DGC Ep 299: The Elder Scrolls III: Morrowind (part six)
Welcome to Dev Game Club, where this week we continue our series on Morrowind. We talk about the role-playing feeling of the game, how the guilds have a sense of real progression and reputation, and motivating play. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Brett to 71 hrs, Tim to 24
Issues covered: Tim decides he's going to be a good assassin from now on, having to kill the leads of guilds I'm head of, a level design soapbox moment, not leveraging symmetry, getting lost in Vivec City, victory in the Arena, self-guided missions, feeling like some quest-givers gave meaner quests, going to various locations for guild quests, doing work for the Night Mother, the squabbling over artifacts, an assassination behind locked doors, "the most Mel Brooks assassination," being OP for the game, feeling like the later games are more generic, feeling like you are really playing the role, infiltrating a base for a target, backbiting amongst the academics, having a bold moment of quest design, iterating on the formula, developing a sense of place, enjoying motivated play, friction between groups motivating play, having a complete experience from a quest line, revisiting the game, MMO feeling, the structure of The Witcher 3 and side quests that aren't, figuring out the alchemy system and its power, using the mad magician as motivation, a sum of parts game, not proud, adding time to every quest line.
Games, people, and influences mentioned or discussed: The Three Musketeers, Greg Knight, Mel Brooks, Starfield, Fallout (series), Reed Knight, Crazy Taxi, Dungeons & Dragons, The Witcher, Sam, Stephen, Kingdom Hearts, The Matrix (obliquely), Resident Evil Village, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
??? What is time?
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