» Sat Aug 20, 2011 12:45 pm
There is nothing "dumbed down" about Skyrim, and many of these objections I find confusing, as the majority seem to me like welcome fixes to the long laundry list of problems I've seen throughout the Elder Scrolls series. Most of the objections I see here seem to be emotionally based in nature, or down to a pessimistic confirmation bias. I'm going to go through each in order and espouse what are my pretty irrelevant views (it's not like I can change anything, minds, game, or otherwise) focusing as much as possible on just the mechanical changes to gameplay and how they affect the character or translate into fun.
EDIT - yikes, I wrote loads more than I though. Sorry everyone...
Constant Quest Markers
We're getting an option to turn them off, right? If so why is this an issue? It's like complaining that Morrowind gave us a map as it makes no sense for our character to have that knowledge. From what I've seen it seems it'll be a "selected quest" marker system like Oblivion, so either unselect the quest or select one that you're not doing to fix it. No more than a minor annoyance as I see it.
Loss of Attributes
I understand why this seems terrible as it's "removing options", or making all characters the same, et cetera. In fact, rather counter-intuitively, I think it does quite the reverse. By omitting attributes Bethesda have destroyed the clunky, abtruse character creation system of old where you could hamstring your character from the beginning without realising it in favour of one where your character grows into a class instead. All the functionality of the attributes from earlier games is realised in the three energy pools (health/mana/fatigue) and in the perks. The only real difference is that you select them over time rather than at once at the beginning. While I'm sure there are quite a few people who won't like that, I'll be much happier getting to select an awesome perk each level rather than getting all that over right at the start - on a scientific level perks is a far more fun system as spreading rewards over time rather than into one moment leads to more dopamine release and therefore more fun (it also makes the game far more addictive, but TES already mastered that a while ago).
On top of this, removing attributes makes your levelling choices actually matter - if I put 5 points at level up into INT at level up it's effects will be spread across a large number of skills. This seems at first to be a good thing, but in terms of game mechanics it means the increase has to be small to each or the game becomes unbalanced. If, as with perks, the choice at level up affects only one condition then the change can be more significant as the amount of improvement that was spread out before can be compressed into that one characteristic. Every level then becomes significant, not just the ones where you hit the magical multiple of 25 in a particular skill. This will mean you will notice the change after each level, not just because you might have a new toy to play with (eg shield bash) but your basic damage in a discipline will feel noticeable (unless you spread things out to become a generalist of course).
No Spellmaking
Again, this seems like a bad thing, but to be honest was it actually fun to spam that same spell over and over getting one shot kills? Putting aside all the awesome improvement to the appearance and feel of magic in Skyrim what is the mechanical difference? Well, in earlier titles we could make any spell we chose to provided we had the mana and level, whereas in Skyrim we have a set list of effects that we can improve through perks. The earlier system usually resulted in mages that had one tactic: 100% chameleon enchantment and uber-spell spamming. While there are probably a few who want to recreate that on the grounds that "mages SHOULD be powerful", it could get pretty dull after a while. In Skyrim, by limiting us to an extent, mages will actually have to adjust tactics and actually stand a chance of getting killed. Because of the changes and simplification to the magic system, Skyrim is the first TES game in which I'm actually excited about playing a mage, and will be the first character I create, simply because it looks like fun now.
Auto Health Regen
Totally depends on how fast it is, which I have no idea about, so I'm not touching this one.
No More Greaves
One item of clothing. One. Really? How is that dumbing down? The aesthetics arguments aside, they managed to make having fewer slots than Morrowind work in Oblivion, so the same will probably be true of this next jump. If you're worried you can't have 100% chameleon now, they might have allowed a larger effect per item in Skyrim, so your fears are based purely in pessimistic conjecture - I hope your fears are not vindicated, but they don't amount to evidence that he game has dumbed down.
Loss of Classes
Pretty much the same as the loss of attributes here, with the exception that it might make your choice of race at character creation actually mean something in the long-run, and definitely at the start if abilities like the increased magicka for Bretons still exist. The mechanical difference here is again a delay of choice in terms of character development instead of a pre-selection at character creation. I understand the objection to this change as if you envision your character being a ranger for example, you might not become ranger-like until level 5 (wild guess) when you've got a few perks for bow skill, swordsmanship, and say an animal summoning spell. While this is a bit rubbish in my opinion, the benefits over time could possibly outweigh this loss of initial identity.
Presume that you want to be a ranger in Oblivion, you might choose marksman, sneak, light armour, blade, block, alchemy, and athletics as your major skills and wander into the world. After hitting level 15 you would then have discovered your mistake and gone back to choose majors in none of your actual class skills. Not only is this annoying but it totally ruins roleplay immersion if you're a ranger with none of your best abilities listed as class skills. Add to that periodically standing in plate armour while a rat attacks you to get a X5 bonus and jumping everywhere you go and it all gets a bit silly.
In Skyrim, the classless system is better, simply because it allows you to actually play as a class. Weird, eh? Perk selection for your best skills should only increase your ability in your chosen play style, and the skill increases as you use them should mean you aren't ruining your character as none are major or minor skills. There's a chance Bethesda might have messed it up more somehow, but it's seems to me to be the best solution to what was the biggest problem in Oblivion.
More "Essential" Characters
Honestly, did anyone actually keep playing after they ruined the main quest for themselves in Morrowind? If so they are a better roleplayer than me. This is an inconsequential objection to me, so I'm going to skip it - yay!
Reduced Number of Skills
I'm conflicted over this one, but as the ones removed are ones I never used it doesn't affect me much. It svcks that there won't be guards with spears around (I think guards look cooler with spears), but losses like acrobatics remove the ridiculous bunny-hopping. Hopefully the removals will be represented in perks, but I don't know enough to comment any more. So I won't.
Weapon Magnetism
Hopefully this is in because of companions, and not because we have to do any more bleeping escorting quests again. As long as my fireball doesn't have a noticeably curved trajectory I'm ok with it. It's probably to allow for easier play in 3rd person, and might switch on off as perspective changes, but even if you're in 1st it shouldn't be too noticeable. I don't think Beth would have put this in unless necessary - it's not like it was that all easy to miss in Oblivion either, so it'll probably either be slight or circumstantially activated.
General Casualisation
The example here is the clairvoyance spell. There's a very simple answer to that one, I don't think I need to even say it...