just my point , if an exploit becomes the same as a cheat or a god mode that is just bad
Exactly, I'm actually kind of shocked to see people talking about gamebreaking exploits as a good thing, no other community I've seen uses how many ways you can make the game so easy that it's insulting to the players as a measure of how much
freedom a game has, okay, I've seen other people defend exploits before, because they WANT to make the game incredibly easy, but it's not every community that can do this while at the same time complaining about games being too easy.
I'm in favor of freedom within reason, but when freedom is taken to mean the freedom to cheat, then that is going too far. I mean, games often have cheats, even the console in the Elder Scrolls games can be used this way, however, I would not want the console taken away, for two reasons, first, the console serves an important purpose other than cheating, it can be used for testing mods, for one thing, it is also helpful for fixing certain bugs, like getting stuck in objects, which could otherwise force the player to reload, it also has some commands that are helpful for taking screenshots, like TM, which disables the menus, therefore, when I do use the console, my intention is not necessarily to cheat, on the other hand, there's no reason I'd want to use 100% chameleon except to make the game extremely easy. Secondly, the console is not part of normal gameplay, and it's not actually an ability that the character has, therefore, I don't feel like I'm artificially limiting myself or forcing anything, it just seems perfectly normal to not use the console to cheat. The same can be said for mods, sure, you can download mods that make the game extremely easy, but since they are not part of the gameplay as it was designed by Bethesda, those don't count, I wouldn't download a mod I don't want anyway, whether it's because that mod is effectively a cheat or not. And some mods actually make the game
harder (and yes, I've used some of these mods.) but whether you use mods to make the game harder, easier, or neither of the two, the mods aren't even part of the game unless you choose to use them. On the other hand, alchemy abuse or 100% chameleon
are, the fact that you don't use them doesn't mean they're there, and even if I choose not to use them, which generally, I do, I'm still left with the knowledge that it's there, and it kind of diminishes the impact of whatever challenges I face when I know that if I wanted, I could make everything easy by using an option that is part of actual gameplay.
And yes, there will, I'm sure, be exploits, even if Bethesda tries to fix them, in the same way, there will be bugs in the game, no matter how hard Bethesda tries to fix them, but usually, players agree that developers shouldn't intentionally include bugs in the game, or leave known ones infixed.
Though once you bring fast travel into the matter, I can't agree with what you say below.
But..
Why dont you then just go play one of the hundreds of games out there that give you exactly what you want?
I think those restrictive, linear games that are RPG in name only like fable or mass effect are lame.
You dont. You have the advantage that 95% of games on the market caters to your needs.
I dont. I have elder scrolls.
So what your saying is that the moment you impose even minor limitations on the Elder Scrolls (Like say, limiting how strong a chameleon spell can be.) it instantly transforms into a completely linear and restrictive game with absolutely no freedom. That seems a little extreme, I'd think there would be some middle ground between complete freedom and no freedom at all, especially since past games never had complete freedom to begin with... remember how you couldn't join Dagoth Ur in Morrowind? That was a limitation, it was something that prevented you from doing anything you could possibly want to do. And maybe you didn't like that, maybe you felt you should have been able to join Dagoth Ur, and if you could, then so be it, but whether you wanted to do it or not, that doesn't change the fact that it's a limitation, at some point, there must be limitations, because the developers can't account for every possible choice one could make. The only RPG where you can ever truly have freedom to do whatever you want is a pen and paper RPG, and even then, some GMs may try to railroad their players into whatever story they have planned (Though good ones might know how to do so without making the players feel like their feeling is being limited.) In a video game, there are different degrees of freedom, the Elder Scrolls leans pretty far towards the "free" end of the spectrum, but that doesn't mean it's truely completely free, there must still be limitations, it's just a question of where to draw them. I always thought that preventing players from removing all challenge from the game is something most people could agree should be outside of the players' options myself (Okay, maybe easy mode could do that, but even the easiest difficulty in most games still has the player facing threats, it's just that chances are even people who aren't good at the game will be able to overcome those threats, if they try, but more extreme exploits can potentially make it so that you don't even have to try.) but it seems there are those who don't agree with that after all.
What was (and still is) needed was a compromise between freedom and "sensible limits". Having a fresh-off-the-boat character in MW making absurdly game-breaking potions and enchantments at Level 1 was far outside "sensible limits", and needed some correction. Taking away the ability to do things at all in OB was a case of amputating the limb to solve the problem with the broken fingernail.
Those are my thoughts too, I don't generally approve of removing options entirely to prevent exploits, but sometimes, sensible limits are needed, that doesn't mean we should entirely remove a feature because it's potentially abusable, but rethinking how it works may be in order, and maybe the solution is to impose some reasonable limitations on it. I'd only argue that entirely removing a feature is an ideal solution for an exploit if there's simply no other way and the only reason one would use said feature is for the exploit.