The Elder Scrolls III: Morrowind Retrospective
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III - Discovery: Losing Myself In Vvardenfell
For as much as murdering Cliff Racers provided you that means to an end, combat and levelling progression were never the game's biggest draw. Dice still rolled in the background, away from prying eyes, but the results were clear to see. Thrashing wildly at creatures and humans alike as point blank swings did no damage. It was an awkward and oftentimes hilarious endeavour. Above all else, the eerily fantastical locale of Vvardenfell was what kept you progressing.
Vvardenfell held an organic and natural beauty - one still to this day pleasing to return to, thanks to the efforts of devoted teams of modders. It was an amalgamation of cultures and races all crammed on to an island resulting in a melting pot of architecture and locations. Each race held its own identity as strong as the other. The twisted mushroom buildings of the Telvanni, the regal architecture of the Imperials, or the slum like huts of the native Dunmer.
It was a land full of strange creatures, where hostile danger, and more than likely death, lay around every corner. Morrowind wasn't scared to throw you to the wolves or more appropriately - the Cliff Racers.
Unlike Oblivion - who traded its predecessor's unique style for its generic fantasy world as it sought the mainstream - many areas of Vvardenfell were closed to you from the outset. Caves that held secrets, towns that held mysteries. These places, much like that first cave, harboured enemies too dangerous to tackle from the start, and so your quest for levels and gear was far less about the pure loot reward, as it was the promise of being able to further explore the world.