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The Elder Scrolls III: Morrowind

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The Elder Scrolls III: Morrowind
Developer(s)Bethesda Game Studios
Publisher(s)Bethesda Softworks/ZeniMax, Ubisoft
Director(s)
Designer(s)Todd Howard (project lead)
Ken Rolston (lead designer)
Composer(s)Jeremy Soule
SeriesThe Elder Scrolls
EngineGamebryo
Platform(s)Microsoft Windows, Xbox
ReleasePC[1]
Xbox
Genre(s)First/third person computer role-playing game
Mode(s)Single player

The Elder Scrolls III: Morrowind, commonly referred to simply as Morrowind, is a single player computer role-playing game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third installment in The Elder Scrolls series of games. It was released in North America in 2002 for Microsoft Windows and the Xbox. Well-received publicly and critically, selling over four million copies[3] and winning more than 60 awards, including Game of the Year,[4] Morrowind holds an average review score of 89% from both Metacritic and Game Rankings.[5][6] The game spawned two expansion packs for the PC: Tribunal and Bloodmoon. Both were eventually repackaged into a full set containing all three, Morrowind: Game of the Year Edition, which shipped on October 30, 2003 for both PC and Xbox.[7]

The story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire of Tamriel and is far from the more civilized lands to the west and south that typified Daggerfall and Arena. The central quests concern the deity Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign.[8][9][10] Morrowind was designed with an open-ended free-form style of gameplay in mind, with a lessened emphasis on the game's main plot. This choice received mixed reviews in the gaming press, though such feelings were tempered by reviewers' appreciation of Morrowind's expansive and detailed game world.

Gameplay

Like previous entries in the series, Morrowind is primarily a first-person RPG, playing from a character's eye view in a 3D environment.[11] The player controls one character,[12] though various NPCs may join the character temporarily.[13] [[1]]

Character creation

Morrowind begins with the player imprisoned and in the midst of being set free. A well-received tutorial depicting the prisoner's release moves the player through the process of character creation.[14][11][15][16][17] The player is successively asked questions by a fellow prisoner, an officer, and a bureaucrat as the player is registered as a free citizen; choosing, in the process, the player character's name, gender, race, birthsign, and class.[11] These affect the player's starting attributes, skills, and abilities. In a throwback to the Ultima series, the player has an opportunity to answer a series of moral questions to determine their class.[11][18][14]

Skill system

The player character's proficiency with a skill is increased either by practice or training. Practice involves performing the specific actions associated with a given skill, which gradually raises the character's proficiency in that skill. Training involves paying cash to NPCs in exchange for immediate proficiency increases in that skill. To practice using armor or weapons, the character must use them in combat. Weaponry skills (viz. Short Sword, Long Sword, Axe, etc.) affect the character's chance to hit. Armor skills (viz. Heavy Armor, Light Armor, Unarmored, etc.) affect the defensive strength of the armor. To practice a particular school of magic, the character must cast spells within that school.

Morrowind, like its predecessor Daggerfall, makes a distinction between "attributes" and "skills"; skills being those individual proficiencies in particular schools of magic or with particular armor classes, and attributes being broader proficiencies, such as "strength" and "endurance", which are either tied to important features unconnected to any skill, (viz. Health, Magicka, evasion chance, etc.) or improve the efficiency of a wide variety of skills. Strength, for example, improves the damage of any physical blow dealt by the player character. Attributes, however, are improved only when the player levels up.

The player levels up their character by leveling up ten individual skills from their major and minor skill lists. Each time the player levels up their character, they select three attributes to augment as well. The player is better able to augment attributes related to their skill set, as each level gained in a particular skill adds to the multiplier by which the attribute is augmented.[18][19][20][21]

Combat

A screenshot from the game, demonstrating Morrowind's first-person combat.

