The Elder Scrolls III: Morrowind
The Elder Scrolls III: Morrowind is an open world fantasy action role-playing video game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third installment in The Elder Scrolls series of games, following The Elder Scrolls II: Daggerfall, and preceding The Elder Scrolls IV: Oblivion.
- Jiub: Wake Up. We're Here. Why are you shaking? Are you ok? Wake up. Stand up. There you go. You were dreaming. What's your name?
- Azura: [In the very beginning of the game] They have taken you from the Imperial City's prison, first by carriage, and now by boat. To the east, to Morrowind. Fear not, for I am watchful. You have been chosen.
- Female Nord: [near her cabin on the island of Solstheim] You are not welcome here, stranger, leave now!
- Maid: [at the Vivic Mages Guild] "Dirt, dirt, dirt, dirt."
About The Elder Scrolls III: Morrowind
- Yes, we are modeling after several cultures, Egypt, for example...
- Michael Kirkbride, writer and artist, Game.EXE
- If it wasn't for the Empire, the Mages' Guild would not be. So there is, I guess as you would say, the, sort of, Tamrielic standard Mages' Guild you can join, and then there is the Telvani, which is the much crueler Dark Elf form.
- I think it's kind of Middle-Eastern, early Japanese. A lot of different input. The Empire is there, so you'll get settlements that are... very Imperial/Nordic. We'd like to have that built into this kind of environment, because it sorta says "Well, I'm comfortable with that, but I don't know what's on the top of that hill." You're supposed to be an outsider here, so it puts you into that mindset.
- No, he's just not born here. He can be, you know, whatever he wants. Even if you play Dark Elf, you're still not born here. So, they still treat you as an outsider.
- Todd Howard, project leader; Game.EXE (July 2000)
- Every one is hostile to you in Morrowind. They are all your enemies, you are the outlander. I think the Dunmer are not very hospitable to start with; they’re serious, by contrast with all the other races; the High Elves are serious, but they are serious in a haughty way; the Dunmer have very strong sense of what’s right and what’s wrong, and they know that no outlander knows those things.
- The thing that distinguished the Dunmer from the High Elves originally, the reason that the Dunmer left Summerset Isles, had to do with that fundamentally different attitude toward what is worth doing and what life is about. I think they left with the prophet Veloth, and I accept that he was a prophet, it's no longer <...> a prophecy, but he was referred to as a prophet Veloth, because there was a fundamental difference between the way some people thought about it. The High Elves were aristocratic, they divided into the people who was supposed to be in control and people who was supposed to do things, and the Dunmer were, actually, more egalitarian, they were more sense of personal individual freedom rather than the freedom of the aristocracy.
- Ken Rolston; game designer Game.EXE
- Morrowind is the third installment of The Elder Scrolls, following Arena and Daggerfall. It's huge, open ended, pure RPG goodness. The classic TES game is single-player, first person, has some elements of action; you get to run around and swing the sword yourself. The goal of every TES game is to create something that resembles a pen and paper RPG on the computer. Our main goal has always been to make the world as real as possible and let the player do what they want, when they want. There is a main quest, but you really don't have to follow it. The whole point of the game is to role-play the character you want, and do the things you want.
- Morrowind's main themes are partly old favorites borrowed from past Elder Scrolls games - the rise and fall of Imperial power, the mysterious disappearance of the Dwarves, the subtle and sinister powers of the Daedra Lords and their powerful artifacts, the hidden society of ancient vampires - and partly new favorites peculiar to the new Morrowind setting - the bitter rivalries of the Dunmer Great Houses, the clash between civilized Great House Dunmer culture and barbarian nomadic Ashlander Dunmer culture, the obscure riddles of the Nerevarine prophecies, the looming threat of the Blight, and the shadowy menace of the Sixth House cult.
- Ken Rolston