• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Morrowind sells over 4 million copies

Too bad MGE is such a hassle to get working correctly. Draw distance is really my biggest gripe with Morrowind. And of course the unresponsive bland combat. Still easily my favorite TES game.

There is a graphic mod that helps with that, looks pretty stellar with it.
 
In the latest issue of Game Informer, it was revealed that Morrowind has sold over four million copies.

Since this is sales new about an unrelated game, I thought it would be better in a new thread.

Its really old number, they've told that in 2005 already in Oblivion's press release.

http://web.archive.org/web/20100710090443/http://www.elderscrolls.com/news/press_081705.htm


Ps. Such an amazing game that i even have two copies of it :P
==edit==
The Elder Scrolls wikia has had this information for a little while.

It states that Morrowind sold 4 million copies by mid 2005. However, there is no citation in the article.

http://elderscrolls.wikia.com/wiki/The_Elder_Scrolls

Damn, havent noticed this post. At least i gave a source :)
 
The MQ in MW is actually pretty fun and worthwhile!

I'm sure it is, I'll probably get the game again when I get a decent enough pc. It's just that every time I remembered there was a MQ, something else immediately took my attention. Like "oh there's a cave or a daedric ruin nearby, lets go check it out" and then I'd spend my whole session exploring random stuff.
 
Now get this on the Vita so I can give Sony my money

I'd pay good money for it.


I'm sure it is, I'll probably get the game again when I get a decent enough pc. It's just that every time I remembered there was a MQ, something else immediately took my attention. Like "oh there's a cave or a daedric ruin nearby, lets go check it out" and then I'd spend my whole session exploring random stuff.

That's what was wonderful about the game. If you came across something, you HAD to go to it, or else you would forget it. Sometimes (a lot of sometimes) there would be nothing, but every once in a while, you would hit the jackpot.

Another thing I loved about Morrowind was that Constant Effect armor was very, VERY rare. Now, in Skyrim and Obilivion (a LOT more in Oblivion), all magic armor is constant effect. It just takes some of the wonder out of it.
 
The 'improvements' made in Oblivion and Skyrim in the name of making the series more accessible have 'fixed' what made Morrowind so great for me in the first place.

Things like fast travel, the magic compass, map markers and scaled enemies and loot all seem like good ideas in theory, but it's the cost they come at that leaves me feeling dissatisfied.

Fast travel has rendered the land between points of interest largely barren beyond enemy encounters, and also spoiled the excitement of getting a mission that takes you further afield than you've been before - all too soon you'll find missions in Oblivion and Skyrim that have you warping half way across the map to the nearest city.

That brings me to the compass and map markers - while the compass points you into the direction of every point of interest, the map markers tell you exactly where you need to go. In Morrowind you actually would have to (and this is a funny concept, I know) use your map and follow NPC directions (which often cited visible landmarks). The result is that, ten years later, I still could give you detailed directions between any of the major cities in the game.

Thirdly, I felt that the scaled enemies and loot erode the element of danger and the pleasure of reward within the game world. Getting rewarded with weapons or armour that scale to my level for fighting enemies that do the same, isn't a patch on, for instance, venturing into a dungeon you shouldn't be in at your level, finding some bad-ass sword and barely escaping with your life, or simply stumbling upon some unique item, not in a loot chest or as an enemy drop, but hidden in a crevice at the top of a cave, only accessible via levitation.

Finally, for it's age and all the game's obvious and inherent flaws, the world of Morrowind feels so much more complex than it's modern counterparts - when playing it, I got a sense that the world was hand-crafted with a ton of attention to detail and a lot of obvious love, and that's something I've found lacking in both Oblivion and Skyrim.
 
To be fair, Xbox1 was not a very popular system, so I'm betting a vast majority (probably over 3.75 million) were on PC.

While most of Morrowind's sales were on PC, it did pretty well on Xbox considering the size of the the user base. I remember reading an interview ahead of Oblivion by a Microsoft rep who said that Morrowind did close to 1 million for them on Xbox.

Morrowind and KOTOR really opened up the WRPG floodgates on consoles.
 
The 'improvements' made in Oblivion and Skyrim in the name of making the series more accessible have 'fixed' what made Morrowind so great for me in the first place.

Things like fast travel, the magic compass, map markers and scaled enemies and loot all seem like good ideas in theory, but it's the cost they come at that leaves me feeling dissatisfied.

Fast travel has rendered the land between points of interest largely barren beyond enemy encounters, and also spoiled the excitement of getting a mission that takes you further afield than you've been before - all too soon you'll find missions in Oblivion and Skyrim that have you warping half way across the map to the nearest city.

That brings me to the compass and map markers - while the compass points you into the direction of every point of interest, the map markers tell you exactly where you need to go. In Morrowind you actually would have to (and this is a funny concept, I know) use your map and follow NPC directions (which often cited visible landmarks). The result is that, ten years later, I still could give you detailed directions between any of the major cities in the game.