The simplest melee attack, a chop, is performed with a left click. The slightly more complex slash and thrust attacks are performed by clicking in unison with tapping a directional key[22], though by turning on the "always use best attack" option, they can eliminate the moving element, freeing them to focus on the combat. A melee weapon's damage potential is rated for each of these attacks. Reviewers found little value in choosing between the three types of attacks for most weapons, and an option is available to always use the best attack, which is recommended.[22][23] Hidden arithmetic modifiers, applied to each combatant's skills, determines whether or not the attack hits. In the game's original release, the player was given no indication of the amount of health left in their enemies, and no indication of the strength of their attacks. Reviewers took the absence badly, wishing for more visible feedback.[22][18][24] Bethesda eventually added enemy health bars in patch 1.1.0605, released one month after Morrowind's initial publication.[25]

Free-form design

Morrowind, following the tradition established by its predecessors in The Elder Scrolls series,[26] attempts to establish a completely free-form world, with no constricting boundaries on the player's actions. From the beginning of the game, the player is put in a world where they are left to roam, steal, quest and explore, without necessarily following the main quest.[12] Lead Designer Ken Rolston, asked prior to Morrowind's release what he thought were the "core, untouchable design elements" of the Elder Scrolls series which "set them apart from other games", responded immediately: "Free-form experience."[27] In Rolston's view, the game's central plot is a chance to introduce the player to a cross-current of conflicting factions, background themes, and to the characters of the game, rather than the primary focus of the player's experience.[28] "Every TES game has to let you create the kind of character you want, and then do the things you want. We would never have a TES RPG force you to be a certain character or go down a certain path."[27]

To allow for this behavior, Morrowind, in addition to creating an extensive main quest, provides detailed discursive quests for a variety of factions, including various guilds, religious organizations and aristocratic houses, in addition to side-quests found by mere exploration.[29][30] Even the main plot itself may be attacked in a number of directions. There are, in the words of critic Craig Lindey, "a very specific set of central plot points within this main plot. But the plot points are partially ordered: seven high level tasks must be completed, but their constituent sub-tasks...can be accomplished in any order, and this is repeated for the sub-tasks involved in those sub-tasks." The choices the player makes in their performance of these tasks thus become methods of character interpretation; a set of dramatic tools establishing the player's newly created self-identity.[31]

According to Gamasutra's Matt Barton, some have argued that these changes put Morrowind closer in spirit to the original D&D tabletop game, where players take a more creative role in their play, and where players are left to decide for themselves the "right" action.[32] This is a view paralleled by Rolston, who has stated that "The goal of every TES game is to create something that resembles a pen and paper RPG on the computer."[27] The sheer number of quest possibilities, combined with what developer Ken Rolston identified as a lack of "narrative urgency", left many critics dissatisfied with the main plot. Ken Rolston later stated that the main quest might have been presented with greater force, in the style of the game's successor, The Elder Scrolls IV: Oblivion, without losing the free-form design of the series, but such concerns were not addressed prior to Morrowind's release.[33]

Story

The central quests of Morrowind concern the demigod, Dagoth Ur, housed within the volcanic Red Mountain. Ur has used the Heart of Lorkhan, a large, heart-like artifact of great power, to make himself immortal, and now seeks to drive the Imperial occupiers from Morrowind. In his stratagem for for power, he blights the land of Vvardenfell and corrupts the minds of the weak by sending them dreams.[8][10] The player begins fresh off a boat from the mainland in a town called Seyda Neen, freed from imprisonment by the string pulling of a distant and obscure emperor.[17] At this point the player is under no obligation to follow through with the main quest, and may instead choose to take part in regional politics, to explore or adventure, or to pursue minor side quests. As with previous entries in the series, a particular emphasis in the design and execution of the game lays upon the freedom of the player.[8] The plot soon reveals that the player is a re-incarnation of an ancient Dunmer hero, Nerevar; the Nerevarine. As the player moves through the main storyline, he/she begins to take on characteristics of the Nerevarine, all the while learning more of the tumultuous past of Vivec, Nerevar, and Dagoth Ur. After receiving the support of the Great Houses and the nomadic Ashlander tribes, the player comes to be called "Nerevarine", and plots an assault on Dagoth Ur with the help of Vivec, one of the three living Tribunal gods that was able to resist corruption when they used the Heart of Lorkhan.[34] Now facing Lord Dagoth, the player breaks the Heart of Lorkhan with Kagrenac's tools, destroying the source of Dagoth's power and, if willing, killing Dagoth Ur in the process. Red Mountain is cleared of blight, House Dagoth falls, and the player is congratulated for his/her efforts by the Daedric Lord Azura.[35]

