The Elder Scrolls III: Morrowind
3D Game Comparison - Game vs. game. No hype; just facts.™
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Revision as of 10:44, 11 February 2010 (edit) Eep² (t|c) m →Inventory - links ← Previous diff |
Current revision (10:46, 11 February 2010) (edit) (undo) Eep² (t|c) m →=Ammo/weapons - fix wiki markup |
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* [[vases]], [[vials]], [[wax]], [[yams]] | * [[vases]], [[vials]], [[wax]], [[yams]] | ||
- | ===[[Ammo]]/[[weapons]]== | + | ===[[Ammo]]/[[weapons]]=== |
* [[ammo]]: [[arrows]] (Chitin, glass, iron, silver, steel), [[bolts]] | * [[ammo]]: [[arrows]] (Chitin, glass, iron, silver, steel), [[bolts]] | ||
* weapons: [[axes]] ([[battle axe|battle]], [[pickax|pick-]], etc), [[bows]] ([[crossbow|cross-]], [[longbow|long]], etc), [[clubs]], [[daggers]], [[hammers]], [[maces]], [[spears]], [[staffs]] | * weapons: [[axes]] ([[battle axe|battle]], [[pickax|pick-]], etc), [[bows]] ([[crossbow|cross-]], [[longbow|long]], etc), [[clubs]], [[daggers]], [[hammers]], [[maces]], [[spears]], [[staffs]] |
Current revision
Contents |
Wikipedia:The Elder Scrolls III: Morrowind | }} | |
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genre(s) | fantasy action-adventure-RPG | |
engine | NDL NetImmerse | |
Engine
- collision detection: 2D; character/NPCs can block doors
- lighting: dynamic, colored, day-night cycle, looking at sun brightens view, flickering; fire, lanterns, lightning, spells, torches
- particle effects: blood, fire (+ embers), gas, magical effects, mud splashes, poison, smoke, steam, water mist
- physics
- reflection: see environmental texture mapping; pixel-shaded water
- shadows: adjustment (length & vertical angle), polygonal, fading (whole); NPCs
- skin: yes (but not all joints)
- texture: 32-bit depth
- transparency: cobwebs, blood, crystals, fire, glass, magical effects, poison, smoke, steam, water (+ mist)
- other: pixel-shading
atmospheric/environmental effects
- water: fog (underwater), mist, ripples (+ rain), waves; pixel-shaded
- weather: dust storms, fog, lightning, rain; dynamic, gradual
- clouds: moving, fade in/out, thicken/thin
- wind: lanterns, signs, tapestries, windchimes; changes with weather
- other: explosions, fire, smoke (chimneys, fire), steam (hotsprings, lava, machines, pipes); rotating stars; see particle effects
Character
player character
- customizable (race: 10, sex: multiple face/hair styles, class: 21, skills: 27, outfit: armor, clothing)
- diseaseable/poisonable (which affects stats immediately/gradually)
- falls in battle when out of fatigue and staggers when hit
- persuade others through admiration, intimidation, and taunting
- raises arm to shield face during ash/blight storms
- moves: cast spell, jump, run, hit/shoot, sneak, strafe, swim, walk
- view: 1st-/3rd-person
NPCs
- beetles, Cliff Racers (giant birds), crabs, elves, ghosts, hounds, humans, orcs, rats, reptiles, vampires, worms, zombies; various
AI
- alert nearby NPCs if notice thefts
- attack when attacked (+ when teamed up with character)
- idle actions: look around, hum, whistle, make comments
- look at player when entering room if noticed
- NPC bodies/heads face/turn towards player
- raise arm to shield face during ash/blight storms
- react relative to disposition towards character
Environment
- # levels: cells; 16km²(?) world split up into many cells
- location: Morrowind (fantasy world); castles, caverns, caves, cliffs, dungeons (400?), hills, ruins, tombs, urban cities & villages (30?), volcano
- cutscenes: 1?
- full-motion videos (FMVs): yes
- level editor: yes
- linear progression: no; open world
- outdoor landscaping/terrain design: indoors and outdoors, very natural/organic
- puzzles: perform quests (find/retrieve items & people, kill things, learn about and report about things, etc)
- traps/hazards: blight storms (disease), falling, lava, trapped locks
Interaction
- move: reposition (but not push/pull) anything pickupable
- pick up (+ drop): see inventory
- ride: gondolas (stationary)
- search: baskets, barrels, bodies, cauldrons, chests (normal, small, drawer), closets, crates, cupboards, desks, hutches, kegs, sacks, tables (some), urns
- other: create potions/spells, disarm traps, eat, enchant items, open/close doors, pick locks/pockets, push buttons, raise/lower bar door, read books/notes, repair armor/weapons, rest, turn crank
Inventory
- alchemy equipment: alembics, calcinators, mortar & pestels, retorts
- armor: boots, bracers, gauntlets, helmets, pauldrons, shields
- artifacts: cogs, coheres, cylinders, tubes
- beakers, bellows, books, bottles, bowls, bread, brooms, candles (+ sticks), cloth (bolts, folded)
- clothing: belts, gloves, hats, robes, pants, shirts, shoes, skirts
- containers: flasks, jugs, pitchers, pots
- dishware: cups/glasses, plates, utensils (forks, knives, spoons)
- cuttle, drums, dust (grave, vampire), eggs, ectoplasm, fishing poles
- gems/jewels: diamonds, ebony, emeralds, rubies, soul gems
- glass, goblets, gold, grain, hearts, herbs, hides, inkwells, jelly
- jewelry: amulets, charms, lockets, rings
- jerky, ladels, lamps
- lanterns: glass, paper, travel
- leather, leaves, lockpicks, lutes, keys, meat, nuts, paper (blank, notes), pearls, petals (bittergreen), pillows (burlap, cloth)
- plants: lichen (black, green, red), various
- plumes (racer), pods (ampoule, spore), potions, probes, quill pens, repair hammers/prongs, resin, rolling pins, roots
- salts: ash, fire, frost, void
- scales, scrap metal, scrolls, shears, skin, skulls, soap, spools (thread), tankards, torches
- vases, vials, wax, yams
Ammo/weapons
- ammo: arrows (Chitin, glass, iron, silver, steel), bolts
- weapons: axes (battle, pick-, etc), bows (cross-, long, etc), clubs, daggers, hammers, maces, spears, staffs