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The RPGvault features a very detailed special report on Morrowind. It includes considerable input from Morrowind's project leader Todd Howard.
It's never been so hard to find a snip to quote because the entire article is excellent but anyway here's one:Most players will probably follow the story at times and explore freely at others. You will likely spend the majority of your time completing quests as a free agent or lackey of particular factions such as the Thieves Guild or Imperial Legion. Some quests are formalized and linked to your standing in a faction, while some are one-shot deals found in the middle of nowhere. It has to be stressed that the quests vary greatly. The opening town alone has a murder mystery to solve, a fellow Imperial to help, slaves to free from a nearby bandit cave and a double-cross to perform. And quest opportunities and stories are seemingly available at every turn; overall, they easily number in the hundreds. Interestingly, the level of emphasis on this aspect of the game increased during development. "We had more quests than we initially planned, but less dungeons," reported Todd Howard. "We had over 700 dungeons in the initial design, which was just too many." |
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