Some examples of this natural, seamless approach they seem to be going for include:
- Rather than a complex UI, we just have four cardinal directions that seamlessly flow into equally seamless sub-categories where everything is easy to navigate and esthetically sleek (a subjective term, but that is their stated goal.)
- Rather than creating a class and choosing our strengths from the outset, whatever we pick up and start doing on a whim is what we become good at. The more focused we are, the more specialized and the faster we'll level. The more spread out our focus is, the more versatile we'll be, but the less specialized and powerful we'll be in the long run. Likewise, instead of choosing a birthsign, we choose perks as we level up instead. (The depth and options are retained, but the work and complexity of the selection process are reduced or eliminated.)
- Rather than initiating conversations with non-quest NPCs intentionally, it's more like they naturally choose on their own to comment on things going on in their lives, about you, about the world, etc. And NPCs that have more to say (i.e. quest-givers or other essential NPCs) have dialogue trees for added detail where it's needed. (I was concerned about this at first, but as part of an effort to make things more natural and fluid, it makes a kind of sense in my opinion.) Likewise, we can terminate conversations by simply walking away.
- NPCs will give precise directions, and will even accompany us to the correct roads and tell us the correct direction to travel in in order to locate quest locations. (Since we can play with no HUD if we want to this time, this means we have a viable alternative to quest markers.)
- Rather than having separate attacks for spells and weapons, everything will be mapped to attack 1 and attack 2, one for each hand. Whatever we have on a given hand (a spell, a shield, a weapon, or nothing) can be used to perform its own attack, and using both at the same time allows us to block.
Whereas, on the other hand, some signs that they aren't sacrificing depth or granular detail in the world and its culture include:
- Each Nord clan in Skyrim has its own micro-culture, colors, and esthetics.
- There are multiple terrain types and environments in Skyrim.
- There is a Dunmer village in Skyrim (owing to the evacuation of Vvardenfell following "The Red Year," no doubt.)
- While we can no longer create spells - which I concede is initially very disappointing to me - spells have secondary effects and some allow us to deploy them as area effect "traps" (of sorts) for enemies to walk into. So while customization of spells may be reduced in one respect, their utility has been significantly augmented, and the lack of customization can be overcome by providing a sufficiently large variety of spells. (There may also be lore reasons for this now, since the Mages Guild no longer exists and has been split into two organizations; the College of Whispers, and the Synod.)
- There are jobs and/or crafting abilities (I say and/or because we don't yet know whether one can be considered a job or a crafting ability, whether it's a skill, or what) now, apparently including woodcutting and weaponsmithing.
- There are more people working on dungeons this time around, and there are fewer total dungeons in number (roughly 90 fewer than Oblivion,) evidently in an effort to make them more unique and varied.
- The economy of villages and towns can be impacted by us damaging things like their mills. This will affect prices. Every town has an economy.
- Even small villages contain 10+ buildings.
- Dwemer ruins return.
- Radiant Story (whether one approves of its other potential implications or not) should mean different characters experience at least some quests differently, and in different locations. This will be true of 75% of quests.
- Race designs are more distinct and varied, and character creation is more customizable than in the past.
- Weapons have separate block and attack stats.
- There are little environmental touches like birds, and fish that leap out of the water.
- Dungeons now feature numerous puzzles. The 3D rotation/examination of inventory items will play into solving some puzzles.
So - and as I said, I could be completely wrong, as we won't know until the game is in our hands for certain - it appears as though they're trying to give us a game that is much more culturally and and environmentally varied than Oblivion was, and even making it less of a "hand holding" experience than Oblivion arguably was, but while simultaneously making the game accessible, seamless, and intuitive to use so that there is less between us and the experience.
In short, unless I'm totally wrong - which as I keep saying, I could be - this sounds like potentially great game design. What do you think?
EDIT: Updated to also include new information from Italian magazine and other earlier released details.