We need more concrete info before this debate can truly lead to a non-biased conclusion.
In the end, I do want Skyrim to be great. From my perspective that possible outcome is still dubious, not guaranteed. Let's leave it at that.
Fair enough.
Just to frame the following: ugly_guy I've seen you post a lot of well-thought out arguments, and I usually agree with what you say. But I'm pretty deep into the "sacrificing complexity to please the masses" camp. Details below, and YMMV, of course. I'm going to try to respond to several of your arguments from this thread but covering all of the details would take a long essay, so I'm going to paint broad brushstrokes and hope you can see where I (and others) are coming from.
Morrowind had a fair number of stats/skills that were removed for Oblivion and are being cut a bit more for Skyrim. 2 quick examples:
- Weapons used to have chop/thrust/stab options, with every type and sub-type of weapon varying across all 3 stats.
- Armor skills used to include: Unarmored, Light, Medium, and Heavy skills. But the difference went deeper. Combining Unarmored with Dodge and/or Sanctuary provided more options for monk and mage characters.
- BGS implementation of all of the above was poorly balanced and leveraged, but the fact that these stats existed allowed modders to balance and expand the system into something meaningful that had significant, maybe profound effects on gameplay. (The last statement is true, especially true, for attributes as well.)
- A random real world example: standard Gaul equipment was javelin, throwing axe, sword, shield. Javelins would be used at medium-long distances, followed by axes at short range (to break shields), then swords and shields were deployed for close-quarter combat. You need a variety of stats on both weapons and armor to differentiate and to give weapons significance--beyond cosmetics. If javelins don't travel far enough, they become pointless. If throwing axes travel too far or not far enough, or don't move fast enough, they become pointless. If the type of damage they inflict isn't balanced with armor stats, their effectiveness is reduced, or they become pointless.
- EDIT: The point? Stats provide differentiation, which creates the opportunity for deeper gameplay. Also, for some, combat is just plain more fun.
All Valid points (Finally!), but the actual argument, is if the game itself is dumbed-down in comparison to others. So far, I just don't see it.
But valid points aren't without rebuttal potential, so here goes!
[*]Weapons used to have chop/thrust/stab options, with every type and sub-type of weapon varying across all 3 stats.
This is kind of difficult. I thought combat in Morrowind was absolutely dreadful, because of this. I mean, had there been some different effects like, a slash from a spear briefly stunned the enemy, okay, but in practice, you were just going through one extra (Optional, there was the toggle in the menu) step to pick an animation for your attack. Often only one was useful I actually made a spear patch where Thrusts start always at 1 (Except for unique), increased the draw speed and increase the damage overall, while making Slash and Chop (Usually only on Halberds) more viable quick attacks. But that wasn't how the game was originally designed.
[*]Armor skills used to include: Unarmored, Light, Medium, and Heavy skills. But the difference went deeper. Combining Unarmored with Dodge and/or Sanctuary provided more options for monk and mage characters.
I personally don't like the Armor Skills themselves, but you're right that, particularly the Unarmored skill, created more opportunity for Monks and Mages. I don't really have a rebuttal here, but more an opinion that could be amended by a lot of TL;DR theorycraft. The opinion being that I like that striking a character is an actual hit. I can't stand the constant "Whiff" in Morrowind. Again, there's workarounds, but let's not get into them yet.
[*]BGS implementation of all of the above was poorly balanced and leveraged, but the fact that these stats existed allowed modders to balance and expand the system into something meaningful that had significant, maybe profound effects on gameplay. (The last statement is true, especially true, for attributes as well.)
[*]A random real world example: standard Gaul equipment was javelin, throwing axe, sword, shield. Javelins would be used at medium-long distances, followed by axes at short range (to break shields), then swords and shields were deployed for close-quarter combat. You need a variety of stats on both weapons and armor to differentiate and to give weapons significance--beyond cosmetics. If javelins don't travel far enough, they become pointless. If throwing axes travel too far or not far enough, or don't move fast enough, they become pointless. If the type of damage they inflict isn't balanced with armor stats, their effectiveness is reduced, or they become pointless.
Let's not get into what the modders can, and cannot do. They will bring attributes back, and even more. Using modders as a basis for argument is a pandoras box.
One of your previous arguments that attributes were useless was overstated even for vanilla, but where attributes (and all stats in general) really shined was their use by modders to make gameplay more engaging and fun. You didn't have to see the formulas and spreadsheets, you experienced the effects in game. Use of fatigue and many other combat effects mods took Morrowind, and even more so Oblivion (and FO3 and FONV), far beyond what BGS provided. Combat became more fun, and many strategic and tactical options became possible. BGS has never made full use of their underlying engine, but the fact that they provide a lot of building blocks allows others to come in and refine gameplay--and honestly, refine is a severe understatement.
I think the general theme of all of my stats posts is: yes, BGS doesn't do a great job of game balance and leveraging their own engine, and yes, some people don't care about game mechanics and are fine with a series of cosmetic choices for weapons, armor, spells, NPC interaction, etc. There's nothing wrong with that, we're all looking for different things in the games. But as BGS continues to chop underlying stats, modding the game in sophisticated ways becomes more difficult (and some options may become impossible) and that's a bummer.
Again, you can't take modders into account for all this. There is no limit to what the talent of those people can achieve. We have to only argue with the vanilla as a constant.
Just for attributes in general though. Their impact on the game (Vanilla) is seriously negligible. Would I rather have had them tweaked to be more effective, and more seamlessly integrated into the overall experience? Of course. But I would rather have no attributes, than the exact system from Oblivion/Morrowind lifted and put in Skyrim. It just bludgeons you with its presence too much, which kills immersion more than all the dialog and clipping issues of Oblivion combined.