Game design observation - The Elder Scrolls III: Morrowind David Hanina, 496353 For my game design observation, I have chosen to examine The Elder Scrolls III: Morrowind, the predecessor to the well-known game The Elder Scrolls V: Skyrim and the lesser-known The Elder Scrolls IV: Oblivion. This game was selected due to its remarkable and distinctive experience, although some of the gameplay elements have nowadays become outdated and may result in players losing interest within the first few minutes. In my opinion, historically, release of this game in 2002 marked a significant milestone for Bethesda Game Studios (previously named Softworks). The game was created using a new engine that is still in some shape and form in use today, even in their latest game Starfield. The creators chose to hand-craft the experience rather than relying on procedurally generated content. In the observation, I'm not going to bother with plot and typical RPG systems, but instead focus on three standout elements of the game. The combat system of the game differs significantly from subsequent entries in the series. Despite being despised by new players, I have always found it to be highly distinctive. Proficiency in specific disciplines has always been a central gameplay mechanic in the Elder Scrolls games. For instance, a higher level of one-handed proficiency results in more significant damage. However, Morrowind differs from the other games in the series by employing a DnD style of combat, rather than an action-based one. This means that when you attack an enemy or cast a spell, everything happening in the game world is taken into consideration, such as your skill level, your current stamina, luck, the enemy's agility, and so on. It is necessary to become accustomed to this system, as it is possible to miss an attack despite it seeming to have hit the enemy, due to reduced stamina or unluck. This feature has been removed in subsequent games because it caused confusion to most players, although I believe it was a unique take on a combat system, simply not executed well enough. Similar gameplay mechanics can be found in other turn-based titles, such as Baldur's Gate 3. Magic is another fascinating combat related topic in the game. The developers have introduced custom spell creation, granting players limitless combination possibilities. However, usefulness varies greatly among the spells. On the contrary, the game does not strive for balance as it would be unfeasible with all the current systems available. I believe that single-player games need not be flawlessly balanced. In the end, those who cheat only spoil their own enjoyment as they can not interfere with anyone else's fun. Secondly, Morrowind utilises a dialogue and journal system that heavily relies on the player's ability to read since there is no voice acting but a substantial amount of text to read. Furthermore, there are no quest markers, yet most quests necessitate either picking something up or conversing with someone. The dialogue system can be imagined as a topic map, with each NPC having specific topics they can discuss with you. When questioned about a topic, NPCs usually further other topics for discussion, it's very common for a NPC to have more than 15 topics to speak about. This feature is connected with the quest and journal mechanism, wherein every distinct answer can subsequently be retrieved and unique answers linked to quests are recorded in the player's journal. As the name implies, the player does not possess a comprehensive quest log, rather a literal journal. The community often criticises the topic-based dialogue system because it results in fewer unique NPC encounters. However, I view it as a clever solution to circumvent technological limitations. This approach allowed developers to produce many relatively unique NPCs within a short timeframe. Lastly, the setting, Morrowind skillfully balances the familiar and the unknown. While it adheres to well-known laws of physics, it also boasts visually striking high-fantasy elements. However, the most memorable experience is the culture. Players may become a part of various political parties, each with their own set of values, likes, dislikes, as well as relationships with different guilds. This feature adds significant replayability value because it prevents players from joining all factions simultaneously. For instance, a player can only join a single political party out of three, among many other exclusive guilds and communities. I also appreciate that the game does not necessarily strive to create a positive experience, as the common people of Morrowind are typically very poor and the slave trade thrives, even in smaller villages. Race based discrimination is prevalent and heavy drug use is a daily occurrence, in a slowly deteriorating world where false gods manipulate for their own gain. At the start, the player is nobody, but as they progress through various communities, they may gain recognition from the people of Morrowind, who offer them better deals or simply express their gratitude. This system of progression based on reputation is unique, many games build on the idea, but never achieve similar experience. I really fell in love with the game's culture, which I believe reflects our own world, where these experiences are still a daily reality for some despite being less discussed. Despite containing numerous bugs and questionable design choices, this game remains one of my favourites. I consider it an essential title for Bethesda, as it has enabled the developers to figure out which designs work and which do not. Certain design choices have subsequently been fully removed or simplified. But I believe this game manages to encapsulate the essence of creating an unparalleled gaming experience. The game does not feel overly tailored for mass consumption, unlike more recent titles. The creators simply sought to execute an idea, which they have accomplished, albeit with a smaller audience. The originality and risk-taking is slowly fading away as the steps in game development are becoming increasingly calculated.