I hope Bethesda takes the time to read this thread. Some might have been mentioned before (probably), but it's kinda important. On one hand, Bethesda claims to criticize their own game the minute its out and they're free to write down everything they did wrong with it. I respect that, and I also respect Bethesda's overall ability to create kickass games. BUT, certain "simple things" seem to continually get ignored by the devs (not just Bethesda) in favor of all the gimmicky game-selling grandeur. Selling a game is important yes, but game sales isn't just about the gimmicks - it's also about the little things that makes us, the players, feel like the game has a certain "little extra". A solidity and "infrastructure", sort of. Here are some examples of things I sorely missed in Oblivion:
1) Leveling toggle on/off:
Simply put, the ability to turn skill gain on/off would allow players to control the rate at which they gained levels. Some player would want to play a long low-level game, while others would want to get to maximum level quickly. This feature would put that power in the hands of the player, without imbalancing game progression. Encounters are still scaled, and you won't be getting Daedric stuff if you're level 5, anyways (assuming that Skyrim is anything like Oblivion). Also, since skilling is tied to level-up, you won't be able to exploit having superhigh skills at low levels since you DO NOT gain skill if this is turned off.
On each skill-up: IF toggle = ON, you gain +1 skill. If toggle = OFF you gain +0 skill. Should be very simple to code for such a huge positive impact on gameplay flexibility.
2) Gametime = Realtime:
Which one of you at Bethesda got the idea of letting the in-game clock go 50 times faster than realtime? Why would anyone need the time to go quicker when they can just hit the "Wait" button and use seconds to get to the other half of the day anyways? I can understand it if you're playing a fixed-clock game. But any game that has a "Wait" button?!!
In Oblivion, I'm running around in the Imperial City and I'm unable to explore even half the city before all shops close and I need to fast forward the time to the next day. Traveling between cities also eats massive hours, causing half of the travels to get me out of the hours I need to be at places - forcing me to use "Wait" button way too much, instead of when I personally want to use it. For ANY singleplayer game that has such a "Wait" button, one would assume that "gametime = realtime" would be a quintessential rule of game design. Please tell me why this isn't the case.
3) BIGGER Map Size:
One of my greatest disappointments for both Oblivion and Fallout 3, was the grocely minimized world map sizes - both in terms of screen coverage (in Oblivion is filled maybe 1/3 of the screen, in Fallout 3 it was even smaller) and in terms of the map size itself (e.g. the map in Oblivion should been scaled larger so that icons would be a little further apart). The latter is not a major issue IMO, but the screen coverage IS, imo. Not because its so incredibly detrimental to the playing value, but because it's completely unnecessary. Every feature that lowers the gameplay value, even by a small amount, needs to NOT be there.
The game is paused (although maybe not for Skyrim), and the current focus is to study a map of the world. Why should it not be covering the entire screen, more or less? Give me ONE good reason (for Skyrim), even in a realtime map reading. By the simple press of a button, the map is gone anyways, and it's not exaclty like a map read will make you particularly vulnerable either (due to that same button to take you back into the game world in 1 second). So please make the maps a little less cramped up, user-hostile and outright annoying. Fallout 3 is forgiven, due to how you wanted the map to fit within the Pipboy 3000 screen, but what about Oblivion and now Skyrim. Besides, why couldn't Kid 101 just bring his/her Pipboy closer up to his face?...
4) In-game notepad:
Deus Ex had this feature. Enough said. Why do action and adventure games have this roleplaying feature without effort, when an actual ROLEPLAYING game does not?!! Please give us the power to write own notes in an in-game journal and be able to group our notes in folders that makes it all easily reviewed. Wow suffers from the same, but EVE Online implements it masterfully. There's ALWAYS gonna be certain things that a quest journal doesn't pick up on, clues and whatnot. Player-written notes can also help with immersion, especially if we're presented with a lot of freeform clues and information that requires us to take notes. Just imagine being able to write down all the trainer locations in Oblivion, or a list of all the visited locations that you haven't yet fully explored (and you want to wait until later to explore them - but you need to remember which you didn't explore).
There are also several other things I'd like to see in Skyrim, but I think these 4 cover the most important features that I can't think of good reasons NOT to have in the game. They are simple to design, very user-flexible, balanced and they all make perfect sense. As for you fellow forumers, you're free to disagree of course.
Discuss!