Setting

Morrowind takes place on Vvardenfell, an island in the Dunmer province of Morrowind, far from the typically European lands to the west and south of Daggerfall and Arena. Along with graphical improvements, one of the most obvious differences between Morrowind and the earlier games in the series is that Morrowind takes place in a much smaller area than the previous games. While Arena featured the entirety of Tamriel as an explorable area, and Daggerfall featured sizeable portions of two provinces of Tamriel, Hammerfell and High Rock, Morrowind includes only the "relatively small" island of Vvardenfell within the province of Morrowind.[22] The change was a result of a conscious choice on the part of the developers to feature more detail and variety in the game. Whereas Daggerfall and Arena's dungeons were randomly generated, each area in Morrowind was specifically detailed, and each item specifically placed. As a result, reviewers were generally impressed with the game-world's variety, as this maintained the perception of an "enormous" game-world.[22] The game area expands to Mournhold on Morrowind's mainland in the Tribunal expansion, and to the island of Solstheim to the northwest of Vvardenfell in the Bloodmoon expansion.

Morrowind's developers, rather than developing the common Medieval European setting of fantasy games, chose a more eclectic route, taking elements from Egyptian, early Japanese, and Middle Eastern cultures,[36] with Middle Eastern architecture cited in particular for its major influence on Balmora's Hlaalu architecture.[37] Executive Producer Todd Howard felt that the use of Morrowind as a backdrop was integral in the development of the game's style. While admixing some elements of the Imperial culture so typical of fantasy to retain familiarity, Morrowind's dark elven setting "opened huge new avenues for creating cultures and sites that are not traditionally seen in a fantasy setting".[38] The development team also gave particular credit to the Ridley Scott film Gladiator, high fantasy, The Dark Crystal, and Conan the Barbarian as influences.[13]

The game has over 300 books (not counting scrolls). One particular compilation of the text runs to 1,241 8.26'' by 11.00'' sheets of paper.[39] PC Gamer weighted the in-game text as equal to 6 standard-size novels.[12] Many of these books provide long, serial stories, and provide hints as to the background and history of the game.[14] One critic in particular, Phillip Scuderi, remembered Morrowind for its great literary richness. To him, the in-game literature and its integration within the game was Morrowind's "most original and lasting contribution to the history of games", one that would place it beside Planescape: Torment as one of the most important games of all time.[40] Such themes are echoed in other responses to the game, such as that of RPGamer's Joseph Witham, who found a story "discreet" in its progression, with a dungeon-crawling feel, standing alongside a "whole world of unique history" with books forming the greater part of the player's interaction with that world.[41]

Development

A third title in the Elder Scrolls series was first conceived during the development of Daggerfall, though it was originally to be set in the Summerset Isles and called Tribunal. Following the release of Daggerfall, it was set up around an SVGA version of XnGine, which Bethesda later used in Battlespire, and set in the province of Morrowind. The game was "much closer to Daggerfall in scope", encompassing the whole province of Morrowind, rather than the isle of Vvardenfell, and allowing the player to join all five Dunmer Great Houses. The blight was conceived as a dynamic force, progressively expanding and destroying cities in its wake. It was finally decided that the scope of the original design was too grand given the technology current at the time.[42] According to Ken Rolston, something was said approximating "We’re not ready for it, we don’t want to jump into this and fail".[36] The project was put on hold in 1997, as Bethesda went on to develop Redguard and Battlespire,[42] though the project remained in the back of the developers minds throughout this period.[36]

A third-person screenshot from the game, demonstrating Morrowind's then-advanced graphics: Pixel Shaded water, long render distances, and detailed textures and models.

The completion of Redguard in 1998 led to a return to the Morrowind project, as the developers felt a yearning in their audience to return to the classically epic forms of the earlier titles. Finding that the gaps between their own technical capacities and those of rival companies had grown in the interim, Bethesda sought to revitalize itself and return to the forefront of the industry,[42] an effort spearheaded by project leader Todd Howard.[43] The XnGine was scrapped and replaced with a Direct3D powered engine, with transform and lighting capacity,[36] 32-bit textures and skeletal animation.[30] During their promotional campaign, Bethesda deliberately paralleled their screenshot releases with the announcement of NVIDIA's GeForce 4, as "being indicative of the outstanding water effects the technology is capable of".[44]

