February 1, 2013 11:57 PM EST
Morrowind's Dungeons vs Skrims is total Apples or Oranges...In Morrowind, while several of the MQ dungeons were "large" in the day, the vast majority of "dungeons" were tombs or caves with as few as 3 or 4 rooms and 2 or 3 hallways, one entry / exit, almost no hazards / traps other than "trapped" chests.I remember all to well farming some of the Daedric Ruins NE of Vivec, 4 main chambers, each essentially a large rectangular room, 1 entry which diverged into 2 main halls, at most you'd run into 4-6 daedra on the inside, 2-3 on the outside.And that was just it, to get any decent gear, you pretty much had to farm these ruins / tombs repeatedly because of the few amount of monsters and chests they contained.The dungeons is one area I felt Skyrim excelled in brilliantly. they had lots of variety, like some of the more open and spacious dungeons loaded with greenery, waterfalls, and foliage are utterly spectactular, the caves, ruins, and such felt "right" with an appropriate amount of space and filled with the types of things you'd expect. Mines had mine carts and tools, ruins were loaded with traps, actual traps far more varied than the swinging blades and poison gas ala Oblivion style.I do feel the level pacing is "off" in Skyrim, I only feel a sense of power and accomplishment after the game is largely over, and that's defeating the purpose of becoming powerful to beat the game.But in other terms of "dumbing down" vs Morrowind, I really agree that Oblivion took a far too "clean" and "Tolkien-esque" route.Skryim did a good job of adding grit and realism back to the series, but it's still far too much in Tolkein's style compared to the style I so loved in Morrowind.We accepted the art direction towards a more "classic" fantasy world in Oblivion because Cyrodiil is the Imperial capitol, and Imperials being human and all, that seemed to be somewhat logical.However, in Skyrim there's not simply the continued "classic" fantasy art style, but a vastly diminished variety in NPC races.Morrowind wasn't known for being a melting pot or hub of multiculturism, it was dominated by Xenophobic Dunmer who enslaved Kajhits and Argonians.But, despite that, Theives guild was loaded with Kajhit and Argonian NPC's, The Mages Guild had lots of Bretons and Altmer, the Fighters Guild was chuck full of Orcs and Redorans, and the factions reflected the same, as did bandits, mercenaries, highwaymen, and other "random bad guys".Skryim has kids now, but I'll be damned if I've seen a single child Argonian or Kajhit. The Kajhits are limited to being simply vagabond merchants. I'm really hoping future titles take a return to TES fantasy, and a departure from Classical, along with including the races the series is so known for in a proper proportion.Dan O.