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OpenMW – open-source TES3 Morrowind reimplementation

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Re: OpenMW – open-source TES3 Morrowind reimplementation

#31
post #29

Earlier quoted context omitted.

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."

It could be done better, but IMO it adds more then it subtracts and you are not forced into reading all the letters or looting all the stuff. I am most annoyed with games that fill your map with "?" markets for some garbage and does not give you an option to hide it.

I understand that we have different preferences and it is fine, my wish would be to have more unique dungeons in the next games.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#32
post #30

Earlier quoted context omitted.

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…

I am not sure that are that many though, aren't more caves populated with bandits(makes sense) , crypts populated with undead or necromancers(makes sense) and ruins populated with treasure hunters(makes sense too). All those letters and journals add a bit of lore and most people do not read them anyway. From time to time you find unique characters though with unique stories and sometimes side quests.

There are a lot of issues with Skyrim, there are some very funny videos about it, but for me personally those quirks are not significant enough to complain.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#33
post #30

Earlier quoted context omitted.

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…

I am not sure that are that many though, aren't more caves populated with bandits(makes sense) , crypts populated with undead or necromancers(makes sense) and ruins populated with treasure hunters(makes sense too). All those letters and journals add a bit of lore and most people do not read them anyway. From time to time you find unique characters though with unique stories and sometimes side quests. There are a lot…

> All those letters and journals add a bit of lore and most people do not read them anyway.

But that's just it: They don't add lore, they add noise. If this kind of story telling is done well and occasionally, then players would actually read those letters. You are right, here they don't, and that's not surprising if they are placed everywhere.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#34
post #29

Earlier quoted context omitted.

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."

It could be done better, but IMO it adds more then it subtracts and you are not forced into reading all the letters or looting all the stuff. I am most annoyed with games that fill your map with "?" markets for some garbage and does not give you an option to hide it. I understand that we have different preferences and it is fine, my wish would be to have more unique dungeons in the next games.

Like the above poster said, doing it once or even a handful of times is cool. It happens all the time, though, and in a less-than-polished way. It's lazy.

I normally love things like that in games. I read everything and there's not a game I own that I don't have a 100% in. In Skyrim it's barely even storytelling.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#35
post #34

Earlier quoted context omitted.

It could be done better, but IMO it adds more then it subtracts and you are not forced into reading all the letters or looting all the stuff. I am most annoyed with games that fill your map with "?" markets for some garbage and does not give you an option to hide it. I understand that we have different preferences and it is fine, my wish would be to have more unique dungeons in the next games.

Like the above poster said, doing it once or even a handful of times is cool. It happens all the time , though, and in a less-than-polished way. It's lazy. I normally love things like that in games. I read everything and there's not a game I own that I don't have a 100% in. In Skyrim it's barely even storytelling.

OK, probably depends on how we play the game. What is your strategy to 109% Skyrim? There are locations that are not linked to quests or the quests for them are not easy to find. I don't play that much so when I play I use a mod that gives you a different start/origin story and try to role play a bit, avoid the man quest as much a s possible.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#36
post #34

Earlier quoted context omitted.

Like the above poster said, doing it once or even a handful of times is cool. It happens all the time , though, and in a less-than-polished way. It's lazy. I normally love things like that in games. I read everything and there's not a game I own that I don't have a 100% in. In Skyrim it's barely even storytelling.

OK, probably depends on how we play the game. What is your strategy to 109% Skyrim? There are locations that are not linked to quests or the quests for them are not easy to find. I don't play that much so when I play I use a mod that gives you a different start/origin story and try to role play a bit, avoid the man quest as much a s possible.

I didn't really have a strategy at the time, I just had time. Like, a lot of time. "It was one of the only games I could get to work with WINE and I had no hobbies because I was a child" amounts of time. Time, an abundance of characters and UESP made it possible. I think UESP has a completion page now, but it didn't when I did, and the one it does have seems to be missing a lot of things.

My experience with Skyrim did lead me to developing strategies for other games, after having less time, but at the time I definitely went about it in one of the longest ways possible.

It's probably time for a replay.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#37
post #36

Earlier quoted context omitted.

OK, probably depends on how we play the game. What is your strategy to 109% Skyrim? There are locations that are not linked to quests or the quests for them are not easy to find. I don't play that much so when I play I use a mod that gives you a different start/origin story and try to role play a bit, avoid the man quest as much a s possible.

I didn't really have a strategy at the time, I just had time. Like, a lot of time. "It was one of the only games I could get to work with WINE and I had no hobbies because I was a child" amounts of time. Time, an abundance of characters and UESP made it possible. I think UESP has a completion page now, but it didn't when I did, and the one it does have seems to be missing a lot of things. My experience with Skyrim di…

Cool, a fellow wine user, Special Edition has some issues with wine though, the Script Extender takes a long time to hook the game and I get some crashes (I suspect is the lightning effect) , so combining the 2 issues makes me dread opening the game though I am very tempted to finally reach level 80.

The game I had too much time to play was Gothic for me, this one has no quest markers and I also had no internet so I had to struggle with it but I still have it burned in my memory.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#38
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!

I played Morrowind when it came out, but not for long, because the fighting was a bit boring. Something that worked very well in Skyrim. So I am curious, how it works in this version.

OpenMW is very true to the original, the intention is not to change things like the combat system. There are some modifications that go for this, but the more awesome ones need the big engine hacks that are incompatible with OpenMW.

Combat btw becomes a lot less tedious if one knows that chance to hit / block / evade depends on fatigue and fighting while exhausted is a bad idea. Modern games have sophisticated cues to make such effects known, like audible heavy breathing noises and visible screen bobbing and blur effects, etc. MW has no such cues.

Re: OpenMW – open-source TES3 Morrowind reimplementation

#39
post #5
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…

Support for dynamic shadows was dropped years ago when they decided they had to port the game from the Ogre3D rendering engine to OpenSceneGraph in order to eventually reach 1.0 quality: https://openmw.org/2015/announcing-switch-openscenegraph/ It's pretty impressive that the project has been so successful with such a major transition, and that things didn't stall and fall apart along the way despite how long it took…

I was always a fan of tinkering with Ogre back in the day. I wonder if there are any other extant projects still using it these days?

Re: OpenMW – open-source TES3 Morrowind reimplementation

#40
post #36

Earlier quoted context omitted.

I didn't really have a strategy at the time, I just had time. Like, a lot of time. "It was one of the only games I could get to work with WINE and I had no hobbies because I was a child" amounts of time. Time, an abundance of characters and UESP made it possible. I think UESP has a completion page now, but it didn't when I did, and the one it does have seems to be missing a lot of things. My experience with Skyrim di…

Cool, a fellow wine user, Special Edition has some issues with wine though, the Script Extender takes a long time to hook the game and I get some crashes (I suspect is the lightning effect) , so combining the 2 issues makes me dread opening the game though I am very tempted to finally reach level 80. The game I had too much time to play was Gothic for me, this one has no quest markers and I also had no internet so I…

Why use SE? Did it add content?
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