The scale of the game was much reduced from the earlier concept, focusing primarily on Dagoth Ur and a smaller area of land. It was decided that the game world would be populated using the methods the team had developed in Redguard; that is, the game objects would be crafted by hand, rather than generated using the random algorithmic methods of Arena and Daggerfall. By 2000, Morrowind was to be unequivocally a single-player game, with no chance of multiplayer extension. In the words of Pete Hines, Bethesda's Director of Marketing and PR: "No. Not on release, not three months after, no no no."[13] The project, despite the reduced scale, became a massive investment. According to the team's reasonings, the endeavor took "close to 100 man-years to create". To accomplish this feat, Bethesda tripled their staff and spent their first year of development on The Elder Scrolls Construction Set, allowing the game staff to easily balance the game and to modify it in small increments rather than large.[42] According to project leader Todd Howard, the Construction Set came as the result of a communal yearning to develop a "role-playing operating system", capable of extension and modification, rather than a particular type of game.[45] Despite this increase, designer Ken Rolston still felt that the game had few designers, in contrast to the multitudes employed in the production of Oblivion.[33]

In May 2000, Bethesda set the first expected PC release date in late 2001.[46] On May 5, 2001, Bethesda announced the development of an additional Morrowind release for Microsoft's Xbox. The project was, according to the same release, something that Bethesda had been working on with Microsoft since they had first known of the console.[47] Morrowind had an impressive showing at E3 2001,[48] demonstrating a beta build to the public. The same beta build was demonstrated to the staff of PC Gamer for another preview, and was kept around the office as late as June 19 as the subject of later previews, while another test build was developed alongside.[37] Later order forms, such as those by Electronics Boutique, set the date in November. On October 10, 2001, GameSpot reported that Morrowind's release date had been set back to March 2002.[49] On October 12, a press release from Bethesda gave the date of "Spring 2002",[50] confirming GameSpot's supposition of delay without agreeing on the more specific date of "March".[51] Though no rationale behind the delay was given at the time, developer Pete Hines later attributed the delay to a need for game testing and balancing.[52] Although the PC version of Morrowind had gone gold by April 23, 2002,[53] and was released on May 1 in North America,[1] the Xbox release was delayed further. On April 15, GameSpot suggested a Xbox release date sometime in May and a scheduled "going gold" date for the Xbox version in the first week of the same month.[54] In contradiction of GameSpot's supposition, a June 4 Bethesda press release set June 7 as the Xbox release date.[55]

On January 3, 2002, Bethesda announced that game publisher Ubisoft would take control of the European distribution of Morrowind and eight other Bethesda games.[56] Under Ubisoft's supervision, Morrowind's European release took place in two stages. A "semilocalized" version of the game was released in May, containing a translated manual but leaving the game's text in untranslated English. A fully localized version of the game, with translated versions of both, was released in August. Ubisoft group brand manager Thomas Petersen described the difficulties of translating a "universe featuring more than a million words" as "quite a task".[57]

In a break from standard industry practice, Bethesda decided to publish their strategy guide in-house, rather than contracting it out to a third party publisher like BradyGames or Prima Games. The decision resulted from a belief among Bethesda staff that they believed in and understood Morrowind more than any external agency, and deserved more royalties than were commonly rewarded. Bethesda hired Peter Olafson, a noted game journalist and friend of the company, and they began work on the guide in January 2002, four months prior to release. The resulting product, Morrowind Prophecies Strategy Guide, sold over 200,000 copies as of September 24, 2003. Although the royalties from most third-party game publishers approach 25% to 30% only infrequently, Bethesda managed a 70% profit margin on their own.[58] In spite of this success, Bethesda decided to allow Prima Games to publish the "official" game guide for the release of The Elder Scrolls IV: Oblivion.[59]

Audio

Template:Sound sample box align right

Template:Sample box end Morrowind's soundtrack was composed by Jeremy Soule, a video game composer whose previous soundtracks for Total Annihilation and Icewind Dale had earned some acclaim from the gaming press. In a Bethesda press release, Soule stated that the "epic quality" of the Elder Scrolls series was "particularly compatible with the grand, orchestral style of music" that Soule enjoys composing "the most".[60] Outside Bethesda press releases, some have criticized Morrowind's soundtrack. In their reviews of the game, both GameSpot and GameSpy criticized the length of the game's soundtrack and praised its general production quality.[61][62] In the words of GameSpot's Greg Kasavin: "The very first time you boot up Morrowind, you'll be treated to a memorable, stirring theme filled with soaring strings and booming percussion. You'll proceed to hear it literally every five minutes or so during play."[62] Soule was aware of the problem, and chose to create a soft and minimalist score so as not to wear out users' ears.[63]

