Showing posts with label Xbox. Show all posts
Showing posts with label Xbox. Show all posts
on Wednesday, September 16, 2015
This "Notes on Morrowind" series of posts will be brief remarks on small topics related to The Elder Scrolls III: Morrowind Game of the Year Edition (dev. Bethesda Softworks, dirs. Todd Howard & Ken Rolston, 2003 [original game release 2002]) for PC rather than a holistic game analysis. All posts refer to the unmodded, version 1.6.1820 of the game played with maximum graphical and AI quality settings, a 1280x960 resolution, and all other settings at their defaults.

The Elder Scrolls series has prompted the creation of thousands of user-made game modifications ("mods"), and this community-driven development has become so prominent that it has become a major identifier for the franchise and selling point for the PC editions of the games. One of the more notable collections of mods are those by the TES Renewal Project (retrieved 2015-03-17). This team produces mods that recreate older Elder Scrolls games within the game engines of relatively newer Elder Scrolls games. For example, they host (although they didn't originally create) "Morroblivion," a mod that attempts to recreate Morrowind within the game engine of The Elder Scrolls IV: Oblivion. "Skywind," which is under active development, attempts to recreate Morrowind within the game engine of The Elder Scrolls V: Skyrim.

The off-kilter Seyda Need lighthouse.
As others have noted (retrieved 2015-03-17), such endeavors are less like recreations and more like complete reboots or reinterpretations, owing at least in part to the dramatic changes in game mechanics that they represent. As such, it should be obvious that they neither act to historically preserve of the games nor do they act as replacements for any purposes the original games serve. Nonetheless, as with similar projects for other games (e.g., Black Mesa, retrieved 2015-03-17), it is common to see online recommendations that players new to the Elder Scrolls series wait for "Skywind" to be released to "play" Morrowind, and perhaps even the developers of "Skywind" see the project as serving this purpose to a degree. Aside from the aforementioned problems with this line of thinking with respect to changed game mechanics, I want to highlight another type of problematic whitewashing of past game releases that occurs as a result of these sorts of projects and their desires to adjust the graphics of past games to present standards. To be very clear, when I call these issues "problems," I do not mean that it is a problem that projects like "Skywind" or Black Mesa exist in their present forms; I merely mean that these issues are problems for understanding the historical context of their source material when a large portion of player-base assumes a one-to-one mapping of the two texts. Really, I am just attempting to illustrate that these remakes are distinct texts by different authors that require new criticism relative to their source material. I'll illustrate this phenomenon by focusing on one small change to one particular building in "Skywind."

Interior bracing of lighthouse.
One of  the more memorable buildings in the game world of Morrowind is the Seyda Neen Lighthouse (retrieved 2015-03-17). Though not particularly notable from the perspective of the game's narrative, it is one of the first distinct buildings that the player is likely to encounter upon beginning the game because of its position in the starting town and its involvement in two minor quests. The lighthouse is peculiar for its architecture. It is built with simple, rough stone braced by interior wooden beams, and strangely, it is apparently off-balance and misaligned. The portion that houses the lighting element at the top is substantially off-center compared to the bulk of the structure, and the exterior stone staircase adds a further element of apparent instability because it hangs awkwardly off of only two sides of upper-half of the structure. Taken alone, this strange design might not be considered especially notable, but the lighthouse has the additional peculiarity of not matching any of the other architectural styles in the town or, indeed, the rest of the game. The bulk of Seyda Neen is populated by architecture in the style of the Imperials, who evidently colonized the region relatively recently, along with a handful of poor, makeshift wooden huts for underprivileged locals. The lighthouse, however, stands alone.

Imperial buildings near lighthouse.
The developers of "Skywind" recently detailed their redesign of the lighthouse in a blog post (retrieved 2015-05-18; redesign image backups: 1, 2, 3, 4). Citing the architectural inconsistency, they propose that it seems most likely that the lighthouse is of Imperial origin within the games narrative. This assumption, along with influences from other lighthouse designs, is used by the "Skywind" developers to create a new version of the lighthouse that visually matches the Imperial architecture of Seyda Need, and they thus homogenize the buildings of the region in their reinterpretation of Morrowind. It's worth noting that all graphical assets used in a project like "Skywind" are redesigns, but some assets are redesigned with different goals than others. For many, or perhaps most, the goal is to recreate the assets by guessing what the original designers would have done had they merely had access to more powerful graphics processors and memory. This approach involves inventing new details that are below the polygon or texture resolution thresholds of the source assets. It is a rewriting of the game's narrative only by addition, in that it tries to avoid editing the parts that were put into place in the original text. But other redesigned assets, such as the Seyda Neen lighthouse, have different goals: they are disagreements with the original designers, and they are active, deliberate rewritings of the narrative presented in the game.

