable) are satisfactorily done, their physical construction
tends to be less imaginative than the more interesting dungeons and
caverns that are included in the central plot, which will come as
a pleasant surprise once players get around to undertaking them.
Morrowind is not without its faults. Slow frame rates abound
with no apparent bottleneck to be blamed. Morrowind is a great equalizer:
it is often choppy on both aging systems and new. Those with DirectX
8.1 compatible video cards (such as the GeForce 3+ or Radeon 8500)
will be able to see a special "pixel-shader" effect on water
that ripples nicely, especially as players move through it, but is
not a true environmental effect as exactly what it reflects seems
to have little to do with the scene at hand. Still, it is a welcome
addition and it is unfortunate that similar work was not applied to
the lava streams and tar pits of the game.
It is also apparent that Morrowind received inadequate play
testing before it was released, which is doubly unfortunate with the
release of the Xbox console version where the idea of constant patches
and updates has happily not yet become commonplace. While actual bugs
have largely been weeded out (the game is still subject to occasional
random crashes without alert, though the auto-save feature makes this
an acceptable nuisance by today's standards), the game balance is
intrinsically flawed. Many reviewers have indeed named Morrowind
an easy game to exploit but have then followed with the now standard
question, "but why would you want to?" However, to play
Morrowind is to exploit it.

The city of Ebonheart looks out over the ocean
The character system differs from most RPGs in that character levels
are increased not by "experience points" gained from combat
but from actual experience: swinging a sword will increase the "long
blade" skill; casting a healing spell with increase the "restoration"
skill; while jumping up and down in place will actually increase the
"acrobatics" skill.
When ten skills are raised one level (or conversely fewer skills
raised multiple points for a sum total of ten) the character's overall
level is increased. The player can then assign three tokens to increase
the character's primary attributes (strength, intelligence, etc.)
and depending on which skills were employed during the course of the
previous level, different multipliers affect the tokens; so rather
than one point, a token might increase the attribute two, three, or
even five points.
If that all seems overly complex: it is. While players can
certainly learn and adapt to the system, it inherently makes certain
skills easier to advance than others. Even though some skills are
clearly exploitable (the "athletics" skill can be advanced
just by walking around, so some players have weighted their keyboards
or rubber-banded their Xbox controller and walked away, leaving their
character to run or swim against a wall, gaining levels in the process)
it really only serves to punish legitimate play.
After all, if it takes 50 successful sword attacks to raise one skill
and 50 successful healing spell-casts to raise another--which might
advance faster? A character with a sword might be able to make hundreds
of blows before he or she might have to return to town for repairs,
but a spell caster has only a small pool of "magicka" from
which to cast spells before rest is needed, making it that much harder
to advance unless players exploit the system by creating a "cantrip"
spell (a low powered spell that while functionally useless costs only
one magicka point to cast, making it easy, though laborious, to level).
Many skills are all but impossible to increase without the aid of
a dedicated trainer whose aid can quickly rise to exorbitant amounts
of gold.

The Ghost Gate keeps the minions of Dagoth
Ur at bay
The thief class suffers the most as there are only so many locks
to pick and traps to diffuse while warriors have a veritable field
day with re-spawning foes. In fact, the idea of three main classes
(fighter, mage, or thief) is made largely irrelevant within the game.
All a character needs to stand toe-to-toe in melee with any enemy
in the game is one weapon and one armor skill (armor is divided into
unarmored, light, medium, and heavy categories--the medium armor being
startlingly ineffective), leaving eight whole additional skills from
which to choose from. Mid-level mages can cast spells that open locks
far more effectively than their thief counterparts and can steal while
standing in a dark corner using telekinesis rather than trying to
filch an item at arms length.
Fighters benefit the most as "hit points" and stamina are
gained from raising levels so an early bonus to the "endurance"
attribute can net a huge cumulative advantage for players that choose
a more warrior-like path early on, while "magicka" is merely
based on "intelligence," which can be increased but is not
tied to level so there is no penalty at higher levels for having neglected
"intelligence" early in the game.
Morrowind also fails to accurately scale with the abilities
of characters. A level 25 character with decent equipment (both are
likely to be accomplished before a player even manages to begin the
plot related quests) can easily cut through any opponent in the game
without pause. While a player might advance to level 50 or even higher
by the end of the game, at that time, there is not much point in playing
the game other than trying to see it to its conclusion--as the challenge
is gone.
The economy of Morrowind also neglects high level characters.
Though a "Daedric" weapon might sell for 80,000 gold pieces
(according to its "info" box), the most gold any vendor
has on-hand in the game tops out at less than 10,000 (and the "merchant"
in question is actually a monster that few players would actually
discover on their own) meaning that items that your character commonly
encounters and possesses are functionally priceless. However, this
"realism" is questionable because once that item is in a
vendor's possession (sold by the player for a fraction of its worth),
they demand the same "priceless" amount to sell it back
to the player. That is not an economy.
While players can sell smaller items to merchants and wait a day
for the vendor's cash supply to replenish, only to "sell"
an expensive item to a merchant for all their gold and the return
of the smaller items sold previously, only to repeat the cycle again
for the next big item--this is not an efficient or enjoyable use of
a player's time.

Daedric shrines hold both riches and danger
This is exacerbated by the use of skill trainers and the detailed
system of enchanting. If a player casts "soul trap" upon
an enemy and dispatches it within a certain amount of time, the soul
of the creature will become trapped within a soul gem that a character
possesses (they come in various sizes corresponding to different levels
of monsters). These gems can then be used to enchant various equipment
with spell-like effects; either by using the players own "enchant"
skill or a specialized vendor. Using a vendor can sometimes cost upwards
of $100,000 gold, an amount unfathomable to players in the game--they
might easily have $100,000 worth of goods but there is no one capable
of buying them and the enchanter only takes cash. Players with a high
enchant skill can choose to create their own enchanted items, but
they are likely to fail more often than not (destroying a valuable
soul gem in the process) and the only feasible way of raising the
enchanting skill to a suitably high level is by paying gold to a trainer--so
it might not save money in the long run.
Fortunately, Morrowind shipped with powerful editing tools.
While this might be the season of the editor, with both Dungeon
Siege and Neverwinter Nights at it as well--rather than
designing quests of dubious quality, Morrowind players have
set about fixing shortcomings in the game. Whole patches for actual
game bugs have been released by players before official ones have
been issued by Bethesda. Other additions include overhauls of the
game system: changing skills, spells, and even monster difficulty
globally; even things as superficial as having in-game road signs
display their actual destinations with their textures, rather than
the generic runes that the game shipped with. Players well into the
game will appreciate downloads that add "teleport rings"
for easy transportation from one city to the next or a "super-merchant"
with a stockpile of cash to purchase the character's more expensive
items.

One dungeon that will make players ask
what the @%#& they are doing down there
Morrowind is a pretty poor RPG objectively speaking. Between
the clumsy skill and level system and a plot that seems muted as all
the action seems to take place in letters, books, and static conversations,
it fails to inspire players on an intellectual level as games such
as Ultima VII have done. Despite these issues, on a more visceral
level, the game succeeds brilliantly--that the game both initially
overwhelms players with such visual splendor and under whelms them
with level design, meaning the best is always yet to come, makes Morrowind
a joy from beginning to end. Games that rely on such flourishes should
best be played sooner than later as they are eventually eclipsed by
newer offerings that are ever more shiny; so despite an aging system
and warnings of sluggish performance, make Morrowind your next
game--you will not be disappointed.
by Richard Leader