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The player is free to create their own narrative within a much larger set of possible designed narrative options, or, given the geographic and dialogical openness of Morrowind, to refuse the creation of any narrative but their own and wander aimlessly through the game.
2015, Angus Slater, “Prophecy, Pre-destination, and Free-form Gameplay: The Nerevarine Prophecy in Bethesda’s ‘Morrowind’”, in Online: Heidelberg Journal of Religions on the Internet, volume 7, page 175