The Elder Scrolls: Shocking Changes That Divided Fans Forever!

Summary

  • Map scale changes in Elder Scrolls games prompt mixed fan reactions due to scope adjustments.
  • Lore discrepancies in Elder Scrolls Online spark debate over game’s fidelity to established lore.
  • Removal of attributes and classes in Skyrim streamlines gameplay, dividing fan opinions on character uniqueness.

As a dedicated fan, I can’t help but marvel at the enduring legacy of the Elder Scrolls series, a journey that began with Arena in 1994. Yet, with such an extended lifespan comes the occasional tug of controversy. Over time, each game underwent numerous transformations, some mechanical and story-wise, which were met with varying degrees of acceptance and acclaim. Unfortunately, not all these changes found favor with everyone.

In contrast to many other designs, modifications in TES left some fans feeling more jarringly affected, and unlike most cases, they weren’t able to easily rectify these alterations using a simple modification download.

7. Cutting Mororwind’s Mainland – Morrowind

Stranded On The Volcanic Isle Of Vvardenfell

The jump in map size from “The Elder Scrolls: Arena” to “The Elder Scrolls 2: Daggerfall” was staggering. Although players could traverse all of Tamriel in “Arena”, the individual locations, including capital cities, were rather compact and similar. On the other hand, while towns in “Daggerfall” might appear repetitive due to their semi-random generation, they were proportionate, as the map was roughly the size of actual England. Consequently, fans anticipated that the explorable world in “Morrowind” would be at least comparable in scope.

Instead of going with generic locations, Bethesda listened carefully to the feedback and chose to create a unique environment instead, which involved reducing the game’s scope. Consequently, they decided to set the entire game on the island of Vvardenfell. Some long-time fans felt disappointed by this, even though Vvardenfell is vast, as they hoped to explore all of Morrowind. This discontent eventually spawned Tamriel Rebuilt, an extensive and ambitious mod project within the series that has continued to grow on a voluntary basis for over two decades now.

6. The Heartlands Unjungled – Oblivion

Talos’ Middle-earth Fan Mod Of Cyrodiil

As an avid follower of The Elder Scrolls series, I’ve always been intrigued by its ever-evolving lore, with frequent retcons and updates in each new game. But when the announcement came that we could explore the Imperial homeland in Oblivion, my excitement knew no bounds! I devoured every piece of information available – from NPC conversations and lore books – to learn more about the empire’s jungle province. It sounded like a truly wild and captivating place.

The world of Morrowind once depicted Cyrodiil as split between tropical Colovian and grassy Nibenese landscapes, with dragons made of iron soaring through the skies. It was dotted with enchanted rice paddies, and at its heart lay a grand, palatial city spanning over a thousand isles, rising to glory then crumbling into ruins as it brushed against an endless jungle. As tales go, development on Oblivion began around the same time that Peter Jackson’s Lord of the Rings was released in cinemas. Due to modifications known as “Talos modded Tamriel,” the jungle was reimagined as a temperate, Middle-earth-like forest, which some argue contradicts the original lore.

5. The Levitation Act Of 3E 421 – Oblivion

A More Grounded Adventure

In the game Morrowind, levitation magic wasn’t just an option, it was essential for navigating certain areas like the Telvanni towers. However, players who enjoyed defying gravity in Oblivion were dismayed to find that this ability was missing. This absence was attributed to the “Levitation Act of 3E 421,” a decree that outlawed such magical levitation due to its prohibition.

To put it simply, cities within the game ‘Oblivion’ were enclosed, isolated from the open world. Allowing players to peer beyond these boundaries could have disrupted the gaming experience and potentially ruined the game itself. While this change was debated fiercely among gamers, granting the ability to fly significantly complicates the design of dungeons and can transform the entire map into an aerial tour.

4. The Dragon Break Of The Second Era – The Elder Scrolls Online

Treading On The Scaly Toes Of Time

Discussing the position of “The Elder Scrolls Online” within the broader series remains a subject of debate among fans. While its design as a massively multiplayer online (MMO) game might appeal to some, others who appreciate the solitude of single-player open worlds may find it questionable. However, what stirs the most controversy, beyond balance and game design concerns, is its lore. Since “The Elder Scrolls Online” takes place in the second era, there’s a constant risk of stepping on established lore. Dragons and Daedra can only account for so much when it comes to explaining away potential inconsistencies.

While numerous fans acknowledge that ESO enriched the lore significantly, there are still some points that spark intense disagreements. For instance, in the game world, the Nords of Skyrim have traditionally harbored hatred for elves, and the Argonians of Black Marsh were often viewed as lowly slaves by the Dunmer of Morrowind. However, an unexpected alliance forms in ESO through the Ebonheart Pact, which brings together these very factions.

3. Replacing Attributes And Classes – Skyrim

Streamlining Can Have Its Perks

According to Todd Howard’s backstory, the choice to eliminate character classes (alongside their related traits and skill levels) was largely influenced by fan responses. Although character classes have been a part of the series since its inception, it seems fitting for a game emphasizing player autonomy to do away with such limitations and replace them with a more substantial standing stone and perk system instead.

Removing attributes from elements possibly facilitated their balance (like speed or jump height), freeing up more time for Bethesda to focus on other game features. Yet, numerous fans maintain that having unlimited capabilities made crafting unique characters challenging, particularly when players could swiftly rise to lead every faction’s hierarchy.

2. The Creation Club – Skyrim (Special Edition)

The Cost Of Exclusive Creations

In essence, Skyrim: Special Edition wasn’t groundbreaking; it was more like a reintroduction with enhancements. One of those improvements was the “Creation Club,” often referred to by its detractors as “paid mods.” Modifying Elder Scrolls games has been a beloved practice since Morrowind, and the concept behind the Creation Club was to provide a platform for (officially endorsed) modders to profit from their work.

Despite initial criticism from a vocal opposition to the Creation Club, this move was perceived as Bethesda tightening control over community-generated content. Fortunately, these concerns proved unwarranted, as Skyrim’s modding community remains robust and continues to offer a wealth of creations, many of which were incorporated into the Anniversary Edition for enthusiasts.

1. The Horse Armor DLC – Oblivion

The Gold-Clad Forerunner Of Microtransactions And Loot Boxes

In 2006, when Bethesda introduced its “Horse Armor DLC” for Oblivion players, microtransactions were not as prevalent as they are today in AAA studios. This extra content allowed players to buy horse armor made from various materials for the land of Cyrodiil, priced at $2.50.

The Downloadable Content (DLC) faced significant criticism due to several reasons. One of them being that Bethesda had previously offered similar-scale downloads for free. This negative reaction even turned the DLC into an internet joke. Although it wasn’t the first game to incorporate microtransactions, its implementation might have paved the way for other publishers to charge high prices for relatively small digital content offerings, not just in multiplayer games but also in single-player ones.

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2025-01-27 15:34