Exactly, have faith that they know what they are doing. They haven't taken out attributes, as all the functions attributes did before are still in the game, there's just no numerical value for them.
This is getting ridiculous. It's come from the mouth of TH himself that everything attributes did in the past are still in the game but people insist on continuing the "they removed attributes, now the game is bad." argument.
Todd is a hype man as much as he is a designer. While I'm putting faith in Bethesda as a whole, I can't believe a word he says seven months before release. He's becoming the Vader to Molyneux's Sidious.
@above: He's referring to both power and passive bonuses like Breton's godly 50% Resist Magicka. I never felt the powers mattered personally, never used them.
Oh yeah, since it's mostly on topic, was originally in response to one of your posts ebsn, and the thread was locked almost immediately after, I'll repost my thoughts on race size becoming more significant in gameplay. Your original post:
Two fith degree black belts are fighting. They both have the same training years and same skills. I'd expect the 6'0 200 pound black belt to beat the 5'5 130 pound black belt, because he may be a tad bit stronger.(strength) I wouldn't expext them to hit with the same force. F=MA
Same with a level 40 nord with 60 skill in sword. And a level 40 high-elf with a 60 in sword. I'd expect the nord to exert a little more damage in his swings.
My response:
I would love for this to be handled by height and weight. It never worked well with attributes anyway because, depending on how that nord and elf leveled, the elf could very well have more strength. And a height/weight ratio would follow your black belt example. Characters in Morrowind and Oblivion already had a fixed height and a ratio of height and weight based on their race or six. It's just a matter of translating it into damage output and other things like running/jumping. And because Skyrim seems like it will allow some changes to height and weight in character creation, a player could tailor the character to fit his needs.
Say you're making an Imperial who has a base height of 10 (arbitrary measurement). Pretend also that character creation allows you to vary a character's height by 10% of its base, so you can make an Imperial with a height of 9 or 11 or anything in between.
Say also that your base weight is equal to your current height. This can be changed too by 10%. If I made my Imperial the default of 10 height, I can set his weight to be between 9 and 11. If I made him have a height of 9, my base weight would be 9 as well but could vary between 8.1 and 9.9.
The height/weight ratio then defaults to 1.0, but can vary between 1.11111 or 0.90909 (best to round it to 1.1 and 0.9). This ratio cannot be changed directly, but can be changed by moving around the weight.
Now say that the character has two hidden attributes "dmg" and "spd". They start at 100 and represent a percentage of the default damage and speed. dmg is multiplied by weight/10, and spd is divided by the ratio of height/weight. So, characters that are heavy do the most damage, and characters that are light for their height (regardless of actual weight) run faster. Remember that even though dmg only depends on weight, weight depends on height. So a taller character has a higher maximum and minimum weight than a shorter character.
You could even add two other hidden attributes, "enc" and "acr" or something which represent maximum encumbrance and maximum jumping height/distance as a percentage of default. enc could be multiplied by height/weight so that characters heavy for their height (regardless of actual weight, low center of gravity and whatnot) can carry more. jmp could be divided by weight/10, so lighter characters jump higher. Again, shorter characters have a lower minimum and maximum weight, so they'll typically jump higher.
The numbers can and should be invisible to the player, really. It should be made clear to them that the taller and heavier they make their character the harder he'll hit but the lower he'll jump, etc.
Too complicated? Take all the ugly maths out and I think it makes more sense than attributes would. Now, 95% sure they won't implement something like this, but it's a dream of mine.
Of course, I should mention this in case someone misinterprets. Different races would have different base heights. So Nords would start at 11 height and can go from 12.1 to 9.9, Bosmer start at 8 height and can go from 7.2 to 8.8, etc. Still making up all numbers.