be able to get as much enjoyment out of Skyrim as someone who accepts the changes.
Yeah, but most of us that know what we're talking about when we complain about these things being remove hate that fact because it means that we are not going to have the same degree of enjoyment that we had in past games or in other games that use similar systems.
No one is complaining because they had to rely on attributes to play or to get through the game or whatever, we're complaining because they were integral parts of the game that actually made you think.
These games are not supposed to be interactive stories, they are supposed to be interactive worlds, where you grow, and develop. Attributes, no matter how poorly fleshed out they were (and that was the real problem btw, there is nothing inherently wrong with the concept of an attribute system), helped serve that purpose of creating a believable world where you grow.
Give the game a chance, and try to appreciate what it does right and the good changes that it brings.
A few good chances do not outweigh the many bad ones. Just because the game moves forward in a couple areas does not eclipse the fact that it has move backwards in others. The fact that Tavern Brawls are a feature to be excited over yet the removal of an entire school of magic (that mind you, was completely legitimate) garners a response akin to "Who cares it doesn't matter and blah blah blah" is just sad.
I don't mind simplification, but only if it doesn't come at the cost of variety.
Nice to see Greg that you are seeing reason. We can all agree that attributes in the past weren't the best things ever, but is that cause for removal? No, its cause for improving them.
It was about the story that developed out of the player choices.
It was also about the story of your character. The games are centered on the player you know and making the player something that never develops throughout the game (whether its by story, development, and whatever else you can think of to define a character) is pretty bad imo. Sure, the ability to define through development is still there, but only as a shadow of what it used to be.
Again, making them meaningful would require a sever cut into the skill system...
No, it wouldn't.
, just having one is not enough.
Not necessarily. In the case of your warrior, its a matter of hitting hard every time you hit (which wouldn't be often) or hitting often (but not very hard), or indeed, getting both benefits. Indeed, it would have been better, I think, to make it to where you couldn't reach both extremes (extremely skillful versus extremely strong) in one character without putting in a lot of work (and I mean 1.5-2x the work for both extremes as opposed to if you had just focused on one extreme), which actually works very well with Skyrim's take on leveling.
Attributes in Fallout 3 were fire and forget.
Why I said "if they fleshed out the attributes more". Fleshed out to a point beyond what any past TES game ever did.
From a role play stand point attributes are just a number
Except they aren't just a number, and skills/perks
should not accomplish the same thing as attributes.
If you really want to be role playing carry weight why the hell are you fighting with 5 weapons and two armor sets in your pocket, bag or where is your stuff again?
Its encumbrance, not carry weight. Either way, neither is very realistic regardless of what system is put in place.
With the complete removal of attributes, this won't even be an issue for me.
You would have been able to say the exact same thing if they had just removed level scaling (Which was the real problem with Oblivion), and not attributes along with it.
if it's not worth the time than it's not that important.Problem is that the equivalents of what we have lost in the Morrowind->Oblivion->Skyrim transition has never been modded in seamlessly with the games. Skills, spears, even new types of magic have never made it into the games as seamlessly as the developers could have done it. And this is because much of what people are arguing for here is likely going to be prevented because the game will be hardcoded.
i agree with u both i dont think its all about stats i thinks its even better this way now i can directly increase my magicka helping me become a stronger pure mage Which you did by raising intelligence in the past. You shouldn't be able to sit there and level up a bunch of Combat skills and just be able to say "Hmmm, i think I'm going to gain more magicka" even though nothing you did to reach that level up actually had anything to do with your magical capacity.