OK, sorry if it annoys some people, but I'm going to only respond to the first post, because there's simply too much here I want to respond to before I read 150+ more posts, and forget what I was going to say.
You know, my first experience with TES was Morrowind, when I played it on the XBox of a friend. I started off trying to make an argonian mage character, and started exploring the town, found nothing really interesting to do, and started looking for those clamshells that had pearls in them. I then kept getting my head nearly handed to me by mudcrabs, because I could basically only cast 2 spells before being out of magicka, and my attacks missed 90% of the time. After going exploring a little more, I found a small cave with a person inside of it. I went up to go talk to him, and see why he was staying in the cave, and he then killed me in one hit. Reloading, I tried actually sneaking up and trying to fight him, and he still completely curb stomped me.
It was then I basically quit the game, realizing that the game wasn't really very well level scaled. I wasn't having very much fun because none of my skills worked, and the game really wasn't giving me any information as to why. How, exactly, was I SUPPOSED to be a mage if I had to sleep for 6 hours after casting a fire spell that could hardly out-damage a cigarette lighter, or get my melee skill ranked up if I couldn't even hit a freakin' crab?! Worse, I had no particular idea where I was going, but exploration wasn't really an option because I would suddenly, arbitrarily, be face to face with something far more powerful than myself blocking my way. It actually impeded my exploration.
You know, my first experience with TES was Morrowind, when I played it on the XBox of a friend. I started off trying to make an argonian mage character, and started exploring the town, found nothing really interesting to do, and started looking for those clamshells that had pearls in them. I then kept getting my head nearly handed to me by mudcrabs, because I could basically only cast 2 spells before being out of magicka, and my attacks missed 90% of the time. After going exploring a little more, I found a small cave with a person inside of it. I went up to go talk to him, and see why he was staying in the cave, and he then killed me in one hit. Reloading, I tried actually sneaking up and trying to fight him, and he still completely curb stomped me.
It was then I basically quit the game, realizing that the game wasn't really very well level scaled. I wasn't having very much fun because none of my skills worked, and the game really wasn't giving me any information as to why. How, exactly, was I SUPPOSED to be a mage if I had to sleep for 6 hours after casting a fire spell that could hardly out-damage a cigarette lighter, or get my melee skill ranked up if I couldn't even hit a freakin' crab?! Worse, I had no particular idea where I was going, but exploration wasn't really an option because I would suddenly, arbitrarily, be face to face with something far more powerful than myself blocking my way. It actually impeded my exploration.
First of all, I want to clarify that I do not think Morrowind is the god of all games. I think a lot of the features in Morrowind (particularly the combat) was quite broken. So, I agree that the combat in Morrowind, was, for a large part, dissatisfying. As I've said elsewhere, I do enjoy Skyrim. A lot. 80+ hours worth. However, I'm now trying to work out why I don't really feel like going on, and giving it the replay value I gave Morrowind, and also why I found some things in Morrowind so much more immersive than OB and Skyrim. As such, I really want to hammer home that I believe the game needs evolution, I really do, but that I feel like simplification of a few certain things is having a trickle down effect to the extent that constricts and narrows the game. I don't want another Morrowind. I don't want to wander around 80% ashlands again. I don't want bad combat etc. etc. However, I want some of the original game mechanics back that helped my immersion, and I believe have been taken out to the detriment of the experience.
Now, yes, I obviously got over my initial revulsion, but keep in mind, Bethesda is a corporation, and corporations exist for the sole purpose of making money. There is no "Selling Out", they had no values beyond money to start with. And in order to make money, they have to be welcoming to new players. The sort of experience I had is anathema to them expanding their player base.
