As I discussed last time, the series' abstract dice-rolling combats feltâ€"with the advent of more precise graphics and more engaging action-game contemporariesâ€"increasingly alienating and unsatisfying. There was always something reasonably abstract about a failed sword swing in a crudely-rendered 2D game, something that took the sting out of a wimpy failure, but players could now see that they were holding up their end perfectly; when they clicked the mouse, they saw their spear go right the enemy's bean, dead on the money. Hearing that damnable teeth-grinding whff that signaled a wasted attack felt like getting punished for something that was the character's fault, not the players'. As far as cardinal RPG sins go, creating a deliberate and hostile disconnect between player and character ranks highly.
Morrowind was just about the last videogame that hadn’t learned this lesson: if you're gonna roll dice, roll dice. Asking players to successfully perform a task and then rolling to see if it succeeds is just frustrating and obnoxious. This mishandling, compounded with the game’s rather stern beginning, makes for a very unpleasant and ragged start to the game.
This is the city of Vivec. It is inconveniently large and complicated, like many towns in Arena and Daggerfall. Unlike these towns it is designed purposefully and characterfully.
There’s only one reason this combat is bearable at all, and it’s this: the game provides the tools to make failure rare or nonexistent. Let's talk about all the level scaling Morrowind didn’t have.
Continue reading 〉〉 “The Altered Scrolls, Part 8: No Fair Fights”
Rutskarn is a writer, author, wordsmith, text producer, article deviser, prose architect, and accredited language-talker. If you enjoy his contributions to this site you could always back his Patreon.