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Morrowind's levitation spell genuinely broke the game and I'm okay with it

EbonyWarrior

New Member
I've been replaying Morrowind on OpenMW and just realized something. The whole level design - the verticality, the weird architecture, the dungeons that loop back on themselves in confusing ways - it's all built assuming you're walking or using silt striders. Then they give you levitation and the entire puzzle just... stops existing.

You can float over Vivec's cantons instead of navigating the bridges. You can bypass half of Balmora's layout. I found a shortcut through a Telvanni tower that completely skipped like three floors of enemies. And the game doesn't care. It doesn't punish you for it.

But here's the thing - I think that's actually kind of brilliant? Like, Skyrim would never let you do that. Everything in Skyrim is gated and funneled. Morrowind just trusts you to break it if you want. You want to sequence-break the entire game with a spell? Go ahead, nerd.

Does it make dungeons trivial? Yeah. Does it make navigation sometimes feel pointless? Absolutely. But there's something weirdly respectful about a game that's like "here's a tool, use it however" instead of designing around preventing player freedom.

Anyway, has anyone else noticed how different the game feels once you hit Levitate IV or V? The whole map opens up differently.
 
I think you're onto something, but I'd push back a bit on the "respectful" framing. Morrowind's design philosophy wasn't really "trust the player to break it" - it was more that the devs didn't anticipate levitation becoming that accessible that early, or didn't care enough to design around it. There's a difference between intentional freedom and just... not gating things.

The verticality you're talking about - the bridges in Vivec, the tower layouts - those feel deliberate in a way that suggests they expected you to use them normally. But once levitate is available? Yeah, it kinda just breaks. And I don't think that's brilliant so much as it's a quirk of how the game was built. Skyrim's approach of funneling you through dungeons feels restrictive, sure, but it's also way more intentional about what the developers wanted you to experience.

That said, there's something charming about it being breakable. You can sequence-break if you want, but you don't have to. A lot of people just... don't use levitation that way and have a totally normal Morrowind experience. The game respects that choice too, even if by accident.

The real thing that gets me is how much better Morrowind's dungeons are when you're actually navigating them on foot. The architecture is genuinely clever - those looping layouts aren't confusing, they're just not designed for the bird's eye view. Once you're floating above it all, yeah, it's pointless. But that's kind of on us for using it that way, imo.
 
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