As I've said elsewhere, Beth is a corporation, and a company, but I think it's cynical to state that all they care about is the bottom dollar. I'm sure there are individuals within the company who put passion into the product, in order to give us the quality that we love today (or lesser than yesterday, in my case). However, anyone with any business sense AT ALL can see from games like Minecraft, and the original products that made these games successful at all, that something a little more complicated than the norm does not turn people away. Minecraft in particular is anathema to ANY video game industry pitch, ever. And yet it sells and continues to sell millions of units. Sure, Bethesda is a corporation, and they need to make money, but assuming that can only be done in one way is bad business sense. Similarly, it is up to the consumer to say when enough is enough. What if, next game, enchanting is removed, but players can find soul gems that they can attach to their weapons to give them power? And after that, what if a dungeon can be "autodungeoned" so it needn't be fought through? And what if, after that speechcraft is removed entirely, and all magic fields are merged to "Magic" perks, and all combat perks are merged to combat perks, and all stealth become all stealth? What you see is that the player (and assumed player intelligence) is coddled until eventually you end up with an experience approaching an open world Fable. Of course, you can say that none of this is going to happen, but it could - it's very possible. Look at the way the community responded to MW's hard map usage. People would mark their own physical map that came with the game, they'd look on Wiki's, ask other players for knowledge. All this, I believe, in the mind of the gamer, was fun. You were actively engaging with the lore and geography of the land, pouring over resources as you would in real life. Instead of a moderate fix on this issue (which wasn't really complained about at all on the forums), we got GPS mapping and fast travel. Do you see what I'm saying? If nobody says "hold on a second", then Beth won't understand the wants of all their players. It's much easier to work for a silent consumer, but it's also more dangerous, because it means that you're already losing your most die hard, caring fans.
That doesn't mean everything you said is wrong, but that there is a clear and obvious reason why "coddling the noobs" should be one of their highest priorities, and giving the veterans who will stick with Bethesda practically no matter what they do second-class citizenship is also an obvious result. If you are going to argue for something, you have to argue not just from the perspective of a player who understands how Bethesda games work, and how to adapt to them, but also explain how this is something that will better attract new players to the series, as well. (Or at least, not turn them off.)
I understand what you're saying, but I don't think making something much easier at the expense of (already established bounds of) immersion is a way of doing it. Sure, fix the combat, it was garbage. Fix the weapon hitting, that was illogical and frustrating etc. But fixing something with such obvious scaling and fast travel isn't even giving new players a chance to experience one of the big things of what made the games great in the first place. Essentially, to assume that new players are dumber than old players, or less capable, isn't the way of widening it out to a larger market. Similarly, the thing contains violence that restricts it to a more mature age group, so having it this simplistic and easy just isn't plausible to the market in any case.
I actually think Oblivion did the best job of this, putting aside the fact that your compass had some sort of weird "Spidey Sense" that would tell you that you were within 50 meters of a new cave.
But that's exactly it. Why do I need help to find this place? Surely if the world design is so amazing (and it is), the fact that I struggle to find an ancient, unopened cave is a victory for immersion and the entire lore and feel of the world. Why do I need help to find a place someone could have just described, and allowed me to find for myself? In removing this aspect, it speeds to player up much more to the fight, which I'll address below.
Bluntly, Fast Travel makes sense. I do, myself, enjoy making the trip to a dungeon and picking all the flowers for alchemy ingredients along the way. However, after killing everything in the cave, and being completely weighted down with loot, it makes sense to just travel straight back to town, sell it off, go back and pick up the things I couldn't carry in my first trip, and return. (Actually, it would kind of be better to do the D&D thing, and just have a bunch of hirelings that sit at the cave entrance and haul the loot out for you when you're done, but that's getting a little too technical.)
I don't think it does make sense to randomly teleport. Make the trip, hell, have horses be actually helpful and able to carry loot. Bring your companions and load them up. Manage the actual dungeon encounter with some forthought. With fast travel, Bethesda removes the need to make any of these actually evolutionary game design decisions. Instead of winning friends with speechcraft to come and help you in dungeons, and wait outside as squires and servicemen, you just port. Instead of saving to buy a pack mule that you can lead to a dungeon and hitch outside so you're able to transport all your goods, port. You see, there are so many ways to achieve immersion, but they require game design decisions and a lot of thought to make it work. This is the purpose of a sequel. Similarly, saying that "that wouldn't be fun" isn't valid, as all you're really leaving left as "fun" is rewards for quests and combat.
