Morrowind
is a game that can be intimidating and inaccessible for new players.
There are many ways in which the game challenges its players: combat,
character building, and figuring out where to go to complete quests
(there are no quest markers hovering on the screen here) are some
examples. In this post, I want to focus on a rather specific, and
perhaps somewhat controversial, feature in Morrowind – its fast
travel system. Morrowind features a drastically different fast travel
system to its successors, Oblivion and Skyrim. In the latter two,
fast travel was done simply by opening the map and clicking and the
location you wanted to go. By contrast, in Morrowind, fast travel is
accomplished either by utilizing a number of “public transportation
services” available in the world of Vvardenfell, or by magic
spells. The difference between the fast travel systems in Morrowind
and its successors is that in Morrowind, traveling is an acquired
skill, whereas in the successors, traveling is trivial.
Fast Travel Methods in Morrowind
There
are multiple methods of fast traveling in Morrowind: Silt Striders,
boats, Mages Guild teleports, Propylon Chambers and a few spells and
trinkets that teleport you to certain locations. All of the above
mentioned “public” methods of transport and their routes are presented in the
map below (i.e. no spells).
A map of all the fast travel routes in Morrowind. Image taken from <http://www.uesp.net/wiki/File:FullMap_TravelRoutes.png> |
Sild
Striders are massive flea-like creatures with very long and thin
legs. They are a native species of Morrowind that have been harnessed
to be used to transport people and goods. The Silt Strider network
covers the West and South coasts of Vvardenfell.
A Silt Strider in Seyda Neen |
Seeing
how the game takes place on an island, boats are a natural means of
transportation. There are boat routes to all of the major cities and towns along the coastline, as well as to a fair number of smaller towns also.
A boat in Hla Oad |
The
Mages Guild operates in five cities in Vvardenfell, mostly
concentrated near the Western coast, although they do have a Guild
Hall in the Eastern coast as well. In each of the Mages Guild
establishments, you will find a Guild Guide, who can teleport you
into any of the other four Guild Halls, provided that you are already
a member of the Guild.
The Guild Guide in Ald'ruhn |
There
are ten Propylon Chambers scattered across Vvardenfell, located in
ancient Dunmer strongholds (the dunmer are the native race of Dark
Elves in Morrowind, and one of the playable races in the Elder
Scrolls games). The Propylon Chambers all contain a large contraption
that is used to link the strongholds together, forming a fast travel
network.
A Propylon Chamber in the Dunmer fortress Marandus |
Finally,
there are four spells that deal with fast travel: Almsivi
Intervention, Divine Intervention, Mark, and Recall. The two
Intervention spells are used to teleport the player to the nearest
Tribunal Temple or Imperial Cult Shrine, respectively (the two are
basically competing religious orders). It takes a little bit of experimentation to figure out which temple you teleport to from various locations in the world. With time, however, using these spells becomes a second nature, and you rarely have to guess where you will end up, regardless of the location you used the spells from – you simply know. Mark and Recall are used in
conjunction with one another – casting the Mark marks your position
in the game world, and casting Recall instantly returns you to that
marked spot. Mark and Recall can be extremely convenient if you have to return to the same location often. Another good use for Mark is placing it to some important location that's awkward to get to, because there are no fast travel options available nearby (hint: Urshilaku Camp).
A Tribunal Temple in Balmora |
As
I described above, traveling in Vvardenfell is a reasonably involved
affair; it involves learning a web of different and independent modes
of transportation, and that can certainly prove to be a bit of a
headache for new players. In the beginning, simply getting from point
A to point B can feel like a daunting task, and that may very well
put some people off of the game. Here's the thing, though: I think
that the initial headaches are worth it, because Morrowind's fast
travel system adds levels of immersion and opportunities for world
building that have, at least to some extent, been lost in Oblivion
and Skyrim.
Building Immersion
Morrowind's fast travel
system is, in my opinion, one of the most immersive ways I've seen
the issue handled in any game I've played. In Morrowind, you are
never pulled “out of the game” to travel like you are in systems where
you open up your map and click a location on it. More importantly,
though, Morrowind's fast travel system is based on becoming
increasingly involved with the game world and learning how it works.
In the beginning of the game, when you first step out of the Census
Office in Seyda Neen, you start of as an alien; an ignorant
outlander, who has stumbled on a strange land he or she does not
understand. At this point in the game, merely traveling in the game
world is a challenge. As you play the game, you will kill monsters
and complete quests, earning you both experience and better gear. As
a result, your character will steadily grow stronger. Even more
importantly, though, YOU, the player, will also become more
knowledgeable about the various systems and rules of the game world,
such as alchemy recipes, spell effects, and, indeed, the travel
networks. Whereas in the beginning, it may have taken you a better
part of an hour to get from Balmora to Molag Mar, eventually it
should only take you a few minutes.
