Posted September 19, 2015
Sorry that it took me so long to respond. :)
In many cases it makes sense to me that the shop inventory is static because most shop keepers should stock up on their wares and have the same products most of the time. It would be better to include some randomness in it but a totally random inventory isn't necessarily a good thing.
I won't argue with the fact that Daggerfall has big cities. That is true, of course, and I understand that big cities are important to you.
However, I think it is inappropriate to say that Bethesda didn't do enough with these cities.
The cities are very unique and coming up with the unique assets and city layouts must have been more work than creating Daggerfall's cities.
A problem you haven't mentioned is that it is difficult to find information where to find a transportation service to a specific city.
I believe that there is such a thing as objective quality and Morrowind is objectively high quality in many points that other games don't focus on. If you care for these points enough to be willing to put up with the annoyances that come with the game is a different matter.
First of all: pickpocketing is broken in Morrowind. A fix for it is included in the Morrowind Code Patch.
I think it's a lot of fun playing a thief in such an open open world game but some may find it boring because you know that the NPCs will stay in one place.
About the NPC's personality: what quest givers will tell you gives an insight into their personality. It isn't much and most of the time you'll do so few quests for them that the personality doesn't get fleshed-out a lot. You're right. NPCs' personalities aren't a strong point of Morrowind (though I would argue stronger than in the other TES games apart from Oblivion). This kind of what I'd call micro-complexity is a bit lack-luster but there is a lot of macro-complexity when you look at all NPCs as a whole.
IwubCheeze: What I meant was after the quest is done, for the most part, that character won't play a part in the game anymore except as a static prop.
I guess the characters are very static compared to some other games but I don't think that it is too big of a deal that they don't travel around. IwubCheeze: What I meant was after the quest is done, for the most part, that character won't play a part in the game anymore except as a static prop.
Caius Cosades is a very good example because he actually leaves during the main quest. Unfortunately, you can't find him in the game world. Normally, the NPCs stay where they are, which is somewhat of a shame. One of the worst things about Morrowind is that even enemies don't follow you through doors that move you to another cell. IwubCheeze: The only NPC I remember moving from their designated standing spot (barring NPCs outside and starting a fight with those inside of course) was that one quest in Vivec. I forget the details exactly so I'm hoping you remember this one, you had to chase the guy.
No, I'm not sure which quest you mean. In many cases it makes sense to me that the shop inventory is static because most shop keepers should stock up on their wares and have the same products most of the time. It would be better to include some randomness in it but a totally random inventory isn't necessarily a good thing.
I won't argue with the fact that Daggerfall has big cities. That is true, of course, and I understand that big cities are important to you.
However, I think it is inappropriate to say that Bethesda didn't do enough with these cities.
The cities are very unique and coming up with the unique assets and city layouts must have been more work than creating Daggerfall's cities.
IwubCheeze: The other fast travel methods you mentioned are only at fixed points in the game. Not helpful if you've gone exploring.
Combined with "mark and recall" or an "intervention" spell/potion/scroll that isn't a problem. A problem you haven't mentioned is that it is difficult to find information where to find a transportation service to a specific city.
IwubCheeze: I'm not forking over $20 for a GOG version of the game when I was disappointed with it the first time around.
That's a very good decision. Even though I am convinced that Morrowind is a great game, not every one has to like it and I wouldn't want to make you spend your money on something you don't like. I believe that there is such a thing as objective quality and Morrowind is objectively high quality in many points that other games don't focus on. If you care for these points enough to be willing to put up with the annoyances that come with the game is a different matter.
IwubCheeze: In fantasy setting RPGs, I tend to shun thieves because they are usually poorly implemented; a problem in gaming which still persists to this day
What was the problem with these games? First of all: pickpocketing is broken in Morrowind. A fix for it is included in the Morrowind Code Patch.
I think it's a lot of fun playing a thief in such an open open world game but some may find it boring because you know that the NPCs will stay in one place.
IwubCheeze: I never experienced conflict of interest between the thieves’ guild and mages guild as per your example.
Well, the conflict of interest I was talking about there is not exactly subtle. You'd expect a more complex plot twist from a novel for example. IwubCheeze: I remember doing this quest but can't remember exactly how it played out. I can only remember after doing it, I didn't give it a second thought.
Don't read too much into this specific example. I just wanted to demonstrate how progressing a certain story-line can make a lot of NPCs hate you. About the NPC's personality: what quest givers will tell you gives an insight into their personality. It isn't much and most of the time you'll do so few quests for them that the personality doesn't get fleshed-out a lot. You're right. NPCs' personalities aren't a strong point of Morrowind (though I would argue stronger than in the other TES games apart from Oblivion). This kind of what I'd call micro-complexity is a bit lack-luster but there is a lot of macro-complexity when you look at all NPCs as a whole.