so players needn't worry about making a game-ruining decision within the first hour
Will Bethesda also make sure the manual has rounded corners so we won't get paper cuts when we try and read it? I can understand some of the reasoning behind removing birthsigns but presenting this as the reason patronises us as well as making the reporter who wrote it look stupid. Your birthsign could never be a game ruining decision. The writer on the MTV blog might think that their readers and other people who play The Elder Scrolls games are stupid petulant children but I tend to give them a bit more credit, yes even the much maligned console gamers.
Birthsigns were pretty much useless so there were two options:
Cut them out or make them more useful even in later levels. The second one goes against the "don't screw up your character at the very beginning" thing, so they were cut.
Make them even more useful at later levels, choose one that proves less useful for your play style than you originally thought, and then Wah! Wah! I wish they had never included this. Um, sure.
Even assuming that the 'game ruining decision (oh no I ended up with a greater power that gives me invisibility once a day instead of an extra 10 points of speed curse you pharaoh!)' wasn't made up by that writer, did you ever think that it might like, just be kinda possible that Bethesda could have developed the birthsigns so that no matter what you chose you would end up with a useful power/spell/boost to stats or whatever and none of them could be considered 'game ruining'. Just a thought you know. I'm not sure of the reasoning behind Bethesda decision to cut it but I'm fairly certain the sentence "We worked out a way to increase the power and usefulness of birthsigns, but it means that people can screw up their characters if they pick wrong one" was not said in the meeting where they decided to cut them.
If you're a first time player, and you've chosen Atronach you would be greatly confused why magic doesn't work like it should be.
If I was a first time player and picked Atronach and was confused why magic wasn't working like it should I would probably make the minor mental jump that the ability 'stunted magicka' might just kinda have something to do with it. I think I give people more credit than you are prepared to. Yes, I'm fairly certain that even first time players on the console would be capable of working out that 'stunted magicka' has something to do with the fact that your magicka isn't regenerating. Then there is also that description in the box that outright says that it prevents the player from regenerating magicka. People who play games on consoles do know how to read you know
Wow, buddy. Go play Monopoly if you want a game based on luck and dice rolls. No one else in the past 15 years of the videogame industry thinks like you do. I've played RPGs since turn-based old school ones near the end of the last century, and they still involved skill. Leave luck, chance, and number crunching to bored board games and out of real gaming. I'd rather have an RPG in which I have to make smart strategic choices for my character development, but where I also have to use my gaming ability to win. Hence why I love TES.
There is a large and well serviced genre called the action rpg genre where you can find all the lack of skill rolls and 'strategic choices for character development' that your heart desires. For those of us who prefer real RPGs, you know the ones that aren't part of the Diablo series, we like to have a larger emphasis upon the skill of our avatar. There are a heck of a lot less true RPGs than action rpgs available, so it isn't like we are trying to deprive you of one of your two or three releases a year from your chosen genre. I hear Dragon Age 2 might be right up your alley.
Lockpicking should be something that somewhat relies both on real life skill and in-game skill.
It seems you fundamentally misunderstand what an RPG is. In an RPG you control an avatar in the game world. While you as a person makes deicisons about what your avatar does and how your avatar grows it is entirely up to the growth in skills that you have chosen for your avatar that affects how they do what you choose for them to do. It's possible for you to make a case that for combat some degree in how well you as a player can press the buttons left and right and keep something centred on your screen (not difficult things even for small children) is important, but for non-combat tasks like lockpicking there is no requirement for any player skill to be involved at all. If you want player skill to be the prime determinant of your game then I suggest you go play FPS games or action rpgs like that other fellow. You really should also make the effort to understand the fundamental characteristics of an RPG. There are some sites on the web that discuss this issue indepth. You should search them out.
Like i said, the higher the character skill, the less player skill involved
That's one of the more ridiculous statements I've heard. The very idea that a player can compensate for their avatar's deficiencies goes against everthing that these games represent. You can only cast open lock spells if your alteration is at the high enough level, it doesn't matter how skillfully you point the crosshairs at the container. So if you can't compensate for low skills in magic why should you be able to compensate for low skills in lockpicking or whatever other minigame?
Not to mention that choosing various tactics, spells, abilities, etc. is also all player-based. Even in a turn-based game a low-int character can be a master tactician.
Exactly. You make the decisions and your avatar carries them out. If you've got no clue about how to fight that group of enemies then it doesn't matter what your avatar does, they'll just stand around unless you make a decision. That's whem the
player skill comes into play. It's your deicions, your ROLE PLAYING, that affect your success. If you choose to try and open that locked box you might find a rare gem or powerful dagger inside that will affect your future encounters. But if you choose not to try and open the box you would never get them. You avatar's skill comes into play when you actually try and open the box.
In summary
Player skill
----------------
Choosing what actions to take and what decisions to make
Character skill
--------------------
Whether and by how much those actions will be successful and whether the decision goes ahead as intended.
I'll just clear up the difference betwen combat and lockpicking since that is most likely what you'll try and use to say no no no. For Oblivion and Skyrim Bethesda has decided to make it a 100% to hit chance since people dislike the visual aspect of seeing a weapon hit something and do no damage. Instead the character skill affects damage instead of to hit chance. You chose to swing the sword in a certain direction and facing a certain way. Your character's skill determines how much damage the strike will do. Similarly you choose to cast the spell in a certain direction. Your character's skill will determine how powerful it can be and how many times you can do it. For lock picking you choose to pick the lock. Your character's skill affects whether the lock is picked or not. Get it? Moving around in combat is a player skill because it is a decision that you make. It is only when you connect a hit with the enemy that the character's skill comes into play. Similarly when the lock is being picked (aka getting hit) the character's skill is the thing that is used.
Let me know if you still can't make the cognitive jump to understand that.