Dunmer shacks near lighthouse.
As I've previously noted, Morrowind is deeply concerned with the nature of history. It is interested in the contrast between the small changes in the world observed in daily life as contrasted with the vast changes to the world that occur on larger historical timescales, and it frequently highlights how these changes are deallt with in memory, prophecy, politics, and historical record. The remnants of history are everywhere in Morrowind, evident in the damaged landscape, the racial tensions perceptible in dialogue, the texts in books, and even in the architecture, which is our primary concern in this post. Seyda Neen  is a key port controlled by the Imperials, and the Imperials have a vested interest in asserting their control in Morrowind, a once-foreign land that is now part of the Empire. This attitude is suggested by the uniformity of the bulk of the buildings in the region: their architecture asserts Imperial dominance over the land and the local culture. The player thus sees this dominance immediately upon beginning the game: the Imperials are self-evidently far more powerful that the player and seemingly in control of their surroundings.

Close-up of lighthouse fire.
But upon exploring the town and its surroundings, the player just as quickly discovers that the reality is more subtle than that. Seyda Neen is not a bastion of Imperial dominance. The swamp creeps in on all sides, the first resident of Seyda Neen that we encounter doesn't get along with the Imperial guards (retrieved 2015-09-16), and the most important building in the town, the lighthouse, is the one that cannot be made to submit to Imperial design sensibilities. It raises the question of why the lighthouse's architecture was never wrangled under control by the Empire. Perhaps the lighthouse predates Imperial control of the town, and they could not afford to ever take it offline for fear of interrupting port activities. Seyda Need certainly predates the Imperial presence, as indicated by information seen elsewhere in the game (retrieved 2015-09-16) and in The Elder Scrolls Online (retrieved 2015-09-16), so perhaps the lighthouse does, too. Or perhaps it has become a symbol for local denizens, and the Imperial colonizers lack the cultural clout to unseat its cultural significance - maybe that is why the structure has an alternate name, the Grand Pharos (retrieved 2015-09-16). Or perhaps the bizarre architecture is mere Imperial failure to build a stable structure in the unstable swamp, resulting in structural reinforcements being added haphazardly over the years. The precise history of the building cannot be determined from the information presented in game, but the unusual structure nonetheless raises questions which teach the player about the subtleties of history and power structures within the game. Indeed, the questions surrounding the building can lead players to construct quite detailed speculative histories (retrieved 2015-09-16) and related fictions (retrieved 2015-09-16) about that locale.

Alternate view of lighthouse.
The messiness of the environment is thus one of the great strengths of Morrowind. That occasional incoherence allows the game to both teach the new player about the nature of the world into which they have stepped, and to explore themes of history and memory, time and change, politics and power, in more depth than a more easily digested and less ambiguous game world could. Alterations of the sort undertaken by the "Skywind" redesign of the lighthouse reduce the impact of these themes. In a sense, such a redesign fulfills the in-game goals of the Imperial characters in Seyda Neen, because it gives them complete dominance of the land. The player is no longer prompted to question the implicit histories presented by the game, but instead the player is encouraged to accept the status quo presented by the characters that they encounter.

Alternate view of lighthouse.
The lighthouse at Seyda Need is a remarkable illustration of the caution we must exercise when critically discussing projects like "Skywind." With any one small change, the thematic implications of a text are altered, so no remake or remaster of a game can be used as a one-to-one replacement of its source material in critical discussions. The lighthouse is one among many details in a game as vast as Morrowind; as critics, we should spend more time reading how the small details function with games, and we should be cautious of growing as prescriptive towards them as the "Skywind" developers have.
on Wednesday, May 20, 2015
This "Notes on Morrowind" series of posts will be brief remarks on small topics related to The Elder Scrolls III: Morrowind Game of the Year Edition (dev. Bethesda Softworks, dirs. Todd Howard & Ken Rolston, 2003 [original game release 2002]) for PC rather than a holistic or fully-researched game analysis. All posts refer to the unmodded, version 1.6.1820 of the game played with maximum graphical and AI quality settings, a 1280x960 resolution, and all other settings at their defaults.

Citizens disbelieve even very recent history.
Morrowind is a game deeply concerned with the nature of history and prophecy, as well has how one becomes the other. History, and its various different interpretations, are presented directly in the extensive writings that can be found throughout the game world, and numerous characters are happy to discuss their knowledge of history. In many cases, such as those that lead to the events of the main quest of the game, differing knowledge of history leads to differing interpretations of prophecy, which the player is then left to disentangle by enacting a path for the player character, thus transforming nebulous prophecy into precise events and back into nebulous history. This effect of time on knowledge is occasionally made explicit, such as when the player is unable to convince other characters of the deaths of the gods Almalexia and Sotha Sil after the events of the Tribunal quest. It is perhaps strange, then, that Morrowind, with its temporal obsession, so deemphasizes the passage of time through its mechanics. Though many of these aspects at least partially result from technological and development cycle limitations, they nonetheless suggest some of the priorities of the game.

