Don't lump me with your imaginary "segment" of the Oblivion fanbase, thanks. I'm not a moron. You're suggesting that Oblivion was designed for idiots who can be distracted by flashy, colorful effects and "Press X to win" gameplay. Drop the condescending tone, and this crap about how "It's not bad, it's just a stupid game for stupid people."
I've said no such thing. All I've said was that Oblivion is a good game tailored more for the action-adventure crowd rather than the hardcoe RPG crowd. This is, in my opinion, rather undeniable. Instead of focusing on details, the gamesas team focused on flashy elements. Elements that would suit action gamers.
I'm not at all suggesting that you're a moron or even a simpleton. I'm simply saying that you care more for an action-adventure whereas I care more for a stat-intensive game that resembles chess somewhat more than it resembles a typical action game. How you translate that into a flame is beyond me.
See my spoiler with regard to the Main Quest. Have you ever broken into Vivec's Palace before you're supposed to? You can't interact with Vivec until you're supposed to, and you can't get to that point in the game if you murdered the essential NPCs. So the end result is the same-- if you want to actually see the MQ to completion, the essential NPCs can't die.
I'm sorry to be blunt, but that's [censored]. You can use the backdoor if you can open a lvl 100 lock. You need to "deal with" someone reasonably strong, pick up an item from his corpse, read the papers available in the room, find the dwarf, talk to him, and voila. You don't *need* to talk to Vivec at all to finish the MQ. It's rather obscure what you have to do, granted, but it's quite possible.
Ah, so you're complaining that they stripped out weapon types. In a 2005 interview, Gavin Carter stated that "We've looked at the skill list and made it so it's a little easier for us to balance. So now there are 7 skills in each category, combat, magic and stealth. Each have 7 representative skills. For example, the blade skills are combined. So short blade and long blade are now only skill. But it works a bit better. So, there are a few more changes like that." Whether you believe him or not is a different matter, but if this system did in fact make it more balanced overall, then it's a better gameplay experience, and I'm willing to accept the tradeoff.
I don't care much about the fewer weapon types. What I care about is that their weapon types don't make much sense and that the omissions hurt the suspension of disbelief. Axes aren't blunt weapons, small knives aren't two-handed swords (and vice versa), and there's no way you'll not see a spear in a world with armoured horses. Those are just minor details, but they bother me. Heck, even Morrowinds mixing up of one-handers and two-handers is somewhat annoying but at least it tries to represent the major categories of weapons.
And as far as weapon balance is concerned, the optimal thing would be to just have one skill called "weapons" and then make everything governed by that one skill, but you wouldn't advocate that, would you? Why not? When you decide why you think that would be too extreme, add a couple of levels to your reply and you'll see why I think Oblivion went too far. Either way you turn it, the changes do dumb down the world. Suddenly highly intelligent and warlike Imperials can't think of using one of the simplest damn weapons in human history.
The point of an RPG is choice and consequence, typically in story terms. I don't think penalizing players for experimenting in terms of how they play is a good thing.
Again with the action-adventure approach to RPGs. Of course there has to be a drawback depending on your approach to combat. If you use spells all the time, you're not gaining physical skills. If you're using a bigass sword all the time then you don't become good at fencing with small blades. If you're using a shield a lot then you don't learn how to fight with two-handed weapons. Heck, using a bow doesn't teach you how to throw darts, daggers, or use a crossbow. Again, details. Important to the hardcoe crowd of RPG gamers but not so important to the action-adventure segment.
And no, this still isn't a flame. I like melodic death metal. You probably don't. Is it an insult when I suggest you're probably a softcoe pop-fan, like what, 70% of young people? Talking about action-adventure and RPG is the same thing. Just because you want to play a game that uses player skills over character skills doesn't mean you're a moron. It just means (that I think) you have a different preference that is less suited to computerized pen and paper roleplay and more suited to action games with flexible stories, akin to Deus Ex. Which, by the way, was an excellent game, even if it wasn't a hardcoe RPG. Just to spell it out, if you try to use your personal skills with a sword as a reason why your pen and paper mage can fence pretty well, your dungeon master is going to laugh and make your mage accidentally stab himself in the foot. That's P&P in a nutshell and there are people out there who like the concept. I happen to be one of them and Morrowind combat matched that concept a lot better than Oblivion.
A lot of your complaints seem to stem from the fact that you don't like that more people are able to get into the game and experience it this way.
You're telling me not to flame and calling me an elitist bugger in the same post? o_O
No, I don't mind at all that the game is made more accessible. What I do mind is that the detail-rich world of Morrowind is replaced with what I consider a flashy bling-bling world in Oblivion. My computer can't handle all the eye candy anyway, so how does all the bling help me? The story isn't as good, the atmosphere svcks, the leveling scheme is terrible, the leveling system is still the counter-intuitive crap from Morrowind (which by the way is odd, seeing as the devs wanted to streamline the game), and exploration isn't half the fun it used to be.
And by the way, I'd like to stress that any anger I may or may not seem to display is directed solely towards what I consider intentional design choices made by Bethesda Softworks. I don't blame the Oblivion players at all. They've done nothing wrong. They're simply belong to a bigger segment than I do and so they get games tailored to them and I don't. Not their fault one bit. And while I'm explaining myself anyway, you really shouldn't take offense from me using the word "segment". I'm a business student (and a cynical one too) and they nut-slapped me with a rotten fish until the term was all but stapled onto my neocortex.