More specificaly to mind were the design differences between Morrowind and Oblivion.
Morrowind treated Mana like the health bar. A limited resource that could be depleated.
This lead to some interesting design considerations:
- Mana potions were more like health potions, valuable and life saving.
- More strategic/conservative spellcasting required
- Scroll creation was a key feature, required by serious casters to expand your options and limit mana use. These required resources and forward planning.
- Due to limitation on mana, spells were balanced with this in mind
- Early game difficulty for pure casters was higher
- Magicka absorbtion was a big plus, Atronach sign was a real caster option.
Mods were introduced by the community later that added mana regen to morrowind, but some saw this as harming game balance.
Oblivion took a page from the book of the mods that the community added to Morrowind and included a scaling regen on release.
Implications of this design decision were:
- Potions less necisary, treated more like boosters. Spell effect potions were less valuable also, often used as vendor trash by casters.
- More action oriented casting, high levels of willpower meant many spells could be recast over and over endlessly.
- Scroll creation was removed, likely deemed un-necisary with constant mana regen.
- Some high tier spells like invisibilty could effectively be on permanently. Utility spells were always available.
- early game dificulty for pure casters was quite low, fireball spam would kill early mobs easily.
- Magicka absorbtion was irrelevant, Atronach sign was gimp
My personal thoughts are that I miss some of the more slower paced strategy around the earlier system, but the freedom in the oblivion system was fun.
I would like to see a middle ground:
Somewhat slower natural regen, a return to scrolls as a resource to help manage mana, and a hardcoe mode that dramaticaly slowed natural mana regen so it took 5 minutes to refill an average mana pool from empty.
What does everyone else think?