Morrowind MDA analysis v2
Hello Everyone,
This post is the follow-up to my Morrowind MDA Mechanics analysis. This analysis will be of a dynamic that can occur within the game. I cleaned up the Mechanics section of the analysis and wrote a dynamic situation that can occur within the game. If you would like to have a more in-depth understanding of the MDA, you can see my previous Morrowind MDA post HERE and/or see the link at the bottom of this post, which has a link directly to the original MDA paper.
The
Elder Scrolls: Morrowind
Mechanics
list
-Character
System
-Player
Character (PC) System
-Character
stat
-Stat
modifier(s)
-Potions
-Enchantments
on wearable items (e.g., clothing, armor, etc...)
-Racial
Traits
-Birth
Signs
-Character
attributes
-Gender
-Race
-Character
skills (e.g., lock picking, speech craft, weapon proficiency, etc...)
-Skill
Modifier(s)
-Potions
-Enchantments
on wearables
-Stats
-Attribute(s)
-Non-Player
Character (NPC) System
-Essential
Character
-Character
stat
-Stat modifier(s)
-Potions
-Enchantments on wearable items (e.g., clothing, armor, etc...)
-Racial Traits
-Birth Signs
-Character attributes
-Gender
-Race
-Character skills (e.g., lock picking, speech craft, weapon proficiency, etc...)
-Skill Modifier(s)
-Potions
-Enchantments on wearables
-Stats
-Attribute(s)
-AI
-Pathfinding
-hostility
-Wandering
enemy/creature
-PC
social standing in the game world
-Individual
relationship between the PC and that NPC
-Rival
faction/Guild
-amiability
-PC
social standing in the game world
-Individual
relationship between the PC and that NPC
-Friendly
Faction
-Magic
-Magic
types
-Enchantments
-Direct
Magic
-Passive
Magic
-Physical
Ailments (e.g., disease)
-Magic
Modifiers
-Magick
Pool
-Character
Skills
-Character
Stats
-Weapon(s)
-Base
Stats
-Weapon
stat modifier
-Enchantment
-Potion
buffs
-Character
Skills
-Character
Stats
-Crafting
-Direct
magic
-Potion
making
-Enchanting
-Armor
-Base
stat
-Armor
stat modifiers
-Enchantment(s)
-Potions
-Character
Skill
-Character
Stats
-Persistent
Environment
-Social
Standing/Fame/Infamy
-Crime
-Theft
-Modifiers
-Stealth
-Character
bounty system
-Committing
a crime,
-Hostile
actions against NPC’s
-Murder
-Trespassing
-Response
to Crime
-Bribery
-Hostility
-Jail
-Faction(s)
-Guilds
-Houses
-Races
-vampires
-Misc.
-Economy
-Inventory
Items
-Buy/Sell/Currency
-Modifiers
-Character
Skills
-Mercantile
-Character Stats
-Quest
system
-Main
Quest
-Side
Quest(s)
-Factions
-Misc.
-Combat
-Modifiers
-Weapon(s)
-Armor
-Magic
-Character
Stats
-Character
Skills
-Character
Attributes
Dynamic
Scene Explanation
For
explaining dynamics I am going to focus on the sub-mechanic of NPC
hostility under the AI high-level Mechanic and the dynamic situations
that can occur as a result of a given situation. Specifically, what
happens when you attempt to resell an item to a shopkeeper that was
stolen from that shopkeeper. Essentially, you can attempt to sell
anything to any shopkeeper in this game, regardless of whether it is
stolen or not. The economy of this game differs from the later games
in this IP in this regard, where in Oblivion and Skyrim any item that
is stolen is visibly marked as such and can only be sold to fences in
the thieves guild (except in cases in which the PC has certain skills
and/or items in their possession).
For
sake of explanation the scene will be in Ald'ruhn in Bivale Teneran’s
clothing shop. Bivale Teneran will typically have a pair of
extravagant pants of the 2nd variation in her inventory. Now, if we
introduce the dynamic of the PC having stolen those pants from her
inventory, lets explore what happens within the scene under these
parameters. The way that Morrowind handles FormID’s is that unless
it is a unique item (i.e. Azura’s Star), all other items are
generic and not tagged as unique since there can be an infinite
number of them in play at any given time. However, items that have
been placed in an interior area in which an NPC has ownership of the
interior area (i.e. homes, shops, etc…) are tagged as being owned
by the corresponding NPC (this system failing actually created an
amusing bug in the game in a home/shop area in Caldera, in which the
residence which occupied the scamp shopkeep and other orcs, where
there was a failure in the tagging system of items in the residence
and you could steal the property right in front of the occupants and
even sell them back to the scamp and all they would do is yell at you
for stealing, but the hostility portion of the AI would not kick in
and since ownership of the items was not tagged, your “crime” was
not reported). Using this tagging system in the aforementioned
example, if we then attempt to sell the pants we stole from Bivale
Teneran back to her, she will acknowledge that that instance of the
FormID extravagant_pants_02 had been tagged to her ownership by the
Gamebryo engine and she recognizes this. Another fun side note, in
pre-patched versions of the game if you have multiple instances of
extravagant_pants_02 in your inventory when you steal these pants,
the engine will jenk up and tag all instances of this item in your
inventory as her property. This also applies to storage containers;
in other words, if you place this item into a storage container with
other copies of extravagant_pants_02 in the same container, the game
would tag all those as ownership of Bivale Teneran. This has been
patched out in later versions. Back to the example, after the dynamic
of the PC attempting to sell Bivale Teneran back her property, she
recognizes the pants as tagged to her ownership, and a number of the
games other mechanics kick in. First, it sends a script to the law
keeper of the town and your crime is reported; then, the game will
check Bivale Teneran’s character level, skills, stats, attributes,
gear and all modifiers against yours and if you are inferior to her,
she will attack you. If you are a higher level, or have a high infamy
level, then she will just report your crime, not allow you to
purchase from her until the situation is resolved and let the city
guards deal with you. If she attacks you and you manage to kill her,
then the city guard will still attempt to deal with you, but in
addition to your bounty for theft, a bounty of murder will also be
added.
If
you do not murder Bivale Teneran, after the situation has been
resolved (and you no longer carry a bounty) you will have the ability
to “Earn” Bivale Teneran's services again through boosting her
disposition toward you. This is done through a number of other
mechanics including, PC and NPC Stats, Skills, bribery, etc....
You can also click HERE to see the original MDA analysis paper
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