Stripping RPG Aspects? Tell me how.
They've taken out the hunt for +5 to 3 stats (which was so fun, right?) and thus taken out stats. I don't remember a role-playing game being a "Stats Hunting Game". Just because attributes were a common thing in RPG's previously, doesn't make Skyrim any less of an RPG. For all you know all future games will get rid of attributes in the future. Diablo 3 already has automated stat increases, The Witcher 2 won't have stats, and those ( along with skyrim ) are the biggest RPG's planned for 2011. See a trend? Pretty soon, manually increased attributes will be an antiquated mechanic, and for good reasons. Breaks immersion when you take out some zombie, level up, and suddenly get stronger, faster, and smarter instantly. Not realistic at all, good change.
Let's be honest, Morrowind and Oblivion had TOO many schools of magic, and they stupidly overlapped. Condensing to 5 schools was a needed move. And they brought back enchanting! AND SMITHING IS NEW!
So you see now, more skills/attributes doesn't = better RPG. It doesn't even have anything to do with ROLE PLAYING, which is the essence of an RPG. They are just mechanics, and Skyrim is going to improve them. Enough with these silly arguments.
First of all Diablo is a Hack & Slash/Action game, not an RPG. The Witcher 2 will probably a great RPG and yes it doesn't have skill or attributes, but we don't know much yet about choices and consequences in TES V (which are the things that make the Witcher 2 a good RPG if you believe the released info about it).
I wasn't referring to stripping attributes, though I think it would be a very bad choice.
Breaks immersion when you take out some zombie, level up, and suddenly get stronger, faster, and smarter instantly. Not realistic at all, good change.
Yes and that's why the leveling system of TES needed a change.
Personally I would like 'static' attributes, from 1-10 which can't be increased (except with spells probably). Sure in real life you can increase your strength, but most attributes should be static. Your intelligence is basically static, you can learn more, study etc. but you don't get 'smarter' you simply increase your 'skills' basically. Just like agility, sure people you train a lot can get more agile but your agility should more represent the potential your body has a quite agile guy with an agility of 7 who never trained (acrobatics and athletics of 5) would be a very bad athlete, while a more average guy with 5 agility who trained hard (50 skill of acrobatics and athletics) is quite a good athlete. If the 7 agility guy would choose to develop his abilities he would eventually beat the average guy.
The attributes should be more influential, intelligence actually determines the intelligence of your character, not just his magical ability. A thief should have a above average intelligence if he plans to outwit his victims, a knight should have a decent willpower or he might not be able to stand all the horrors he encounter in deep dungeons.
Basically the extreme scores are not necessary, even for a not jack-of-all-trades character. A score of 1 for example would mean you are crippled or mentally [censored] or something in the case of agility and intelligence, 10 would mean somewhat demi-god like, like Assassin's Creed kind of agility and King of Worms intelligence/magical ability, a good mage should have enough with 8 intelligence, and good warrior with 8 strength (or 6-7 if you are more of a speed/flexible fighting style guy). But if you want a very strong character in a certain specialization, or want to make the game harder for yourself the extremes shouldn't be blocked from choosing.
While attributes should determine more than just the weight you can carry, your magicka and health (and stuff like that) your skills should actually determine what you can do. There for we need more skills, not less.
Though classes shouldn't determine what skills makes you level up. Since attributes are static, you might even not need levels at all or make them symbolic or something your skills determine how strong your character is (not strong as in strength of course) no need for levels actually. Levels or nice though since they represent how good your character is and there for a GCD kind of level system where all your skills smoothly increase your level (just not your attributes as is the case with GCD).
That's why I don't like perks by the way, because suddenly you will be able to do something that was impossible for you a (skill) level before. Like in Oblivion where at 25 marksmen you didn't have a fatigue cost for drawing your bow. You could argue about whether this should be able in the first place but if you decide that at some point a skilled marksmen will have no fatigue cost, than it shouldn't be a specific skill level (where you are granted the perk), instead 25 could mean a 0% fatigue cost, and 1 would mean 100% every skill point between 1 and 25 would mean a little bit less fatigue until it reaches 0. For some things it should never reach a full 0 or 100% (even at 100 destruction you have 1% change of failure if you are wounded and tired for example).
And like I said the smithing stuff is new and indeed increases role playing (though we don't know anything about it yet), but even though there are awesome features added it simple seems Bethesda is going the Oblivion route with cutting RPG features and making it casual/console/action only.
It seems it will be a very good free roaming, open world, fantasy action game, but so far the information doesn't suggest it will actually increase the role playing (will we be able to solve things without just killing something or sneaking past it for example?)