and game B has no disadvantages? sneaking with heavy armor is harder, cant block arrows unless you have a sheild, not increasing combat skills and increasing smithing and enchanting etc will make enemies harder when using combat. all while game A has an advantage with major skills and forces you to stick to those skills.
actually game A only lets you choose a birthsign and/or a limited choice background. while game B had stones you have to find to earn the extra bonus, and you can create any background if you choose. But since this is all irrelevent theres no arguemenet here lol so biased on game A,
flying/walking on water/ are in no way usefull to combat or gameplay.
and enviroment wise, game B has huge mountains with whirling winds and swaying trees, snowy plains and colorfull skies .
because everyone in game A has to reflect you personally at all times making the player feel important? nah
world in game B feels more realistic a fluid id rather have a game where "arrows" depend on me actually hitting my enemy or missing than having a system where i miss even though i hit him because a "skill" is too low, or no mater how high the lock lvl is if im good at picking locks i can pick it Very bad comparison
Nothing in "Game A" forced you to use either your Major skills, or your Minor, or Miscellaneous, other than the rate of success or failure at low skill levels. You could self-train most of them, and paid training was available in the others. The world, being only partially levelled and almost totally unscaled, allowed you to handle it at your own pace, and didn't severely "punish" you for doing non-combat tasks. "Game B" punished non-combat play by forcing you to level up, thereby making the world around you harder. In short, it was all about combat or things that enhanced combat, whether you wanted it to be or not. If combat became difficult and you attempted to avoid it, the problem only got worse.
"Game B" had a few character advantages/disadvantages, but nowhere near as many as "Game A". When a couple of Perks in "Game B" negate just about every disadvantage, there's no long-term reason to do anything but the obvious "best" choice. When each choice has both its positives and its negatives, your choices become meaningful.
Not only did "Game A" allow you a choice of Birthsign, Race, and a "Class", with a combination of Skills and underlying Attributes affected by them, it allowed you the option to either tailor that class extensively, or just choose a pre-made one for simplicity. "Game B" had magic stones that you could find, which was probably in order to allow you to gain every benefit without any of the drawbacks (I don't know for certain, since I can't play it due to the Steam requirement). Otherwise, it also had Skills, and Perks that were partly redundant with Skills, did a small part of what Attributes used to do, and fortunately gave at least a few unique "specializations" which it should have been limited to in the first place,
In "Game B", there was nothing in the game to require, or even have any practical use for, Levitation or Waterwalking. "Game A" made extensive use of that "third dimension", and it opened up a host of possibilities and ideas for the player. For a magic-based character, it was game-changing. For a ground-bound fighter, not so big a deal.
I can see "huge mountains with whirling winds and swaying trees, snowy plains and colorfull skies" about an hour's drive away, at least occasionally this time of year. Seeing an exotic island with giant mushroom flora and dwellings, as well as massive insectoidal creatures and "semi-dinosaurs" is something that I can't do without a video game, or by abusing some sort of recreational chemistry.
When everyone (except for obvious "enemies") automatically likes you in Game B because you're "special", that's hardly believable. When the NPCs' reactions toward you in Game A are influenced by numerous factors, including your race, your faction affiliations, and even your clothing to some degree, that's a bit better.
"Game A" was about the character, while "Game B" was about the player. If the character's skills in Game A were absolutely pathetic, no amount of skill on the part of the player was going to compensate for it, although there were generally other solutions to be found. If the player's own dexterity skills in Game B were poor, or his/her reflexes slow, no amount of skill on the part of the character was going to compensate for it, and you were simply stuck. In other words, a skilled Thief could pick locks in Game A, and Skilled Fighter could hit opponents, a skilled Mage could cast spells. In Game B, a Master Thief might not be able to pick an Average lock, or a Novice Thief might be able to easily pick Master locks, all because the player's own skills are good or bad. One game is a character-based RPG, the other is a player-based Action/Adventure game. This is not an "A or B is better" aspect, it's a recognition that the fundamental nature of the games are different, and appeal to different market segments, with a bit of inevitable overlap. Unfortunately, while there are at least a dozen fairly recent Action/Adventure games, there have been no new character-based RPGs to hit the market in almost a decade, so for the fans of that genre, this series was the last of the line, and now it's been taken away.