Half a dozen deserted boats pitchedaimlessly upon the confusion of the waves.
2015, Angus Slater, “Prophecy, Pre-destination, and Free-form Gameplay: The Nerevarine Prophecy in Bethesda’s ‘Morrowind’”, inOnline: Heidelberg Journal of Religions on the Internet[1], volume 7,→DOI, page175:
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 ofMorrowind, to refuse the creation of any narrative but their own and wanderaimlessly through the game.