In a feature for Gamasutra, Scott B. Morton, although praising the music itself, declared that Morrowind's soundtrack did not work effectively with the game's gameplay, accomplishing little as an emotional device. Morrowind's soundtrack is ambient, with cues only for battle encounters. In Morton's view, the lack of variation, of response to the game's action, and of length—Morrowind's soundtrack is only 30 minutes long—leaves players detached from the game world.[64] Alexander Brandon, in another Gamasutra feature, praised Morrowind's soundtrack for its innovative instrumentation. In Brandon's opinion, its use of orchestral elements in conjunction with synthesized ones, and the use of what Brandon termed "the 'Bolero' approach", left the game's soundtrack feeling "incredibly dramatic".[65] In February 2003, Morrowind was nominated for the category of "Outstanding Achievement in Original Music Composition" at the 6th Annual Academy of Interactive Arts & Sciences's Interactive Achievement Awards, but lost to Medal of Honor: Frontline.[66]

Morrowind also contained a fair bit of voiced dialogue; an aspect somewhat better received by the gaming press. Of note is Lynda Carter, television's Wonder Woman, promoted by Bethesda for her role in voicing the Nordic race in the game.[67] Morrowind's race-specific voice acting received praise from some reviewers,[68][69] though was met with disdain from others, who disliked the discord between a culturally inflected voice spoken in an alien dialect and the grammatically flawless dialogue printed in the dialogue boxes.[22]

Reception

Reviews and awards
Publication Score Comment
Computer Gaming World
4.5 out of 5[6]
Edge
6 out of 10[70]
IGN
9.4 of 10[71]
Editor's Choice,
PC RPG Game of the Year 2002[72]
RPG Vault's Game of the Year Award 2002[73]
Game Informer
9.0 of 10[74]
GamePro
5 out of 5[75]
Editor's Choice
GameSpot
8.7 of 10.[62]
GameSpy
89 out of 100[24]
PC RPG Game of the Year 2002[76]
PC Gamer US
90 out of 100[12]
Editor's Choice
Compilations of multiple reviews
Game Rankings
89 of 100 (based on 60 reviews)[6]
Metacritic
89 of 100 (based on 29 reviews)[5]

Morrowind was generally well-received, earning an average review score of 89% from both Metacritic and Game Rankings.[5][6] It was congratulated most frequently for its breadth of scope, the richness of its visuals, and the freedom it worked into its design. Alongside the compliments, however, came criticism that the game designers had overstretched themselves, leaving glitches in various spots, and made a game too taxing to be run on an average machine. One reviewer concluded that Morrowind was "a resource pig".[61] In spite of this, reviewers generally felt that the drawbacks of the game were minor in comparison to its strengths. IGN concluded that "Morrowind isn't perfect and its system requirements are huge; but its accomplishments outweigh any reservations."[71] GameSpot's review concluded with a similar summation. "Morrowind does have numerous drawbacks...But they're all generally minor enough that most anyone should be able to look past them...They'll otherwise find that Morrowind fulfills its many ambitious intentions. It's a beautiful-looking, sprawling, and completely open-ended game that allows you to play pretty much however you like".[62]

The game environment of Morrowind was applauded as large and richly detailed, particularly for its real-time weather effects, day/night cycle,[77] and its great variety of plant and animal life.[11][62][61][21] Xbox Nation commended the game for its "sheer scope", and credited that aspect as the game's "biggest selling point", though it criticized the slowdowns, travel times and questing complexities that resulted from it.[78] In contrast to the "generic"[22] nature of Daggerfall's design, reviewers found Morrowind's design spectacular, varied,[61] and stunning.[62] GameSpot stated that "Simply exploring Morrowind is possibly the best thing about it."[62]

The mildly complex reciprocal skill system was generally praised, with some few exceptions. IGN, though finding the manual's description of the system unclear, found the classes well balanced and well designed for all play styles.[19] GameSpot found the system clear and sensible.[18] PC Gamer, by contrast, found the system unbalanced, with combat privileged over other features.[12] Computer Gaming World felt the system's privileging of combinations of single-handed combat weapons and shields over double-handed weapons unnecessarily exploitable, but appreciated the freedom offered by the broad skillset and action-dependent leveling.[15][dead link] GameSpy gave strong commendation to the system, stating that "The advancement system makes so much sense that it makes other games, even games set in the D&D world such as Baldur's Gate, look silly by comparison".[79] Morrowind's combat system was poorly received by the gaming press. GameSpot characterized it as one of the game's major weak points[80] and GameSpy devoted the majority of their review's minor complaints to it.[24] The system was disparaged for its simplicity[22] and for its tendency to bore.[81]

