Its ironic. What people consider to be Daggerfall’s biggest fault, the generic layout of the environment (randomly generated for the most part) was “solved” in Morrowind. Solved with a kind of monstrous attention to detail.
Monstrous can only describe the additional man-hours required to handplace the bowls, and the sheer NUMBER of bowls in the game.
Todd Howard often seemed tired during development, and the Morrowind team seemed close. Like… the closeness of people spending way too much time with each other.
After development it was not clear whether there would be a fourth version, and I hope there is not barring a re-invention of the genre.
Morrowind to me symbolizes the need for the “immersive sim” to be created by a computer program rather than a human. Those kind of games can realistically only be made under such circumstances. Extraneous detail, found in total abundance in traditional reality but little more than a mere chore in the man-made digital reality of single-player games, needs to be a machine function.
I found the game to be not brilliant but rather precisely what the developers set out to produce, an exercise of endurance rather than intelligence.
How much of Morrowind is attributed to the atrocity of Daggerfall? How much of Morrowind is a desire perhaps found within Todd Howard to solve the problem that WAS Daggerfall?
And how tremendous is the link when a game in which however much enjoyment could be found can readily be called a CHORE to produce is also a chore to play?
The bowls demanded my attention, at least as long as to see they were not something more valuable like Limeware and perhaps even more…
But what is this demand, this demand upon me of something valueless? All games of course have this… without the valueless there is no relationship to the valuable. You can find more joy in Limeware after you’ve been disappointed by Clay.
But when I see how much care there is… how much LOGIC there is in the placement of the valueless, how much utter and monstrous specificity there is in Morrowind, I cannot help but think one thing.
Todd Howard solved the problem that is Daggerfall.
And he created many more.
Will there be a time when a computer program is created not as a game, but as a creator OF games?