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OpenMW – open-source TES3 Morrowind reimplementation

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Re: OpenMW – open-source TES3 Morrowind reimplementation

#21
post #2

Late last year, after they restored shadows (I think they'd had to take them out while fixing some stuff, or something) I played most of Morrowind with this. Still intending to go back and finish. Finished the main quest, a huge percentage of the side quests, and Tribunal. Was just getting ready to start Bloodmoon. What works: everything. Everything I tried. What did I try? All the parts of the game listed above, plu…

I agree with this. I played OpenMW some years ago, and I was stunned at the quality. It's one of those open source projects where the quality is just implausibly good, especially considering how few open source games exist at all. (I am aware that OpenMW is short-circuiting the normal problems by re-implementing an existing design, and re-using existing art, but it's still wildly impressive.)

Re: OpenMW – open-source TES3 Morrowind reimplementation

#22
post #14

The TES series is the site of a real clear example of the divergent paths that tech had and could have taken since 2000. One way led to a huge modding community, authoring tools bundled with the game, longevity and open implementation. Another led to Horse armour DLC, micro transaction driven mmorpgs, and the same game implemented and charged for over and over again for each system.

To be fair, TES has both horse armour DLC and an incredibly huge modding community.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#23
post #18

I've never played any of these games apart from Skyrim. How would you compare the two? I've heard that this game is legendary. For me Skyrim's atmosphere was awesome, but the storyline was a bit meh. Edit: thanks for all the responses they are quite insightful!

The storyline in Morrowind is great, but it is told in an unusual way. At the surface it's a fairly traditional Chosen One story about killing the Big Bad, but if you dig a little deeper, listen to the various NPCs, and read the various in-game books of historical poetry, it's very morally ambiguous, and not even the facts are completely clear. And some aspects of the story implies that the Morrowind universe does not even have the notion of objective truth (look up CHIM for a rabbit hole, and the maybe-serious theory that one of the demigods in the universe literally got his hands on the Morrowind plugin editor).

Also, the game play is very old-fashioned by modern standards.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#24
post #18

I've never played any of these games apart from Skyrim. How would you compare the two? I've heard that this game is legendary. For me Skyrim's atmosphere was awesome, but the storyline was a bit meh. Edit: thanks for all the responses they are quite insightful!

Skyrim had that thing where every cave you go into there is a generic story told inside by a letter on a dead body. The world was full, but it was filled with generic stuff like that, utterly uninteresting after you realize what's going on. The main story was not strong and the balance with the only storywise mighty dragons that were ingame quite weak was completely off. Auto-leveling of quest items made quest rewards worthless.

Oblivion was unplayable because of the extreme auto-leveling, if you weren't extremely lucky with how you played it or fixed it with a mod.

Morrowind had none of those flaws. There was auto-leveling (mainly leveled lists with a small range, iirc), but the effect was small and felt organic. And the world is less filled with generic bs, no shoved in story told in every cave. The lore presented and the atmosphere was awesome, with the local gods and their path to power, the nerevarine part of it and the diverging perspectives (though a modern game might have used that for a non-linear story, which MW completely failed to do).

I also got the impression that the stories written in the ingame books were a lot more interesting in Morrowind. In the later games that got too boring fast, in Morrowind I actually read most of them. Might have been me becoming less patient over time, but I read somewhere the authors changed, so not impossible my impression is valid.

Graphics are obviously worse, Quests can be a bit off - especially the guild quests. Not only are they strange in what they ask from you, breaking immersion; Like in Oblivion and Skyrim following those quest lines and becoming a guild leader does not amount to much. Only do one, then it's okay. Some game mechanic can be broken rather easily, but if you don't search for ways on Youtube I doubt that's an issue when just playing - but Oblivion and Skyrim are a bit more stable there.

I liked Morrowind best, but it was also the first I played and the one I wrote simple mods for.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#27
post #14

The TES series is the site of a real clear example of the divergent paths that tech had and could have taken since 2000. One way led to a huge modding community, authoring tools bundled with the game, longevity and open implementation. Another led to Horse armour DLC, micro transaction driven mmorpgs, and the same game implemented and charged for over and over again for each system.

I don't see a divergent path. Oblivion and Skyrim both come bundled with modding tools and have an enormous community of modders and a wealth of mods.

Bethesda themselves have also released a few really good expansions to each of their games (Tribunal, Shivering Isles, Dragonborn to mention one from each game since Morrowind) as well as a few smaller but satisfying DLCs (Hearthfire for instance).

That they also misstepped with a few shamefully overpriced minimal mods deserves being called out but does not undo any of the above.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#28
post #24
post #18

I've never played any of these games apart from Skyrim. How would you compare the two? I've heard that this game is legendary. For me Skyrim's atmosphere was awesome, but the storyline was a bit meh. Edit: thanks for all the responses they are quite insightful!

Skyrim had that thing where every cave you go into there is a generic story told inside by a letter on a dead body. The world was full, but it was filled with generic stuff like that, utterly uninteresting after you realize what's going on. The main story was not strong and the balance with the only storywise mighty dragons that were ingame quite weak was completely off. Auto-leveling of quest items made quest reward…

I do not understand what is wrong with environment story telling? It is more then just letter and journals, sometime there are only different objects and skeletons placed around you fill the rest if you care to look at the details, most of those stories I never noticed. I also like it how it used in the Fallout games so I am curious what aspect of it you dislike.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#29
post #24

Earlier quoted context omitted.

Skyrim had that thing where every cave you go into there is a generic story told inside by a letter on a dead body. The world was full, but it was filled with generic stuff like that, utterly uninteresting after you realize what's going on. The main story was not strong and the balance with the only storywise mighty dragons that were ingame quite weak was completely off. Auto-leveling of quest items made quest reward…

I do not understand what is wrong with environment story telling? It is more then just letter and journals, sometime there are only different objects and skeletons placed around you fill the rest if you care to look at the details, most of those stories I never noticed. I also like it how it used in the Fallout games so I am curious what aspect of it you dislike.

There's nothing wrong with environmental story-telling; what's wrong is boring environmental story-telling, or environmental story-telling that is as generic and poorly-implemented as "Hey look, the body has a letter on it."

Re: OpenMW – open-source TES3 Morrowind reimplementation

#30
post #24

Earlier quoted context omitted.

Skyrim had that thing where every cave you go into there is a generic story told inside by a letter on a dead body. The world was full, but it was filled with generic stuff like that, utterly uninteresting after you realize what's going on. The main story was not strong and the balance with the only storywise mighty dragons that were ingame quite weak was completely off. Auto-leveling of quest items made quest reward…

I do not understand what is wrong with environment story telling? It is more then just letter and journals, sometime there are only different objects and skeletons placed around you fill the rest if you care to look at the details, most of those stories I never noticed. I also like it how it used in the Fallout games so I am curious what aspect of it you dislike.

It's the always part of it. There is not a single abandoned cave I remember. In every single one there is a necromancer that died in an experiment and lived to wrote about it right till the moment the zombies turned against him, died an adventurer while writing his last words, ... It's cool if it's an occasional thing, that adds to creating a realistic world. If it's always, it breaks the immersion. It becomes clear they had a level enrichment team go through a list of every single location to add one of the same type of stories.

FNV did that way better - but okay, FNV did everything better.

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