Except that birthsigns are part of world lore and part of defining your character's strengths and weaknesses and guardian stones are arbitrary, because you can switch them.
Birthsigns in lore are never said to confer magical buffs to everyone born under them. In Morrowind you did because of the whole prophecy bit about being "born on an uncertain day" and "far-star-marked", and to reiterate the magical nature of the world. In Oblivion you did because it was essentially the same system as Morrowind, but with a few tweaks. There's no reason other games need to have birthsign-conferred buffs.
Which is antithetical to any sense of logic or consistency of a living world.
"You're more than free to favor different stats, use different skills for different characters, even different weapons/abilities within those skills, and take on different personalities... and still be recognized for it" is antithetical to any sense of logic or consistency of a living world? What?
No it's not. And to claim so reveals your claim to be separating between character knowledge and player knowledge as false. Your character is not three years old. He's already finished high school and should have an idea how to tackle life at least for the coming years.
That is of course assuming your character is a seasoned adventurer, which they are not. They wouldn't be at the bottom of the barrel if they had any significant experience to work with. You can try to role-play it away however you like, and more power to you, but that doesn't change the fact that the character is a level 1 newb.
You made them very much distinguishable when it fit your argumentation.
I'm afraid I lost you. Can you clarify what you mean?
The chief similarity is that these weapons are held with one hand.
Which would also mean basic use is the same way. Look, I'm not saying it's
so realistic, but it does make sense from a gameplay perspective and could work for what it tries to do (if the perks themselves were better designed, at any rate).
But then again, you didn't even catch that the possibility of picking up a sword perk without having used a sword is an absurdity
I know full well the absurdity of doing that. But you know what?
I don't have to do it, and neither do you.
Even if you restrict yourself to CRPGs, skills that improve from use have been practiced in the Wizardry series before TES existed, and Wizardry 7 also left quite a bit of the world open for exploration, subject to you being able to tackle what came your way in those parts.
Wizardry was also an exceptional RPG series, and doesn't define the RPG genre. How many other RPGs did it in '96, and combined it with real-time action?
And in the pen&paper realm, where TES drew many inspirations from, nonlinearity of the story and random exploration are part and parcel of the vagaries of spontaneous ideas and unwillingness to follow the "hint, hint, nudge, nudge" of the game master.
I'd find it hard to believe that pen&paper games would do it anywhere near the scale that TES does. Obviously one of the strengths of pen&paper with a real-life DM is the spontaneous nature of questing, but they still typically follow linear story narratives, even if the narrative goes off in unexpected directions. It would be quite difficult for a real-life DM to keep track of the kind of character narratives you can make in TES games.
Claiming that "TES has always challenged how an RPG works" when TES:Arena was in fact highly derivative only underscores a very unrealistic perception of what TES is.
I think you're underestimating TES, or taking my comment out of proportion.
How many other RPGs at the time were based around the idea of real-time action in an open world, like Arena?
How many other RPGs at the time combined the idea of real-time action in an open world like Arena, with the skill-based-leveling and and unrestricted classes, like Daggerfall?
How many other RPGs at the time combined the idea of real-time action in an open world like Arena, with the skill-based-leveling and and unrestricted classes like Daggerfall, with the emphasis on exploration over direct storytelling, like Morrowind?
How many other RPGs at the time combined the idea of real-time action in an open world like Arena, with the skill-based-leveling and and unrestricted classes like Daggerfall, with the emphasis on exploration over direct storytelling like Morrowind, with the more visceral/non-dice-based combat and "radiant AI", like Oblivion? (say what you will about the pre-release promises, the AI system is still impressive today)
Now, before you misunderstand me, I'm not saying TES is unique in coming up with this stuff. It's actually pretty much a given that they didn't, as the first iteration of something is rarely successful. But TES is unique to put it all together in the way that it has, and to do it as well as it has. You can't tell me TES has ever been built like a standard RPG of the day. The closest you'd get is Arena, simply because computers couldn't do that much back then, but even that is a rather atypical RPG.