I don’t want a Morrowind remaster, I want Bethesda to write a fat cheque for the OpenMW team

As I write this, the Oblivion remaster has raked in such substantial profits that it could potentially purchase France. Globally, commerce continues its relentless motion: an individual at Microsoft is likely reaching out to someone at Bethesda, with a hint of urgency, to inquire about which timeless game they plan to make an astronomical sum from next.

It seems highly likely that the solution is Fallout 3, and it remains to be seen how far off that may be. However, once Liam Neeson is discovered in Unreal Engine 5, what could follow? Could we see New Vegas or Skyrim next? Or perhaps we can dream of a remaster of Bethesda’s finest work (and one of the greatest games ever made): Morrowind?

Some individuals harbor a fervent anticipation. It doesn’t take much exploration to discover ardent Morrowind enthusiasts and younger fans, who rarely get the opportunity to interact with the original, thrilled by the prospect of a UE5 remake. Frankly, I can understand their excitement, as my affection for Morrowind accounts for about 75% of my unique character traits. I find myself resonating with this widespread eagerness towards anything related to it. It seems that Bethesda has moved away from the philosophy that made that game so uniquely strange, rich, and profound; it would be heartening to see a return to those roots.

However, dear reader, I implore you to resist the longing for nostalgia. The Oblivion remaster is commendable, a fine achievement by Virtuos and team, but Oblivion (alongside Fallout 3 and subsequent games) falls on the other side of a generational gap in terms of Bethesda’s design approach.

Wrapping Oblivion in Unreal Engine 5, improving the leveling system, would bring it closer to modern standards. The outcome wouldn’t be drastically different in terms of technical aspects, mechanics, or ideology compared to Bethesda’s recent works. Instead, you might find more conversations about mudcrabs amidst the Market District, rather than about the new features or gameplay elements.

Morrowind stands apart as a unique creature, stranger and more intricate than its predecessors Arena and Daggerfall, still bearing the gritty ’90s genetic code of sprite-based ancestors. Similarly, it’s hard to imagine Bethesda releasing an unaltered Daggerfall in UE5, and the same goes for Morrowind. I find it unlikely that they would merely update its graphics engine and tweak minor aspects like they did with Oblivion. In truth, such a move would be inappropriate. While it’s possible to excite fans by releasing an enhanced version of Oblivion in 2025, Morrowind’s mechanical quirks make it too unusual for today’s audience to embrace easily.

Instead of continuing to manage multiple unofficial versions of Morrowind’s engine, it might be more beneficial for Bethesda to officially recognize and support one such project: OpenMW, an open-source reinterpretation of Morrowind’s game engine. In simpler terms, this fan-made mod allows users to run the original Morrowind on various platforms, including desktops and smartphones, with minimal hassle. This approach would save resources, protect all of Morrowind’s unique aspects, and potentially expedite the completion of OpenMW (currently in its 16th year of development, with version 0.48 available). Assuming that Bethesda is open to incorporating a fan project into their official portfolio without altering it, and that the fans are receptive to this prospect as well.

In the heart of the 21st century’s second act, it seems unlikely that Bethesda would produce a game with mechanics such as:

1. A combat system where you can physically strike an opponent but still miss due to a random roll, which feels inconsistent.
2. Movement speeds beyond walking deplete stamina, creating a slow-paced experience.
3. Quest guidance that relies heavily on vague directions like “it’s near a tree or something,” which can lead to frustration for players.

Instead, modern gamers crave immersion, fluid combat, and clear direction in their adventures.

Does that make those players wrong, and bad people? Yes. But that’s by the by.

Morrowind stands out as a unique creature, weirder and more intricate than its predecessors, retaining the gritty ’90s heritage of its sprite-based forbearers in a distinctive manner.

As someone who holds a gaming license and struggles to move on from past experiences, I firmly believe that Morrowind isn’t the same without its distinctive elements. The game’s essence, for me, lies in a sense of hard-earned grandeur, in triumphing over a world that shows no favoritism towards you. The journey of your character – from a weakling on the Seyda Neen dock who can barely hit a mudcrab to a deity capable of traversing continents – is a testament to your own efforts, shaped by you through the challenging mechanics and mercilessly unforgiving world of Morrowind. In contrast to later games that guide you as you grow in power, Morrowind allows for self-crafted progression.

In simpler terms, I’d like to express my gratitude to fan groups such as those behind OpenMW who diligently preserve aspects of games like Oblivion, which might be lost in a remaster. Therefore, I kindly suggest that the individuals responsible for writing checks at Bethesda consider donating several million dollars to them. Furthermore, while I hold great respect for the creators of Skywind, I’m not as enthusiastic about it as I am about updates for OpenMW or Tamriel Rebuilt. Modernizing Morrowind often results in a slight loss of its unique essence.

Although this game isn’t particularly appealing to a wide audience, it’s still Morrowind at its core. Morrowind embodies its essence, not in an overly aggressive or hardcore gaming sense, but in a more philosophical manner. Morrowind is about finding your place and significance in a world indifferent to you. Today’s Bethesda games, on the other hand, are more welcoming from the start.

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2025-05-14 20:29