Molag Mar is easily accessible with Almsivi Intervention, and it also has Silt Strider and boat connections |
It's very empowering to
realize that something that used to require lots of effort in the
past has become practically effortless now, and that is something
that I don't think really happens as much in the newer TES games.
Morrowind, however, offers this opportunity with its travel system
(as well as certain other aspects of the game, but those are topics
for another time). In a sense, while your character levels up and
becomes better at using a sword, you also gradually become more
proficient at navigating through the game world. It's almost as if
you were gradually becoming an inhabitant of Vvardenfell – a part
of the game world.
Building the World
The fast travel mechanic
is used as a world building tool in Morrowind in a couple of cool
ways. First, it is integrated seamlessly into the world, and helps
make the game world overall more believable. The different travel
routes form (at least mostly) a coherent web between the various
establishments in Vvardenfell. Silt Striders are like the buss
network of Vvardenfell (I wonder how come no enterprising mage has figured out how to build a combustion engine), while boats can naturally be found on the
coastline. None of the transportation methods seem out-of-place, but
rather they make perfect sense. In the bigger cities, the Silt
Strider stops are small empty platforms, while in mining towns they
depart from larger cargo loading platforms, indicating that they also
haul cargo (most likely to the big cities that are nearby) in
addition to just people.
A Silt Strider cargo loading platform in Gnisis |
Another well-thought-out
feature of Morrowind's fast travel system is that transportation
options are not equally available across all regions in Vvardenfell.
Rather, certain areas have an abundance of travel routes, while
others have hardly any. The differences between the regions are
easily explained by geographical and ethnographical considerations,
and, in fact, help to further characterize the different regions.
The Western and Southern
regions have a relative abundance of fast travel routes, and hence
traveling there is quite easy. This makes sense, because these
regions are reasonably densely populated, and have some of the
biggest cities in Vvardenfell, as well as quite a few smaller towns
and other establishments. The West and South are also the most
“civilized” areas of Vvardenfell, and hence have good
infrastructure to support them.
Ald'ruhn ravaged by a sand storm (pls no dudududu) |
In the Eastern regions,
there are considerably fewer options for transportation. What is
more, the few options there are are largely concentrated along the
coastline. The Eastern regions are controlled by ancient Telvanni
wizards, who are native to Vvardenfell. They are very xenophobic, and
generally not a very sociable bunch. Furthermore, the Eastern region
is made up of many small islands, making traveling there quite
difficult (unless you happen to know a water walking spell). As such,
there are no Silt Striders (They can't walk on water), and available
fast travel options are largely limited to a few boat routes.
Surely one of the strangest sights in Vvardenfell: a Telvanni mushroom tower |
In
the Northern regions, the accessibility of fast travel is even more
scarce than in the East; in fact, there is a sizable piece of land
with absolutely no fast travel options whatsoever. The North is the
perhaps the most rural region in Vvardenfell, and also very sparsely
populated. The only people you will find in the North are
Vvardenfell's nomadic Dunmer, who tend to be very wary of strangers.
The nomads do not live in cities or towns, but rather in temporary
camps. As such, there are no cities or towns in the Northern region,
which explains why there are also no transportation services.
Urshilaku Camp: the settling of one of the traditional Dunmer Ashlander tribes |
Finally,
the central area of the island is dominated by the Red Mountain. The
mountain is permanently surrounded by dangerous ash storms, and
various monsters roam around there freely. The solution to these
problems was to isolate the area from the rest of the island by
building the Ghostfence, which is basically a magical barrier, around
it to keep all the bad stuff inside the Red Mountain region. The area
is extremely hostile, and unsurprisingly, there are no fast travel
routes that connect there.
The Ghostgate: the gateway to the Red Mountain region |
Summary: The Benefits of Morrowind's Fast Travel System
To summarize the most
essential points made in this post, Morrowind's fast travel system
may initially appear cumbersome, but I think that it actually has a
number of benefits when compared to a more modern take on fast
travel. First, it makes traveling efficiently in the world a skill.
Secondly, it helps immerse players fully in the game world. Thirdly,
the availability or unavailability of transportation options is used
to further flesh out the game world in a realistic and logical
manner.
No comments:
Post a Comment