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Re: Morrowind confessions

Posted: 10 May 2016, 20:15
by Antsan
Ferik wrote: You can use the calm spell to talk to certain people, and then raise how much they like you before it wears off to make them non-hostile. (Most notably the Master Enchanter)

The Boots of Blinding Speed can be combined with something the gives you Resist Magicka (or you could just be a Brenton) to function as sunglasses that make you Sonic fast.
These are the only two that seem reasonable and creative. I am quite sure the second would easily be possible in Skyrim.

The rest? Levitating to break AI is hardly conductive to immersion. Breaking AI at all is hardly conductive to immersion.

I'm not sure whether waterwalking is in Skyrim, but I think it is.

That levitation is out is sad, yes. As far as I know it has been reimplemented with fitting mods that integrate cities into the general worldspace.
You can nuke a targets Elemental Resistance and hit them with the same element at the same time to deal vastly increased damage.
That one is just trivial. When it is available to the player the question becomes why others didn't have the idea yet.

Re: Morrowind confessions

Posted: 10 May 2016, 21:10
by Okulo
Antsan wrote:That one is just trivial. When it is available to the player the question becomes why others didn't have the idea yet.
Yeah, but that's the case with every idea.

Lessee... what else. Making your own spells allowed you to combine some effects for some very interesting combinations. Having an On Cast option on a magic ring or shirt or left pauldron or whatever allowed you to have a nice backup pool of that spell that would slowly recharge.

Telekinesis allowed you to do a lot more than just manipulate items, such as opening trapped chests from a safe distance. Or open a door from a distance, allowing a hostile NPC to be killed by a monster. The various teleportation spells had you planning your escape routes ahead of time (or really just a quick route to your house). Or you could use Jump and/or Slowfall to woosh across the map because you've turned into a god like that.

All in all, Morrowind's magic system allowed players to solve issues in a more strategic fashion and it wasn't as focused on buffs.

Re: Morrowind confessions

Posted: 10 May 2016, 21:15
by Vyrukas
Chris wrote: And while, sure, cheating can sometimes be creative, it's not really the kind of thing I look for in an immersive role-play. Ideally, creative uses of magic should be something that fits the world and doesn't break the suspension of disbelief, rather than exploiting gameplay anomalies or bugs.
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Re: Morrowind confessions

Posted: 10 May 2016, 22:35
by Chris
Vyrukas wrote:...
So "CHIM" is an excuse to metagame and cheat?

Taking CHIM to mean "my character knows they're in a game so I can do whatever I want and it fits perfectly in the setting" seriously cheapens the religious and philosophical nature of the concept. The terrifying reality that you are a figment of someone else's imagination, but refuse to go away (like an idea you have that you can't stop thinking about no matter what you do), while also recognizing the precarious nature of your reality, that you can blink out of existence the moment you faulter, or you and your entire world can unceremoniously disappear when the entity dreaming you wakes up. There's actually quite a bit of "cosmic horror" to the concept, the fear of an entity so much bigger than you that you have absolutely no way to influence, let alone defeat, should it come to do anything, or the constant dread that everything you've done or would want to do is completely insignificant and can be wiped out if the entity so desires it.

But sure, CHIM means you can metagame and exploit bugs to move really fast and still be "lore friendly".
Okulo wrote:Lessee... what else. Making your own spells allowed you to combine some effects for some very interesting combinations.
I'd say it was more convenience than anything. When you combined two spell effects, you just created a spell with those two spell effects. Combining a Damage Health on Touch and a Restore Health on Self in a spell was simply a damage target and heal self in one. It wouldn't be much different than casting a damage spell followed by a heal spell, just a bit more convenient.

What would've been interesting is if combining different effects actually created whole new effects, or had extra side effects automatically added in. Like combining fire, ice/water, and shock damage effects to create a new explosive effect. They toyed around with ideas like that in Skyrim (as shown in their Game Jam video; equip one spell in one hand and another spell in another hand, then casting both spells together causes a new spell effect to be produced) but never got it into the main game... presumably because it would take a lot of effort to create new interesting and unique effects from the large number of possible combinations. Magicka is the only game I've really seen attempt this, and that game completely revolved around the idea (unlike TES where magic is just a small part of the game).

Re: Morrowind confessions

Posted: 10 May 2016, 22:36
by Ferik
Antsan wrote:
Ferik wrote: I'm not sure whether waterwalking is in Skyrim, but I think it is.
It's in the Dragonborn expansion, but only on one specific pair of boots. You can't really do much with it. The key to what I was saying though, was combining Water Walking with the Boots of Blinding Speed. You can essentially create a canal network around most of the outside of Morrowind which can make it easy to travel around the parts that don't have much fast travel. Likewise the aforementioned Jump and Slowfall, or sufficient Fortify Acrobatics can help getting around the inner parts that have no fast travel.

Morrowind didn't have as robust a fast travel system as the earlier or later games, but what it did have was better thought out, fit into the world better, and forced the player to invent their own creative ways to get across the land quickly by learning which travel routes can be combined and what spells can get them around quickly to navigate their way around without just clicking on the map.

Re: Morrowind confessions

Posted: 11 May 2016, 01:59
by Vyrukas
Chris wrote:
Vyrukas wrote:...
So "CHIM" is an excuse to metagame and cheat? CHIM means you can metagame and exploit bugs to move really fast and still be "lore friendly".
Now you're getting it.

Re: Morrowind confessions

Posted: 16 May 2016, 20:33
by Atahualpa
Back to topic, you N'wahs! ;)

My confession: I haven't touched (TES III:) Morrowind since the 14th of February 2014 - well, except for one quick check on vanilla behaviour to confirm a bug. Thank you, OpenMW!

Re: Morrowind confessions

Posted: 16 May 2016, 23:44
by johndh
Despite owning GOTYE, I've never played any part of Bloodmoon.

Re: Morrowind confessions

Posted: 17 May 2016, 03:47
by raevol
johndh wrote:Despite owning GOTYE, I've never played any part of Bloodmoon.
Aaah, I also have not played any of Bloodmoon, except that quest you get outside the Mage's Guild in Ald'ruhn.

Re: Morrowind confessions

Posted: 06 Jun 2016, 04:46
by UltimaPlayer12
My personal confession, I have never beaten the main quest and I never intend to. For me the magic in a game dies when I hit a completion state, and no matter how hard I try to drag myself back most games just lose the magic for me. So I'm seriously afraid that if I complete the story of Morrowind, I will lose out on the experiences I still have with the game.

Also, I don't feel nostalgia for the game... Unless I play with expansive mods that bring back the foreign feel Morrowind used to have. I think it's due to overexposure of the game.