Dragon shouts are part of the story of the game. They will never be in another ES game.
Indeed, not to mention they probably do things that can't be done with spells, and spells can do things dragon shouts can't do, and how exactly is smithing redundant or superfluous? As I see it, the ability to craft your own items is great for role-playing, you know, the thing RPGs are supposed to be about, they hardly sound redundant to me, and not having spears and spell making has nothing to do with those features being "redundant", Todd explained why they did not have spell making in when it was said it was not in the game, and the reason was to reduce the "spreadsheet" feel of magic and return the "magic" to it, I'm not sure why Bethesda would choose not to do spears, but I'm guessing it has nothing to do with them being redundant either.
And the fact that enchanting is in doesn't mean that spell making could be done easily, we don't know how enchanting works, we just know it exists. For all we know, it might work nothing like it did in past games, and even if it does, it's possible that enchantment effects and spell effects are seperate. After all, traditionally, in RPGs, enchanted items have usually been reletively simple, when you equip them, it applies some sort of beneficial effect to your character, or alternately, it may cause your attacks to apply a negative effect to your enemies, in essence, similar to what Oblivion did with enchantments, except in most games, enchanted weapons don't have limited charges, Morrowind was actually reletively unusual compared to other RPGs I've played in adding enchantments that basically behave like spells, except they draw from their own charges instead of your own magicka pool, with constant effect items being reletively rare, in any fantasy RPG, you can probably get a sword that does fire damage or a suit of armor that makes you stronger, with such a system, I'd imagine it would be pretty easy to allow you to create custom enchantments with effects and strengths of your choosing. Spells on the other hand tend to be not quite so simple. In a single game, you might have a wide variety of spells each with different effects, you might have spells which increase one's defense, or heal woulds, and you might see a wide variety of ways to use magic to hurt someone, not just in terms of basic effects like fire, ice and lightning, you might also see spells that don't fit into such elements like the magic missile spell in Dungeons and Dragons, even different spells with similar effects might have more than one way in which they are cast, you could, for example, have the ever popular fire ball spell, and then another fire spell that basically creates a flamethrower, if you want to be a little more creative, you can even have a spell that temporarily adds fire damage to your weapon. The key here is that all spells can feel distinctly different, even if they have similar effects, the way they're cast and the visuals for casting them can see to that. In Morrowind and Oblivion, on the other hand, the spells never felt that varied, and I blame this mostly on spell making, as to allow spell making to work, they needed to be able to reduce spells down to some basic variables that would be very easy to be altered and combined to form a basic spell. You have the effect, which determines what your spell does, you choose whether you want it to be cast on target, cast on touch, or cast on strike, thus, you have three ways the spell can be cast. And you can edit its duration, area of effect, and the strength of its effect, and really, that's where our problem lies, because taking a generic fireball spell and increasing the amount of damage it does or the size of its explosion doesn't actually make it feel like a new, unique spell, it just makes it feel like a more powerful version of the same spell, thus, diffedent spells tend to feel pretty much the same after a while, except in numbers, and when magic starts to feel like an issue of numbers, that's where your "spreadsheet feel" comes in. The only time two spells really feel distinct from each other is when they have entirely different basic effects, and even then, it doesn't always work like that, fire, frost and lightning for example don't feel very different from each other because they basically do the exact same thing, they just have different visual effects, but at least say... charm feels like an entirely different spell from say, damage health, because it has a completely different effect, but two charm spells don't feel any different from each other. In the end, this not only made spells lack variety, but also diminished the room for creativity with them, it's rather hard to have one spell that does something really unique and original when you can have inifinite amounts of spells with the exact same effect, even my custom made spells never really felt like my own original creations because of this, and I didn't make custom spells because I had an idea for a new, original spell, there would be no point in doing so as the game gave me no means to create a truly unique spell anyway. Now, I wouldn't say it's necessarily impossible to have spell making without making magic boring, but it's a lot more difficult to keep each spell unique and interesting when you have to make it possible to create your own ones in game, and if it were achieved, the spell making system would either have to be extremely complex, or players would be unable to create spells similar to a large amount of the ones found in the game.
Basically, removing spell making just allows Bethesda to do in the Elder Scrolls what other games have already done with their spells for quite some time, and for that, I'm not complaining about its absence. What's the point of being able to make my own spells if not only will the spells I create not feel like an actual unique creation of my own, but the system for creating spells also forces the premade spells to be boring as a result? I'd much rather take a list of spells made by Bethesda which I can't change, with each of them being distinct from each other, than the option to create my own spells, within the limits of a boring forumla.
Comparing and/or contrasting Dragonshouts and spellmaking is not a compelling argument for anything. They are unrelated. And people arguing over why spellmaking should be in or not need to simply look at the pros and cons and stop bickering.
I agree, spell making and dragon shouts are completely unrelated, and really need to be discussed seperately, with each feature being weighed for its own individual advantages or disadvantages.
If you don't like spellcrafting, then avoid it.
I can't do that, because even if I don't use it myself, premade spells will still suffer from the limitations it forces on the game. And in past games, if you didn't use spell making, you'd eventually reach a point where the default spells just aren't powerful enough for your needs, though this could be adressed by allowing the effects of spells to become stronger as your stats and skills improve, but that simultaniously removes one of the main motivations to make spells in past games. In Morrowind and Oblivion, if I decided that my current main attack spell wasn't strong enough anymore but couldn't find a better one, I'd make one, but if the spell already becomes better as I get stronger, than what's the point of doing so?
First of all, this is wrong. Many people are claiming that there is no spellcrafting, but that is all BS, as Bethesda has not said definately either way.
Actually, in the podcast, when asked about the subject, Todd Howard said there was no spellmaking. Though keep in mind, the way he said it was that at the time, they did not plan to do it, unless they could make it work well, implying that we MIGHT see it, but only if they can do it well, which is a notion I agree with, if your going to do something, you should do it well, and I certainly wouldn't complain about having spell making
if it can be done in a way that actually allows for unique and interesting spells, unfortunately, Bethesda has never succeeded at doing so before. Could they do it in the future? Maybe, but I've been shown nothing to indicate they can, as I've yet to see a single game include spell making and also have a good magic system, though considering that the only games I've seen with spell making in are Elder Scrolls games, that might not necessarily prove anything.