It seems that preventing exploits is often sited as a reason to limit players' options, just look at the people arguing that levitation shouldn't be in the game because in past games it could be exploited (An exploit which as I've pointed out only comes from bad AI, if the AI is terrible, the solution is not to remove features to artificially force players to play in a way that makes the bad AI a threat, it's to improve the AI.) when the issue of how many armor slots the game should have comes up, people might say that having seperate pauldrons in Morrowind was unbalancing (Because as we all know, it was completely impossible to make 100% chameleon armor in Oblivion.) But I don't feel that freedom and game balance really need to conflict, and when it comes to adressing exploits, altering a feature to make it less overpowered is generally a much better solution than removing it entirely.
Still, I'm in favor of the developers trying their best to make the game as balanced as possible, if you're going to say that balance doesn't matter in a single player game, you might as well say Bethesda should add a spell that instantly kills every enemy in sight without any difficulty or negative impact on the player, after all, balance doesn't matter in single player games, right? Therefore, we can have features as broken as we want, if you don't like them, you don't have to use them. Also, there should be a sword that does 1000 damage, has zero weight and never breaks right outside the starting area, and there should be an amulet in the game that enables god-mode whenever you put it on. In the end, freedom is good, but there must be some limit to it at times, because if there's a feature that basically amounts to enabling god-mode in normal gameplay, that just makes the game too easy, and you can't just say "If you don't like it, don't use it.". Sure, I don't need to abuse alchemy in Morrowind, but I still know I can do it, and as a result, I feel like I'm just artificially limiting myself, which makes the "challenge" that comes from playing that way seem superficial. I want to play the the game Bethesda actually made, not what I'm pretending it is, and I want to be able to play the game naturally without needing to artificially limit myself at every turn, but that isn't always an option, because sometimes, the game is insultingly easy if I DON'T artificially limit myself.
Sometimes reading these forums gives me the impression that fans would be perfectly happy with their being a full suit of all the highest level armor in the game with absurdly strong enchantments in the starting area, and if anyone criticized this for being game breaking, they'd say "Don't like it, don't use it."
Let them cheat all they want, it's not an online game, nor it is going to bankrupt the company.
So by this logic, Bethesda should then put a spell in the game called "I win" which does exactly what its name implies, I suppose?
It's funny how now exploits are a form of freedom, but later people complain how games are too easy and there's no challenge...
You make a pretty good point. People like to talk about games being too easy, but the moment developers try to stop players from making games too easy, they suddenly start saying that the developers are "taking away the freedom", make up your mind people, do you want a challenging game or not? If you want to be challenged by the game, you have to be prepared to have certain limitations that ensure that the game is challenging. The "freedom" the series makes its main selling point doesn't literally mean "do whatever you want", it means "We strive to give you as much freedom as is reasonable." Of course the game has to impose some limitations on the player, whether to ensure that it at least offers some form of challenge, or to prevent it from becoming a completely chaotic and incoherent mess, it's just a question of where to set those limitations.