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A love letter to the best Elder Scrolls game ever!
NewsOpinionsA love letter to the best Elder Scrolls game ever!
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A love letter to the best Elder Scrolls game ever!

XLBanana47

Nenad Divljaković

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"A lot of people don’t know this, but the original Morrowind was first planned as just an upgraded version of Daggerfall. This meant the entire province of Morrowind was supposed to be in the game, mos"

I’m going to start this text by bragging a bit: in the last six months, I managed to play through almost the entire Elder Scrolls series. Okay, not every single thing; I skipped Arena (where it all started back in '94) and a couple of spin-offs that don't really feel like true Elder Scrolls games. But everything else—Daggerfall, Morrowind, Oblivion, and Skyrim, plus all the expansions—went through my hands and cost me a lot of sleep. Now is the right time to give my final verdict and explain why I think Morrowind is the peak of the series and will likely never be topped.

At the crossroads of old and new

A lot of people don’t know this, but the original Morrowind was first planned as just an upgraded version of Daggerfall. This meant the entire province of Morrowind was supposed to be in the game, mostly procedurally generated. Instead of a massive map spanning from the ocean to the Skyrim border, we got just the island of Vvardenfell. But instead of random generation, we got hand-crafted precision. That was the moment they gave up on the over-ambitious "simulation" style and switched to the formula we all know today.

This evolution happened in the gameplay philosophy too. Morrowind stayed loyal to complexity—it still has dozens of attributes, a combat system based on "behind the scenes" dice rolls, skill checks, and so on. On top of that, it was the first game in the series that started building a conscious player experience: quests were scripted, factions made sense within the world, and progression felt much more rewarding and complete.

That unique alien atmosphere

An aspect of Morrowind that is unfairly ignored in discussions—and what makes the game truly unique, not just for this series but in gaming in general—is the atmosphere. While Oblivion and Skyrim play it safe with standard fantasy tropes like dragons, castles, and green forests, Morrowind ignores the Western formula. It throws the player onto an island that feels more like another planet than Tamriel. You’ll see giant mushrooms instead of trees, architecture that looks like organic matter, sandstorms, and enemies that don't have any obvious mythological roots.

To top it off, the atmosphere is pushed to another level by something no game can fake—the soundtrack. Jeremy Soule’s music doesn't try to impress you with grandiosity; instead, it triggers feelings of discovery, strangeness, and melancholy. These tracks aren't technically over-complex, nor do they dominate the scene. Instead, they quietly color every moment spent on the soil of this unforgettable world. Just listen to "Nerevar Rising" and everything will click.

A world that speaks, but doesn't explain

Nowadays, most games try to explain their world through endless cutscenes, screen prompts, and heavy exposition. Morrowind is the complete opposite. You can't separate the story from the world-building or the player's urge to explore. Nothing is served on a silver platter. There’s no 20-minute intro explaining your role, the world's conflicts, or who the gods and villains are. Instead, you are dropped into a world that exists with or without you—a world where everything doesn't just revolve around your character.

The story of the Nerevarine’s return, the rise of Dagoth Ur, and the fall of the Tribunal isn't just epic; it’s intentionally vague. The game never explicitly tells you that you are the "Chosen One"—other characters tell you that for their own reasons. Doubt settles in like fog, and there’s plenty of room for interpretation because every faction has its own version of the truth. This uncertainty leads to a lot of interesting questions.

World-building works the same way. History and important details are learned naturally—through talking to regular citizens, reading plaques in temples, finding books in libraries, or doing side quests that indirectly explain old rivalries. All of this makes the world feel like it was there long before you arrived and will stay there long after you’re gone.

No scaling, No mercy!

If I had to pick one reason why younger players quit Morrowind, it’s definitely the gameplay—specifically, the combat. Players often give up before they get to the good stuff because the combat feels "illogical." You might see your sword visually hit the enemy, but the game tells you that you missed because of a failed dice roll. These criticisms are fair; the system has its problems and it’s hard to get used to. But even so, it has a lot to offer.

In Morrowind, everything you do—talking, fighting, stealing, moving—is tied to your stats. If you're new at something, your character literally doesn't know how to do it. There is no "auto-balance," so the beginning is slow and often frustrating. But the payoff is just as real: after a few hours, you start hitting every swing, dodging enemies, and eventually levitating around.

The lack of level scaling (where NPCs get stronger as you do) adds so much to the experience. In theory, you can go anywhere on the map and fight anyone, but that doesn't mean they won't crush you. On the flip side, you can find end-game artifacts very early if you know where to look. They aren't hidden behind levels and won't just start appearing in chests once you hit level 20 (like in later games). They are part of the world. Stumbling upon something powerful in a random bandit cave or Daedric ruin feels incredible.

Conclusion

I could write a whole book about why Morrowind is great. But that doesn't mean I think it’s perfect. It has plenty of issues—some are typical "Elder Scrolls" jank, while others are just products of their time, like the interface, bugs, and some unintuitive design choices.

However, no flaw can erase the reason why so many people keep coming back to it. In all its unpolished glory, it has character and it respects the player. Morrowind wasn't designed to be "noob-friendly" like Skyrim; it was designed to be a world—living, complex, and mysterious. When you approach it the right way, it rewards you with something no other Elder Scrolls game has ever managed to achieve.

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XLBanana47

About Nenad Divljaković

A hyper-critical columnist with a deep-seated love for philosophy and obscure games, perpetually seeking meaning in both narrative and mechanics. He values experiences that pose more questions than they provide answers—especially when delivered through sharp dialogue and innovative design.

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