The thing is that only npc's have been able to get catastrophic mistakes to happen. With a menu, the player's home made spells are always as we want them, no mistakes, an exact down to the letter science.
Since when does a menu mean that? You
entirely ignored what I said about point-and-click adventures. They're little more than a graphical menu, and you can get TONS of massive negative things. And you've obviously never touched the crafting system of just about any MMO, where a single click can destroy a priceless item.
Heck, you haven't even really played
Morrowind; you select spells off a menu: "chance to cast" was a collumn there, no? Obviously not a 100% chance for everything, so your claim here, on the other hand, is 100% baseless and invalid.
Worse yet for your argument... You've never even really truly played
Oblivion, have you? Otherwise you'd know that alchemy is based on a system, and based on lack of knowledge. And in
Morrowind,
you could fail to make a potion. Again, your argument that "menu = always succeed" is entirely baseless.
Why are you even showing me these in the first place, to show science isn't exact and that magic in Tamriel is like science on earth in that it as well isn't exact? That's all fine an dandy, but spellmaking for us the player is always 100% exact with no mistakes.
Since when does "spellmaking = 100% success rate?" Again, you
never played Morrowind. Spellmaker-produced spells tended to cost MORE, and, as a result, have LESS chance of success than circinate (pre-made) spells.
Or heck, let's talk about
Oblivion and
Morrowind's alchemy again. (see above)
Again, the player seems to know everything about magic when they're making spells so that nothing ever blows up in the player's face, or backfires, or just plane doesn't work. That's not what science or magic should be.
Since when was this? in
Oblivion the flip side was that spellmaking was crippled to be almost useless. And in
Morrowind, again, you tended to have worse chances of success with spells.
I'm saying the player, us, seems to know everything there is to know about spellmaking with the menu and sliders.
That's incorrect: the player knows everything about spells because
it's all in the manual. This is where that whole "role-playing" element comes in.
I'd much rather have the game be a 3d helmet thing that svcks you in
Realism isn't immersive. Real-life has all sorts of annoying things that get in the way, like how humans, unless they're like Lance Armstrong, can't move quickly for long periods of time.
Similarly, realistic input is NOT ideal: using a real gun, for instance, takes vastly more skill than picking up a controller and pressing the fire button. Crafting is actually tedious work IRL:
that's why people get paid to do work! If manual work was as simple & fun as it was with controllers or keyboards+mice, we wouldn't have paid jobs in those fields.
Games have abstractions for a REASON. And that reason is to eliminate the tedium and boredom of complex, endless repetition from a game. This is why "immersive" motion-sensitive gaming devices don't really take off too much: Kinect and Move haven't been barn-burners that threatened traditional input in the slightest sense: everyone still prefers the controller, even if we HAVE advanced to the point where Kinect and Move could very well intelligently process input for AAA games like
Halo and
Killzone titles.
How is that contraditory? Combining spells in real time right before your eyes with the chance of them blowing up or not working makes you feel like you're actually making spells.
You're making assumptions about
Skyrim that aren't proven, and likely not even so. Plus, by nature, if you don't have the menu, you have to make do with a couple buttons and key-combos... Which DRASTICALLY reduces the amount of variety. So it basically becomes:
- Press fire, frost, and shock keys in combination to pick which element(s) you want.
- Click and hold down button to charge up spell!
- Watch the high-definition graphics effects
I somehow doubt that this somehow can be compared to the complexity of spellmaking. And similarly, you've just stated above that you HATE menus for everything... Given that I've demonstrated that on-the-fly key combos and "hold the button" options can't match the variety of input that a menu can, this does make your statements pretty contradictory, even if you're unaware of that being so.