Spazmo wrote:All the combat in Morrowind sucks. It's just click-swing click-swing click-swing ad nauseum. And that's not necessarily bad: it works really well in Diablo 2. But Morrowind makes it very, very dull.
It's far less than in Fallout. In Fallout, I felt I mattered in FO because I actually got to say things instead of just clicking on words that might interest me in particular. The fact that pretty much every person in the gameworld had the exact same things to say about the exact same topics of conversation didn't help much either. I can't exactly describe why, but Morrowind just felt extremely static and dull.
Besides that, the quests were really shitty. Endless variations on "Go kill [insert fantasy name #563247 here]". Just a terrible RPG.
I completely agree with your asessment of Morrowind, since I have it for Xbox. The only real "freedom" the game allows, which everyone brags about endlessly, is the ability to walk from place to place [exterior] without any loading screens. If that's a definition of freedom, than I guess Morrowind achieves that sucessfully. But it severely lacks character choices which I think is a better aspect of "freedom", either your a noble hero or an extreme villian; there is no middle ground in terms of the choices you make in the game. The "evil" option is basically killing everything in sight. The game also usually has only one way to solve each quest. On the subject of lame combat, it definately sucks bad. The game balancing is woefully off-base, it's a little difficult in the beginning, but by the middle of the game you're basically a god, and can almost never be killed. The items in this game are like Baldur's Gate II, except on steroids. If you thought that game had too many powerful items, Morrowind takes it to the extremes. You can even find the third most powerful sword in about 15 minutes or so into the game. The quests in Morrowind are consist mainly of "FedEx" type quests; "get me this and bring it back here..." etc. 85% of the quests are either asassinations or delivery-quests.
Morrowind is a good Adventure game, but I wouldn't really call it an RPG because the lack of any role-playing. You're either the most noble hero or a viscious killer who slays anything in sight. The second option breaks the game, since you probably will kill someone relevant to the plot. So you end up with just one realistic playing option; hardly making it a role playing game. That's why I think Morrowind is more akin to an Adventure game (and a good one if you consider it that) and should be defined such by their advertisements, rather than an RPG.