Then comes Oblivion. Certainly not the worst game combat wise I've played, but it's nowhere near the top. A marginal improvement. The choice to block, and weapons always hitting (though doing pitiful amounts of damage at times). Later on, you get enemies who might as well be brick walls, and that daedric sword you are carrying might as well be a stick. It breaks you out of the experience when you slap a hammer across someones dome and they treat it like you gave them a reassuring hug. Lots of things, but put Oblivion's combat to comparison with other games (particularly two, recent titles.) and it's bad. For what is essentially a core part of the game, it needs a rework. Action style sword and board combat is hard to do well, illustrated by the lack of shining examples. I finished Demon Soul's (PS3) a while ago, and that game immersed me better then any game I've played in a long time. This game had almost nil for NPC interaction, only one quest (Save the world!) and could be controller bustingly frustrating (Firelurker, sword and sheld melee character). The combat though, caught me. Some fights being the adrenaline rush I don't often get anymore. It quickly taught you to approach every monster like it could murder you in a single hit (lot of them could). In the beginning even a few good whacks from a zombie could end you. But by the same token, a few good whacks from you could usually end them. A single well-placed backstab or riposte manuever would be enough to kill or brutally injure everything but the boss monsters. The way it was set up, you would approach every fight differently, use whatever advantage was available to you. Some people used magic, some bows to keep distance. Some went the defensive route with good shields to whether attacks and strike when an opening appeared. Some just got the biggest longest weapon they could and ended fights with one well placed swing. It didn't have quite as many options as TES series (sneaking around wasn't usually worthwhile) but every single one was polished to a shine and based on timing and skill. If you were truly good, the type of monster versus your level didn't matter as much, because he might not even get a hit in. Being able to dodge, parry or block in a split second reaction made you feel like you were something else when you came out on top.
I play this game and I look back to Oblvion and feel like it's fencing versus hitting a tree with a stick. Granted, TES has a huge open world, with much more to do then simply beat the crap out of some demons. But combat is still a core part of gameplay. You have to do it, it can't be run around or avoided. I'm not saying one should copy demon soul's or any other game. I say "have to" because that's what it feels like when there is a fight. It is not fun. Nowhere close. There's a reason I only played a thief and that's because most fights could be stopped before I had to get into a bludgeon fest. A more reactionary/skill based system feels more real then a contest to see who has more hitpoints. The style of combat is still very much rooted in it's Arena ancestor. Drag or clicking your mouse to bludgeon the enemy to death. It's antique, and it's time to bring it up to the standards of today. Building an epic world with a good story is difficult enough, but if you could pull off doing that and having a combat and gameplay system that can stand next to these qualities, you'd have a game that blows anything anyone has made in a long time out of the water. A more reactionary/skill based system feels more real then a contest to see who has more hitpoints.