One element about Morrowind that received particular, and near-universal, criticism, was the game's journal system. In Morrowind, the player has a journal which is automatically updated with information from time to time following conversations with NPCs and important developments in the plot, each new entry following all those previous. Though IGN and GamePro commended the general interface for its relative ease of use,[19][75] the journal was almost universally reviled. The journal was found to quickly become a "muddled mess",[24] "hundreds of pages long",[80] without any useful method of organization by quest title or completion level.[12] Computer Gaming World simply called the feature an "anal-retentive nightmare of confusion", and called it one of the game's two greatest shortcomings.[15]

Despite being Bethesda's first major title to be produced for a console, Morrowind's Xbox release was well-received in the gaming press.[42] The inability to use modifications on the Xbox was unhappily felt,[82] as was non-native resolution,[83] but the qualities of detail and open-endedness which had similarly graced the PC release made good the Xbox release's faults.[82] Morrowind's Xbox release sold very well; it continued to rank among the top 10 sellers on the console one year after its initial release—a feat matched only by Halo: Combat Evolved.[84] In spite of its critical and commercial success, Morrowind did not win any end-of-year press awards for its Xbox release.

Awards

Morrowind won GameSpy's PC RPG Game of the Year Award,[76] though it lost to Neverwinter Nights in reader polls, ranking 24% against Neverwinter's 34.9% popular support.[85] It won IGN's RPG Vault's Game of the Year Award,[73] IGN's PC Roleplaying Game Game of the Year Award in both its editorial and popular forms,[72] and was IGN's reader's choice for Best Story.[86] Morrowind lost GameSpot's RPG competition to Neverwinter Nights, and failed to win any other awards from the site.[87] Morrowind, in addition to its nomination in music composition, was also nominated in the category of "Computer Role-Playing Game of the Year" at the 2003 Interactive Achievement Awards, but lost, again, to Neverwinter Nights.[66] In September 2003, Morrowind received the dubious honour of ranking 21st on GameSpy's "25 Most Overrated Games" list, for its buggy, repetitive, and dull gameplay.[88]

Modification

A screenshot of The Elder Scrolls Construction Set for The Elder Scrolls III: Morrowind, demonstrating the utility's automated cell and object lists.

Bethesda Softworks, the developer of Morrowind, offers gamers the ability to recreate the world with a variety of mod making tools, such as The Elder Scrolls Construction Set, which allows the modder to create and edit different races, signs, abilities, and skills.[89] Characters can be made as strong or as fast as the user wants, and allows the player to experience the game in a way that would not normally be possible within the game's mechanics.[90]

Morrowind is well known for its ability to be changed by plugins (often referred to as Modifications or mods for short) using the Elder Scrolls Construction Set, which comes with the PC version of the game. These plugins are usually easy to install and can change almost everything in the game.[91] Plugins can include new creatures, weapons, armor, quests, people, playable species, Easter eggs, stores, player owned houses, cities, expand on the size of cities, and introduce new plotlines. Others create immensely powerful "god items" and place them in convenient locations. Still other mods change the graphical aspects of the game, such as lighting, 3D models, colors, and textures.[92] There are also official mods made by Bethesda, such as "Siege at Firemoth". They can be found at the official site.[93]

Expansions

The Elder Scrolls III: Tribunal

The Elder Scrolls III: Tribunal, announced on September 2, 2002 and scheduled for a PC-only release,[94] went gold on November 1[95] and was released, with little fanfare,[96] on November 6.[97] Tribunal puts the player in the self-contained, walled city of Mournhold, an enclave within Morrowind's provincial capital of Almalexia; the new city is not connected to Morrowind's land mass, Vvardenfell, and the player must teleport to it. The storyline continues the story of the Tribunal deities.[94]

