I don't understand the obsession with the attributes, because they are essentially numbers. That is all the former attribute system was, a clunky list of numbers. Bethesda in their latest effort has fixed that clunky list of numbers and created something that actually makes sense.
Now I must admit, I'm not a hardcoe role player like some of you, but that is because hardcoe role playing should be reserved for pen and paper RPG's. Bethesda's games are action oriented RPGs based upon things actually happening now rather than focusing all on the imagination more suitable for a pen and paper. That is essentially what I expect from a computer game. I do not understand how some of you place so much emphasis on that list of numbers. I am completely in agreement with Todd. Raising intelligence simply raised your magicka so it makes sense to alter it so you take about that middle man.
I also don't understand how it is being argued that the original 8 attributes have been replaced by 3 attributes. Those 3 attributes (with the exception of stamina replacing fatigue-same thing though) have ALWAYS been there. The only difference is before they were derived whereas now they are actively changed. Bethesda removed the worthless middle man of the old 8 attributes. These 3 new attributes didn't replace the old 8, the original 8 were simply hidden in the background where it makes more sense for them to be.
In Oblivion, it never made sense to me how, with the system of attributes used, a player could raise all of their magic skills to 100 yet still maintain an intelligence of like 50. Attributes do not make sense if you actively change them. To be honest, in my perfect game not even the new 3 could be actively changed. I feel like attributes should change passively and automatically in response to the skills that you level. However, I still prefer the skyrim system over oblivion as it has moved to become more understandable and actually make sense. Attributes should in my opinion act as a completely passive element. The true character gains should derive from the skills you choose to level and the perks you select when you level those skills.
I don't mean to offend anyone, and I can respect those of you who want that "extra level of complexity" by choosing your attributes actively, but I simply think that the active change of attributes is senseless and I am glad that has been changed.
nice speech. Couldn't have said better myself :mohawk: