You always like to assume the worst of people, don't you Arwen? They're stupid. They want to godmode. They don't want a challenge. They want everything handed to them. And so on.
No I don't. Where in the world did you get that from? I happen to take people at their word, until they give me reason not to anymore.
I'll admit that I'm very direct and I tend to take things very literally . . . both are because I have language disabilities, from having suffered a severe head injury when I was very young, which destroyed much of the left side of my brain. Writing is VERY difficult for me, because I cannot even think in words. I do the best I can, but what I write often falls short of what I am trying to express, so I am misunderstood a LOT and people like you who don't know me jump to totally false conclusions about me. And that is very hurtful. Since you didn't quote me, I have no idea what I wrote that gave your that impression of me. So I don't know how to respond in a way that might clarify what I was trying to say.
Is it inconceivable to you that maybe someone might choose, say, a mage for their class? Then an hour later they realize they're using a sword and bow almost exclusively over spells? Thus they are not playing to their class. Thus they chose the wrong class. Thus they find they need to go back and create a new character that's a warrior?
No it isn't. Again, what makes you think I cannot conceive something like that? Having language disabilities doesn't mean that I'm stupid. I was quoting Todd, and gave HIS reason behind getting rid of Classes. My take on the reason why people didn't like Classes (and Birthsigns) is because a bad character build results in limitations on your character. You don't have to spend much time here to see that any time anyone even suggests that player characters should have some limits (or ANY kind of inherent weakness) a LOT of people post that imposing limits is a HORRIBLE idea. There is a very vocal group here that will all chime in whenever any character limitations are suggested. That is a fact . . . not something that I'm imagining or "assuming" to be the case. If enough people complain about something that they don't personally like, it tends to get changed in the next game. Much of the way that Oblivion was simplified from what we had in Morrowind was a direct result of people complaining.
Morrowind was my first real RPG, and I was TERRIBLE at playing it at first . . . I had no clue how to make a decent character, but I just kept working at it until I figured it out. That game had a pretty steep learning curve for anyone new to RPGs, but that didn't make me like the game less . . . it made me like it more. My belief is that, if a TES game ever gets to the place where the game is NOT hard for anyone new to the series, that that game fails as a TES RPG. One of the things that made Morrowind so attractive to me was the fact that you COULD mess up your character build . . . that showed that we actually had the freedom to make mistakes . . . and that my mistakes would impact my game play . . . for quite a while. I personally want a RPG to give me negative consequences when I mess up.
As for attributes, they were little more than middlemen in Oblivion. As Todd said, the only reason you increased them was to increase another attribute, whether it was your encumbrance, magicka, magicka regen, or whatever. All they did was remove the middlemen. That's removing bloat. That's the very definition of streamlining.
Why do people here keep bringing up Oblivion's less-than-perfect way of handling attributes, as a counter argument for my points? I have clearly stated in my last reply in this thread: "Attributes were not perfect in Oblivion (they were better in Fallout 3), so there is a lot of room for improvement . . . which is why their weaknesses in OB is not a valid argument for just removing them.
If attributes were actually done as attributes (instead of being more like skills), that would be a good first step. (Attribute definition: "a property, quality, or feature belonging to or representative of a person or thing.") If Attributes were done in a way that was inherent to your character (initial character build attribute points would only rarely increase) , , , AND if an Attribute would truly limit your ability to increase the related skill, then character builds would remain truly unique. You would decide on what strengths and weaknesses that you wanted your character to have at the beginning of the game . . . by the distribution of points in the Attributes. These Inherent strengths and weaknesses would determine your initial skill points AND how much each skill could be increased. To compliment this, leveling up should be slow . . . NOT fast. "
I really don't know how to make this any clearer.