Much of the presentation of the game world suggests a static nature of time. NPCs are primarily unmoving, always to be found at the same locations, always willing to give the same responses as if you had never met them before. The land rarely evolves, with no seasons, growing plants, or evident geological processes, though a quest as epic as that of the main quest story must have taken months or years to complete. There is no urgency to any quests, which can be completed at the player's leisure, with the exception of a few that have delays built in to force the player to do other things first.When the main quest stories are all complete, the world still exists just as it was (with a couple few changes to dialog, weather, and enemies), for the player to continue exploring.

Moons, stars, and clouds move
relative to each other.
There are rare exceptions to this static world, however. Most obviously, the game has a clock in its user interface which records the date and time of day in the game world, and the world becomes light and dark with blue and red atmospheric hues according to time of night or day. This notion of daily time is enhanced with changing weather (though not seasons), which varies among sunny days, ash storms, and rain, among other climate conditions. Even the moons and sun move across the sky, but they do so in a physically impossible way. The star-field is static with the moons moving across it, suggesting that the planet on which the player-character stands does not rotate on axis or orbit its sun. Instead, it must be that the planet is orbited rapidly and impossibly by the moons and sun, suggesting an unreality to this universe or, perhaps, direct intervention by the gods that seem to roam the land. The moons themselves maintain an unlikely static and photogenic configuration relative to each other that defies orbital mechanics. Astronomy seems to have a impossibly dual nature in Morrowind, in which time is static on some scales and moving on others. (The within-narrative lore of The Elder Scrolls series has a complicated cosmology that is beyond the scope of this post. For further reading, see this page with general information on the planets (retrieved 2015-05-19), the cosmology section of The Imperial Library website (retrieved 2015-05-19), and the astronomy page at UESP (retrieved 2015-05-19).)

Other exceptions include certain locations, such as Holamayan (retrieved 2015-05-20) or the Cavern of the Incarnate (retrieved 2015-05-20),  which can only be accessed at dawn or dusk. This again suggests a connection between time and the god-like beings of Morrowind, in this case the major character Azura, because these locations are holy places dedicated to that being. By associating some of the few aspects of the land that are dynamic in time with god-like beings, it suggests the limited scope of history seen by humans in comparison to beings who operate on larger time scales. The predictability of the opening and closing of these locations further associates them with prophecy, suggesting its validity within the game world when it is originating from reliable characters like Azura (and this in turn suggests her reliability).

The final major time-sensitive aspect of the game is construction. The construction of a handful of buildings and other structures can be triggered if the player undertakes certain quests. These structures include the Great House strongholds (retrieved 2015-05-20), the Shrine of Boethiah (retrieved 2015-05-20), and the Raven Rock colony (retrieved 2015-05-20). Notably, these building projects are one of the few ways that the player can directly impact the physical layout of the land in Morrowind, whether by choosing which quests to complete or by making actual construction decisions in the case of Raven Rock quests. However, construction of the projects does not proceed in real time. Upon initiating a construction project, the land and building change in phases, moving from no progress to discrete levels of construction in quantized leaps forward. This progress always occurs when the player cannot see the building site, giving a slight illusion of time continuity. Taken in context with game's themes of memory's interplay with history, this phenomenon seems to be an embodiment of people's tendency to remember things in terms of discrete, important moments leading to important events that changed history, rather than being able to simultaneously perceive the ensemble of small, continuous events that lead to change. The players view of construction is distorted and artificially discrete, and this warping of perception reflects the distorted perspective of the history of the region that the player encounters in books and conversations throughout the game. (The discreteness of the player's journal entries also serves this purpose.)

Straddling the seemingly conflicting themes of static time and moving time are the minor enemies, such as animals, that populate the game world. The player can clear an area of these enemies, and for a time, that area will be safe. Eventually, however, the enemies will respawn and repopulate the region. The player's efforts to eliminate the enemies are thus nullified on larger timescales than a typical play session, suggesting the difficulty of enacting lasting change on the game world and relative equivalence of different points in history. This contrasts with how the game treats NPCs from intelligent species. There, the game enforces the permanence of actions, removing the character entirely if the character is killed and potentially removing the ability of the player to access certain quests and items. Because this seems to occur only with intelligent characters, it suggests an importance that lasts in time to decisions that the game deems moral decisions.

Taken as a whole, the odd way that Morrowind presents time dually, as static and flowing, couples with its narrative emphasis on history and prophecy in interesting ways. The player is made to observe the difficulty of trying to enact lasting change on the world, which lends weight to the main quest's narrative. The player is made to understand that the faulty ways that time and history are remembered has made the player's understanding of the narrative suspect, and whatever the player achieves within the narrative will be, inevitably, misunderstood and misremembered by the future inhabitants of the game's setting. How all of this relates to prophecy is left unclear, perhaps because the player's perspective is too limited compared to beings such as Azura. Though many of these time-related aspects of the game's mechanics are likely related to limitations of the technologies upon which the game was built, their integration with games themes plays a large role in the success of Morrowind.