Ph.D. ? Give me a break, you are being extremely overdramatic.
True. I'm working on my Ph. D. The leveling system doesn't require a Ph.D. and I am guilty of hyperbole.
Still, the point is that this is a very complicated system - and a game shouldn't be that complicated.
The leveling system is easy.
The Hell it is.
Take any person who is not a veteran of RPGs and try to explain this to them. Measure their reaction - if they even understand what you're saying.
Even vets of RPGs (as I am), think this system is overly complicated and ridiculously difficult to understand. And yes, it does have some potential pitfalls in it. Many of them, actually. It's not all that hard to get yourself into a mess in this game.
I can understand and respect the diverse opinions expressed here. Let me simply add my own - no more nor less valid than others:I believe that to truly appreciate Oblivion requires a significant commitment to learning the mechanics of the game.
Yes, it certainly does.
I think Alaston isn't complaining about the way your character levels up, but by the way the enemies are leveled and scaled.
Well, these are two different issues - each with its own set of liabilities (and perks). But correcting one of the two, or correcting both, would certainly be a substantial improvement that helped both cases. The system of leveling itself is indeed complex, and in some ways is counter-intuitive for someone that doesn't have the time or inclination to dedicate quite a bit of time to understanding the mechanics of the game, which frankly... Require a secret decoder ring that's only available on this site or on the wiki. Without that, the average human being has no real way of figuring out or understanding the leveling system. Even if they did, the chances that they'd understand it easily are about zero.
It certainly wouldn't pass the grandma test. The "grandma test" is a term used to describe something that is explained such that you can tell your grandma about it and she can understand, execute, and replicate your results."
The way monsters level is a separate, but somewhat related issue, in that if it were more tailored to the player's method of leveling there wouldn't be huge disparities between the character's ability to kill something and that "somethings" ability to kill the character.
NPCs factor in here too. When's the last time any of you bothered to go get a murderer from the Dark Brotherhood and take him into a dungeon? I completed the quest and took one once... He lasted about two seconds. I tried it two more times with each of the murderers (6 times total, at least). Not once did any of them survive the first encounter with anything other than a rat, a dog, or a crab.
There are other factors at work as well.
Simplifying the system is a good idea. It just is. I realize that we as "hard core gamers" start to feel territorial and we do a bit of gate-keeping sometimes, so we're apt to defend overly complicated systems that "keep the rif-raf out" sometimes.
But the value of having a very understandable and usable leveling system is important, especially if we ever want games like this to become "mainstream" enough that they continue to be supported by the general population.
Let's be honest, gang. This game is popular and because of that, there will be more and they will be better. The reason it was popular was because of the graphics, the size of the game world, the amount of quests, and the number of things your character could start off doing. As the player gets deeper into the game though, the mechanics can and do catch up to them - and most people don't want to devote that kind of time to a system as ridiculously complicated as this one - and that's broken in many ways even once its understood.
If you want to continue to have this kind of product accepted by people outside of a niche market, it must be made so that they can understand it in the long-term so that they don't get frustrated. "It's a neat game. I don't understand it and I stopped playing it though."
I've heard that from people. Maybe they'll buy Skyrim and maybe they won't. Some of them will, but some of them remember that they got totally lost during the last game and they just kept getting creamed too.
A system can indeed be both good for a role-player, and understandable - and it can do both at the same time. It
does not have to be this complicated mess of number crunching and cluster-screw that we have learned to accept.