I think a lot of people consistently misrepresent the problems at play within these games, basically creating a strawman of their opponents. A problem allowing you 100% chameleon is a problem, regardess of whether I choose to take advantage of it. When you get a 30% chameleon item and recognize it is only filling one of your armour slots, it is perfectly natural to wonder whether you could become completely invisible. When I play Oblivion, I have to consciously limit my freedom to act as I would within the world so that I don't break the game. Let's be honest, if you were a warrior and you figured out you could become completely invisible, you would take that opportunity. What a good game does is limit the scope of possible powers, and then allow you freedom to use them as you see fit. In the real world, you are not just given the opportunity to attain ultimate power if you feel like it. Obviously this is a game, but the developers never intend to make you invincible, as that tends to ruin the gameplay. The problem with chameleon was that the implementation of the effect was not balanced within the game world. Yes, you can limit your usage of chameleon, but you have to make a conscious decision, all the while knowing you could be invincible if you felt like it. That breaks the organic feeling of playing the game. When I play a video game, I want to feel like I am using the available powers to their full potential while struggling to become the best I can be, not that I am consciously limiting my actions to maintain that balance. My struggle should feel real, worthwhile, and necessary.The balance in the game world should feel organic and binding on a player. In Skyrim, I want to feel like dragons really are the terrifying creatures I imagine them to be. This feeling is completely ruined knowing I could kill the dragon in one shot simply by hitting it in specific spot. There are absolute exploits, that really do require your attempt to circumvent the world. Those can never really be removed. However, things like 100% chameleon or the ability to sit on a 2 foot tall rock and be invincible are flaws in the game, not the player.
Obviously this is a game, but the developers never intend to make you invincibleThis was certainly the aim of Oblivion level scaling. The thing I dislike about this idea is that only a certain number of character builds, the ones that are levelled as per the 'arms race' mechanic, are viable. If I create a humble mage type character, one who picks ingredients, studies alchemy, and uses the profits from selling their potions to finance the further study of magic, I very soon discover that my character is a dead duck much beyond level 5, if not before. The attempt to fix perceived exploits has totally eradicated my freedom to play a character I would enjoy.
Morrowind was the exact opposite in this respect. By deliberate design it allowed all character builds to eventually become invincible. It appears that many see this as a bad, or even stupid decision (irony 1), but it was a compromise (a very essential compromise 2), that allowed every possible character build from power gaming warrior though humble mage to (almost) pacifist healer, to exist in the world and go on to fulfil their destiny. At this point you probably think I'm talking out of my backside, so, a little quote from Morrowind Lead Designer, Ken Rolston:
Major considerations were: playability, balance, flavor, and role-playing portfolio.
Playability and balance were addressed through increasing differentiation between play styles - fighter, mage, thief - better balancing of comparative utility of skills - the design goal was to have no skill that wasn't suitable as your main skill
...
I believe some classes in Daggerfall were easier to powergame up advancement ladders than others, and I believe that will also be true in Morrowind. Players interested in maximizing the efficiency of powergame advancement will probably find help in our Very Fine Hint Book?. I believe other classes, like the Healer, will continue to be difficult to powergame, because they are built to exploit certain role-playing-specific features of Morrowind. And role-playing options may often provide more complex and satisfying gameplay options while being comparatively less efficient, advancement-ladder-wise
< taken from http://rpgvault.ign.com/articles/357/357232p1.html A full index of the pre-release interviews can be found at the bottom of this page: http://rpgvault.ign.com/articles/357/357980p1.html >
(irony 1) When I play a video game, I want to feel like I am using the available powers to their full potential while struggling to become the best I can be, not that I am consciously limiting my actions to maintain that balanceMorrowind was designed primarily as a RPG, as such it caters to an audience that revels in compromise and choice and self imposed character based restrictions. Morrowind sold quite well, and still sells well according to Amazon, and was released on XBox and between the two platforms found a whole new audience, an audience with different play styles and expectations to those of the original game design. It would appear that many members of this new audience loved the game, or parts there of, so much that they wanted to level and level and kill and explore indefinitely, and when they found their character to be a god they complained by the score that the game was broken. Irony indeed.
(a very essential compromise 2)Deus Ex is legend for level design that supports all possible character builds, Fallout 1, 2 and New Vegas also deserve mention as does Bloodlines and others I'm sure. The problem with designing multiple solution quests is cost: writing, implementation, testing, it all adds up. Here Morrowind compromised, some may say cheated, and instead of splashing the cash on multiple solution design the game simply ensured that every possible character design would 'get there eventually'. I know nothing of the development budget, but when I look at the detail the devs placed in the world I consider the compromise to be worth while.
Conclusion
Freedom vs Exploits? Ignoring obvious game bugs, even the humours ones, I think the argument comes down to target market and play style. By level 10 my humble mage may find herself totally at odds with the game, but after years of diligent study she can wield magic of a power found only in legends. This is what many here are calling exploit but to my mage, to my game it is the very essence of survival and something I do not exploit to game breaking proportions. A game that allows such flexibility is inclusive of many play styles, the drawback being that some will have to exercise restraint in order to maximize their enjoyment. A game devoid of such flexibility more likely favours a single play style, the style around which the game has been balanced, the drawback being that some are now totally excluded. It would be sad, after 10 years, to still find myself excluded.