Teleportation that has a maximum range has a few problems: First, range makes no difference - you can just teleport waypoint by waypoint to where you are going, and the only result of your change is that you make the player sit through more loading screens. That hardly adds something. Second, it makes "pure" characters who are not mages significantly less viable. Players might not like to level up without really intending to by fast-travel. Third, consider why we have a "wait" function in the game... it's because sometimes, you need to wait for something, and it's just plain boring to do so. The fast travel system isn't the player teleporting, it's just the game's "story" skipping the paragraphs where you simply ran straight past everything to get to the point where you wanted to go as fast as possible. If a player just wants to get on with something, and not enjoy the scenery, the game shouldn't smack his/her hand and tell him/her no, they should let them, because it's ultimately the player's game. Reward the player who stops to pick the flowers, but let players play as they choose. You can always just choose not to use it, and indeed, many people don't use it except for when they are specifically just trying to get to town to dump off their excess junk or report in a quest.
When I suggested these points, they were a general idea that needed to be worked out for many hours in a way that made sense (which should have been done for the sequels, as an evolution). Loading screens are fine, if they are symptomatic of a real world decision. For instance, why do shopkeepers not have an infinite amount of money and supplies? When I want to sell anything, I have to skip between the fences all around Skyrim. I'm already looking at a tonne of loading screens, so saying that loading screens turn a player off just isn't true. In any case, this isn't about loading screens, it's about making the player think and make decisions and sacrifices based on how they want to play the game. Are they an archmage mage with 100 in alteration who is finally able to port across the entire land, or just a lowly mushroom collector, who is only able to make it to outside the next town? From a game design perspective, this makes sense, because mages are less viable under the duress of unplanned combat in the wild, whereas my beastly duel wielding Barbarian makes his home on the plains, as he strolls the highlands searching, investigating etc. You see what I mean? There's a thousand times more heavy lifting done with a well explained, restricted teleportation use, than a free for all, unlimited fast travel ability. Hell, even only allowing one fast travel a day would make more sense. When is your character resting? Similarly, while fast travel is a choice, it is still a primary feature in the game. I can easily imagine next game that they'll entirely remove the carts outside of the cities, because, let's face it, with fast travel they're useless. Who, after the first hour of gameplay, would pay for the privilege of insta porting to where they need to go? My point is, if you don't fight for things, they may not stay as is, they may become worse and more stripped back.
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* No regenerating health. Keep the wild as a dangerous place. Taking shelter in caves etc. and resting for a while added to the immersion and meant that you weren't always questing at night.
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I partially agree with this, although I think something like having a "sit down and rest" mechanic where you didn't enter the time skip, and just started regenerating there would also be a decent compromise. Since every character starts the game with a healing spell, just having them constantly regenerating while sitting down and taking it easy to regenerate magicka still makes sense. Having enemies that actually would patrol from room to room so that you can't just sleep one room away from the next enemy ambush would make a lot of sense, as well.
* No regenerating health. Keep the wild as a dangerous place. Taking shelter in caves etc. and resting for a while added to the immersion and meant that you weren't always questing at night.
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I partially agree with this, although I think something like having a "sit down and rest" mechanic where you didn't enter the time skip, and just started regenerating there would also be a decent compromise. Since every character starts the game with a healing spell, just having them constantly regenerating while sitting down and taking it easy to regenerate magicka still makes sense. Having enemies that actually would patrol from room to room so that you can't just sleep one room away from the next enemy ambush would make a lot of sense, as well.
In any case, it's another game design issue that required some good thinking out, that hasn't received any thought at all.