It’s Time to Kill Morrowind in our Minds

Morrowind was a tremendous achievement that has endured through nostalgia beyond reason, but no remaster or remake will ever take us back to what we truly love and responded to the first time we played it.
On May 23 Skyrim became as old as The Elder Scrolls III: Morrowind was when Skyrim was released. That’s a long time for a game to hold onto the popular imagination. And while Skyrim may have been ported to everything imaginable, and will likely continue to be ported well into the future, it’s Morrowind that we clamor for. It’s Morrowind that we recognize as the True Experience. The peak of Bethesda’s creative output. Yes, I’m guilty of this too. We’ve all want a grand Return to Morrowind. A Remaster.
But this is wrong of us. We can never get back what we actually want.
Remember when Skyrim added the DLC that promised to take us to Solstheim, that island situated north of Vvardenfell, where Imperial, Nord, and Dunmer all “shared” the land with werewolves in the Bloodmoon expansion to Morrowind?
Once the initial nostalgia wore off, it kinda felt like a punch in the dick, didn’t it?
Oh sure, we got to see some of the architecture we’d missed in stunning 1080p, even pick up some Bonemold armor, and visit the ruins of Moonmoth. But it was desolate. A new kind of desolation for the region. This is the desolation that comes as a warning—a dessicated, decomposed body hung up on a signpost.
It sure did feel like a punch in the dick, once the initial “WE’RE GOING BACK, BABY!” wore off. Because it wasn’t weird. It was familiar. Even with the lore destroying much of what we knew, the land of mushroom spires and scrib jelly completed the colonial project through our explorations. We, the Outlanders, made Morrowind our home so thoroughly that it became our prison. And, descending from on high like the great Dagoth Ur, himself Todd Howard was here to set us free the only way he could: by destroying Morrowind.
What’s your first memory of Morrowind? Is it the strange blue-grey-green face of Jiub, his eye piercing and red, standing over you shirtless, offering up the briefest moment of friendship? Or is it Ergalla, drilling you about your astrological sign, and in that moment impressing upon you that the fault is extremely fucking in our stars—because in Tamriel, The Stars literally affect genetics. Was it spending half an hour stalking a strange dude you just met in a tiny bogtown that somehow serves as a marshy, weird Ellis Island where the only things of note are a lighthouse, a general store, and an insectoid Trailways station? Maybe the man falling out of the sky. Or maybe it was none of that. Maybe something else hijacked your imagination and instilled in you the dissociation of the weird. Regardless, if Morrowind landed for you, it’s because it was alienating, not in spite of it.
Morrowind is weird. Deeply weird. That’s the point. In most games, players are set as an outsider. It’s how game designers can most easily orient a player to the world and the systems without breaking diegesis too much. Morrowind gladly tells players how its systems work. Exposing its mechanical guts more or less readily, even more so with the inclusion of the terminal prompt. But it’s far from willing to orient players. The designers of Morrowind took the concept of the outsider seriously. Not a single NPC will ever let you forget it. Even long after you’ve become a maybe “Dunmeri Jesus.”
What makes Morrowind work is our encounter with the alien on a fantastic and treacherous island. It’s the engine that drives The Odyssey, The Tempest, and Jurassic Park. Morrowind uses the concept of the island to be weird and place us into conversation with that weirdness. The game would fall apart without it. It has to drive our need to explore, and it does so beyond loot and riches the way most CRPGs had until this point. It was an outlier both in its genre, and within its own franchise, which, until this third installment, had been a fairly rote, often punishing, and sometimes procedural Western Europe fantasy adventure series. Morrowind was tired of crawling around Medieval Europe, so it did what the Europeans did—set sail for a new island to “explore” bringing with it those fantasy sensibilities to slam against the weirdness of the Other on the island of Vvardenfell.