Thirdly, I felt that the scaled enemies and loot erode the element of danger and the pleasure of reward within the game world. Getting rewarded with weapons or armour that scale to my level for fighting enemies that do the same, isn't a patch on, for instance, venturing into a dungeon you shouldn't be in at your level, finding some bad-ass sword and barely escaping with your life, or simply stumbling upon some unique item, not in a loot chest or as an enemy drop, but hidden in a crevice at the top of a cave, only accessible via levitation.

Finally, for it's age and all the game's obvious and inherent flaws, the world of Morrowind feels so much more complex than it's modern counterparts - when playing it, I got a sense that the world was hand-crafted with a ton of attention to detail and a lot of obvious love, and that's something I've found lacking in both Oblivion and Skyrim.

I really recommend taking a run at Skyrim with the compass, map markets turned off and self-enforcing no fast travel.
 
Mind telling me its name?

He most likely means MGE.

I really recommend taking a run at Skyrim with the compass, map markets turned off and self-enforcing no fast travel.

Playing Oblivion or Skyrim without compass, map markers and fast travel sucks, because the games are built around it. Most quests have you going to the other end of the world just to kill someone in a dungeon, making traveling a big chore, and you get no directions whatsoever so finding it is impossible. Sad but true :(
 
I really recommend taking a run at Skyrim with the compass, map markets turned off and self-enforcing no fast travel.

Are those even options on the console version? And even so, it isn't long before the game asks you to travel really far from the outlying regions at the start. I liked that in Morrowind I was confined, not only by difficulty, but by the time it would take to get anywhere - the faction missions would do a good job of slowly moving you further afield. For instance, joining the Fighter's Guild at Balmora would lead you to missions in nearby places like Caldera, Pelagiad, Gnar Mok, etc, but eventually the quests would run dry and you would be directed to the Fighter's Guild in Al'druhn. One of the later quests you get there asks you to go to a very remote region near Dagon Fel, far further than any quest has likely asked you to go before, and that in itself is a challenge. There is nothing like that in Oblivion (where everything is scaled to you) or Skyrim (barring random encounters with dragons or giants).

Ledsen said:
Playing Oblivion or Skyrim without compass, map markers and fast travel sucks, because the games are built around it. Most quests have you going to the other end of the world just to kill someone in a dungeon, making traveling a big chore, and you get no directions whatsoever so finding it is impossible. Sad but true :(

Also, this.
 
Playing Oblivion or Skyrim without compass, map markers and fast travel sucks, because the games are built around it. Most quests have you going to the other end of the world just to kill someone in a dungeon, making traveling a big chore, and you get no directions whatsoever so finding it is impossible. Sad but true :(

Exactly. In Morrowind, people would at least give directions on how to get somewhere. In Oblivion and Skyrim, they simply say "Go to ______" and expect you to follow your magical dotted line.
 
I understand that people always say Morrowind is the best, but I always want to know why they think that. What makes it superior?

A lot of good reasons have already been mentioned. I think Morrowind found a pretty fantastic balance between the complexity of Daggerfall and the stupid simplicity of Oblivion (which of course hadn't been made yet, but now looking in retrospect you can see what Morrowind could have become.)

For just a few brief examples: Level scaling wasn't nearly as significant as it became in later games so world could actually be threatening at times (to be fair - it still wasn't that great, but it was a lot better than Oblivion). Instead of opening your map and clicking on where you wanted to go, you had to open your map and figure out what the best way to get there is using the available options (mages guild, silt strider, mark/recall, temple/imperial shrine teleport, or boat.) Once you got there, you then had to follow directions. This may sound like a pain in the ass, but it actually really helped immerse you in the world because you started learning where things were just in the natural course of playing. And you had to pay so much more attention to the environments around you when trying to find things. Now you just look at your compass and always keep the marker centered in front of you. People like to say "Well, just don't use fast travel or the compass then in Oblivion/Skyrim" but the problem is the games are designed around their travel systems. In TESIV/TESV the environments are not constructed to help you find your destination because you don't need them, you have your magic compass. And NPCs don't give you directions because again, you don't need them. Also, the road system in Skyrim is atrocious so it makes following the roads difficult as well.

At the same time though, Morrowind was wayyyy simplified when compared to Daggerfall. I mean, just compare the maps. But this was an incredibly positive change. If for no other reason than Morrowind was small enough that Bethesda could actually ship a game that worked. As buggy as Morrowind was, it had nothing on Daggerfall. Morrowind also felt much more well crafted when compared with Daggerfall's 15,000 towns filled with generic computer generated drivel.

So, balance. Morrowind found it, and Bethesda has been running in the wrong direction ever since. Well, wrong in terms of game quality, clearly not in terms of sales #s.

Also, varied world design. You could go from medieval England to some bizarro alien alternate dimension in a single boat ride.
 
I have to wonder how much Morrowind would sell today with a complete remake, now that we're post Skyrim. Seeing as many people consider it to be the best Elder Scrolls.

Jesus. I'd buy remakes of Morrowind and Daggerfall to death.
 
Top Bottom