The choice to produce the expansion was primarily inspired by the success of Morrowind's release, as well as a general feeling that Elder Scrolls series games are ongoing experiences, that merit new things for their players to do.[98] Development on the game began immediately after Morrowind shipped, giving the developers a mere five-month development cycle to release the game—a very fast cycle for the industry. The prior existence of the Construction Set, however, meant that the team "already had the tools in place to add content and features very quickly."[99]

Interface improvements—specifically, an overhaul of Morrowind's journal system—were among the key goals for Tribunal's release. The new journal allowed the player to sort quests individually and by completion, reducing the confusion caused by the original's jumbling together of every quest into a single chronological stream. The game's reviewers took well to the change, although some criticized the incomplete implementation of the system, and others found the system continued to be "a bit unwieldy."[100][101][102]

Reviews of Tribunal were generally positive, though to lesser amounts than was the case for Morrowind. Aggregate scoring sites Metacritic and Gamerankings both gave the game generally favourable scores: Metacritic, a score of 80;[103] Game Rankings, a score of 82.[104] Most critics commented on the greater linearity of the experience, combined with a reduction in the total size of the play area, giving the changes mixed reviews. GameSpot reported sullenly on the change: "it's somewhat surprising that the Tribunal expansion confines your adventures to the relatively small setting of the municipality Mournhold,"[105] and that, in light of this change, "Tribunal doesn't have many of the features that made Morrowind so appealing."[102] IGN stated that although "you'll rarely lose sight of what you're doing or why," a fact that may make the game more "comprehensible" for some players, "the lack of interaction with the rest of the world is pretty depressing."[101] RPGamer, by contrast, was unequivocally positive about the change: "Bethesda...neatly sidesteps two of the most difficult atmospheric flaws of Morrowind—the constant sense of emptiness, and the bland outdoor landscapes—by having the story take place entirely within the city of Mournhold...This smaller, tighter playing field ensures that every minor detail can and does get attention."[106]

The Elder Scrolls III: Bloodmoon

The Elder Scrolls III: Bloodmoon, announced on February 14, 2003, and scheduled for release in May of the same year,[107] went gold by May 23,[108] and was released on June 6.[109] Bethesda began work on the expansion immediately following the release of Tribunal in November 2002. Bloodmoon is a larger expansion than Tribunal, in terms of area covered and content created;[110] it expands the game's main map to include the untamed island of Solstheim, a frigid northern tundra sprinkled with forests, located to the northwest of Vvardenfell. These additions marked a return to the "open-ended gameplay" and "free-form exploration" of the original, in contrast to the linearity and confinement of Tribunal.[111] Reviews for Bloodmoon were, again, generally positive. Aggregate scoring sites Metacritic and Game Rankings both gave the game generally favorable scores: Metacritic, a score of 85;[112] Gamerankings, a score of 83.[113]

One of the key selling points of Bloodmoon was its reintegration of werewolves; a feature that had been included in Daggerfall, but absent in Morrowind;[114] a feature prominently advertised in previews prior to the game's release,[110][107] in contrast to Morrowind's vampirism, which was almost an "Easter Egg" in terms of how many players remained unfamiliar with the feature.[115] Players become werewolves by catching the lycanthropic disease "Sanies Lupinus" and leaving it be for three days without attempting to cure it. Once the disease has been fully integrated, the player transforms every night, regardless of the lunar cycle.[116] Being a werewolf provides ability increases, though their strength was reduced relative to the major bonuses offered by lycanthropy in Daggerfall.[114] Some reviewers found the addition a welcome challenge,[116][115][117] but others thought the addition frustrating and poorly implemented (For example, when the player wakes up the morning after being turned into a werewolf they may find they have devoured a mission-critical NPC).[114][118]

The Elder Scrolls III: Morrowind Game of the Year Edition

The Elder Scrolls III: Morrowind Game of the Year Edition was announced May 12, 2003 and released October 30 of the same year.[7] It compiled both the Tribunal and Bloodmoon expansions, along with patches available only for the PC release, and offered them up in one single package for both PC and Xbox platforms; something which, previously, Xbox owners had not had access to.[119] Absent, however, from the Xbox version was the improved journal included in Bethesda's Bloodmoon and Tribunal releases, as well as the later patched editions of Morrowind's original release. Reviewers responded to the absence negatively.[120] Nonetheless, reviews for the GOTY set were generally positive; more so than all previous releases. Metacritic gave the game a score of 88;[121] Game Rankings, a 90.[122]

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