
Like previous entries in the series, Morrowind is primarily a first-person (with the option of playing in 3rd person) RPG, playing from a character’s eye view in a 3D environment.The player controls one character,though various NPCs may join the character temporarily.
Character creation
Morrowind begins with the player–imprisoned for unknown reasons–arriving by boat in Morrowind to be set free. A well-received tutorial depicting the prisoner’s release moves the player through the process of character creation.The player is successively asked questions by a fellow prisoner, an officer, and a bureaucrat as the player is registered as a free citizen; choosing, in the process, the player character’s name, gender, race, birthsign, and class.[11] These affect the player’s starting attributes, skills, and abilities. In a throwback to the Ultima series, the player has an opportunity to answer a series of moral questions to determine their class.
Skill system
The player character’s proficiency with a skill is increased either by practice, training, or study. Practice involves performing the specific actions associated with a given skill, which gradually raises the character’s proficiency in that skill. Raising weapon skills requires striking an enemy with the appropriate weapon; raising armor skills requires being struck while wearing the appropriate type of armor; etc. Training involves paying cash to NPCs in exchange for immediate proficiency increases in that skill. Study requires reading books found in the game, certain of which will immediately raise a skill when read. Weaponry skills (viz. Short Blade, Long Blade, Axe, etc.) affect the character’s chance to hit. Armor skills (viz. Heavy Armor, Light Armor, Unarmored, etc.) affect the defensive strength of the armor. Other skills (viz. Alchemy, Athletics, Security) affect proficiency at other actions such as potion-making, running, lockpicking, etc.
Morrowind, like its predecessor Daggerfall, makes a distinction between “attributes” and “skills”; skills being those individual proficiencies in particular schools of battle or with particular armor classes, and attributes being broader proficiencies, such as “strength” and “endurance”, which are either tied to important features unconnected to any skill, (viz. Health, evasion chance, etc.) or improve the efficiency of a wide variety of skills. Strength, for example, improves the damage of any physical blow dealt by the player character. Attributes, however, are improved only when the player levels up.
The player levels up their character by leveling up ten individual skills from their major and minor skill lists. Each time the player levels up their character, they select three attributes to augment as well. The player is better able to augment attributes related to their skill set, as each level gained in a particular skill adds to the multiplier by which the attribute is augmented.
Combat
A screenshot from the game, demonstrating Morrowind’s first-person combat.
The simplest melee attack, a chop, is performed with a left click. The slightly more complex slash and thrust attacks are performed by clicking in unison with tapping a directional key, though by turning on the “always use best attack” option, players can eliminate the moving element, freeing them to focus on the combat. A melee weapon’s damage potential is rated for each of these attacks. Reviewers found little value in choosing between the three types of attacks for most weapons, and recommended the “always use best attack” option.Hidden arithmetic modifiers, applied to each combatant’s skills, determines whether or not the attack hits. In the game’s original release, the player was given no indication of the amount of health left in their enemies, and no indication of the strength of their attacks. Reviewers took the absence badly, wishing for more visible feedback.Bethesda eventually added enemy health bars in patch 1.1.0605, released one month after Morrowind’s initial publication.
Free-form design
Morrowind, following the tradition established by its predecessors in The Elder Scrolls series,attempts to establish a completely free-form world, with no constricting boundaries on the player’s actions. From the beginning of the game, the player is put in a world where they are left to roam, steal, quest and explore, without necessarily following the main quest.Lead Designer Ken Rolston, asked prior to Morrowind’s release what he thought were the “core, untouchable design elements” of the Elder Scrolls series which “set them apart from other games”, responded immediately: “Free-form experience.”In Rolston’s view, the game’s central plot is a chance to introduce the player to a cross-current of conflicting factions, background themes, and to the characters of the game, rather than the primary focus of the player’s experience.”Every TES game has to let you create the kind of character you want, and then do the things you want. We would never have a TES RPG force you to be a certain character or go down a certain path.”
To allow for this behavior, Morrowind, in addition to creating an extensive main quest, provides detailed discursive quests for a variety of factions, including various guilds, religious organizations and aristocratic houses, in addition to side-quests found by mere exploration.Even the main plot itself may be attacked in a number of directions. There are, in the words of critic Craig Lindley, “a very specific set of central plot points within this main plot. But the plot points are partially ordered: seven high level tasks must be completed, but their constituent sub-tasks…can be accomplished in any order, and this is repeated for the sub-tasks involved in those sub-tasks.” The choices the player makes in their performance of these tasks thus become methods of character interpretation; a set of dramatic tools establishing the player’s newly created self-identity.
According to Gamasutra’s Matt Barton, some have argued that these changes put Morrowind closer in spirit to the original D&D tabletop game, where players take a more creative role in their play, and where players are left to decide for themselves the “right” action.This is a view paralleled by Rolston, who has stated that “The goal of every TES game is to create something that resembles a pen and paper RPG on the computer.”The sheer number of quest possibilities, combined with what developer Ken Rolston identified as a lack of “narrative urgency”, left many critics dissatisfied with the main plot. Ken Rolston later stated that the main quest might have been presented with greater force, in the style of the game’s successor, The Elder Scrolls IV: Oblivion, without losing the free-form design of the series, but such concerns were not addressed prior to Morrowind’s release.
System requirements Windows ME/98 – 128 MB RAM
Windows XP/2000 – 256 MB RAM, 500 MHz Intel Pentium III, Celeron, AMD Athlon or better processor, 8x CD/DVD-ROM Drive, 1 GB free hard disk space, DirectX 8.1 (included), 32 MB Direct3D compatible video card with 32-bit color support, DirectX 8.1 compatible driver, and Hardware Transform & Lighting support, DirectX 8.1 compatible sound card
Input methods Keyboard, mouse
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