A good fantasy role-playing game will include an aspect of class balance, while allowing diverse styles of play. Mages, Warriors, Rogues and everything in between need to be given a level playing field, yet each with a distinct strength, as well as a distinct feel. The only consideration going into creating that unique character should be one of play style - how the player is going to go about solving the problems that surface in the game. There need to be enough customizable options available to the player to enable him or her to achieve this play style, to create their own story and character.
The Mage story should be centered around the uncanny, mysterious wielding of magic; which is the ability for the scholar, whose mind is his weapon, to allow this phrase to come to life. His strength lies in his vast knowledge and mental fortitude, which manifests itself, or moves beyond the limit of the mind and becomes quite real. The Mage's power is limited only by his knowledge and imagination. The wielding of this powerful force comes with its own strengths and weaknesses. The Mage must sacrifice personal constitution and physique in order to develop the compensating and rewarding ability to manipulate reality. The Mage's motto: "I can solve this problem if I can understand it, and manipulate it with magic." However, it is not this simple. Not all mages are alike. There are healers, hurters, and hiders to name a few. Magical spells are so diverse, that a Mage is really the most versatile character, able to mimic the other classes through magical means. However, a good RPG will not allow this ability to overshadow the strengths of other classes.
The Warrior story is one of brute strength, and bloody confrontation. The Warrior's motto is "I can solve any problem that comes my way by hacking it to death." The player should then be given the tools to create such a character. A vast arsenal of weaponry, shields and armour. The Warrior sacrifices efficacy in the arcane and more subtle arts for the ability to take and dish out much damage. Whereas the other classes have abilities that can circumvent the need for battle, Warriors almost exclusively live for combat. They may not be as manipulative or cunning as Mages or Rogues, but they make up for it in their pure toughness. Of course, the more weapon and armour choices, as well as weapon combos, the deeper this class will become, as the Warrior can then branch off into the Axe or Blade specialist, the Spear or Hammer specialist, the dual-wielder or the two-hander. Steel should work just as well as its magical alternative in the combat end of things, the difference being play style.
The Rogue story is all about secrecy and strategy. There must be some way to avoid direct confrontation, and solve problems via a more indirect, subtle approach. Persuasion, potion and poison making, marksmanship, stealth, concealed daggers for assassination purposes - each of these allows the player to move in the shadows, plan out their moves, and then execute their plan either without notice, or while displaying a surprising deadliness and speed, not evident by their appearance. Thus, the player needs access to options like the aforementioned skills and their resources - crafting, alchemy (with a wide variety of ingredients), bows and arrows and other forms of ranged weapons needed to strike from a distance. Skills and items should be devoted to making this class just as potent as the other two. Now, other balancing factors should be to include close-combat weapons (touch spells in the case of mages) as well as ranged weapons (ranged spells again for mages) designed for each of the three major stories (classes): a dagger would suit a Rogue whereas a long blade would suit a Warrior, a bow would suit perhaps the Rogue more than it would the Warrior, while the Warrior would have another means to strike at range, such as throwable objects.
Now, a minority of players will opt for pure-breed Mages, Warriors, or Rogues. Most, like myself, will see advantages in mastering aspects of all the classes, prefering to be a sort of "jack-of-all-trades" or at least some combination class that has a more widely spread skill base. These combination classes give the player the power of customization but should not be necessarily better than any of the pure breeds, just accomodating a different play style. Specialization should be rewarded with high potency in that one area, but crippled by low potency in other areas; whereas combinations will have many "average" skills that when combined should yield a similar degree of overall potency to the pure-breeds. The key error to avoid is a situation in which there is no disadvantage to developing all the skills, especially not an advantage. High level characters should not all be nearly identical in their abilities. Levels should serve to further specialize and define a player's chosen style of play and represents the sum of all the style choices (these choices include both advantages in some areas, and disadvantages in others) that the character has made thus far.
The environment in which to live out these play styles should include an element of natural danger, presenting the obstacles that will shape the character based on how that player responds to the challenge, and adapts to the environment. Further more, the player should be given goals to achieve, an outlet in which to live out and reap the rewards of their play style. These goals come in the form of quests, and yield a satisfaction after having worked to achieve them. The natural danger should include the "dread" factor. The player should have to learn lessons the hard way, as this will force him or her to really think about what play style suits them best. There should be natural and initially mysterious "pitfalls" and obstacles inherent in the environment which should limit lower level players from further exploring, or from taking the quickest route, lest they suffer consequences and possibly die. These are there to provide long term goals in which a high level character will be satisfied to overcome, so that they can experience the progress they have made in their journey. Also, there should be certain enemies, which the player is genuinely scared of at lower levels, both to provide a similar long term goal, the benefits of which can only be received by higher level characters, and also to provide a fearsome and risky challenge to those who know they are outmatched, but are looking to test their mettle. The player needs to be given the feeling that getting to the higher levels actually pays off in the game and allows them to face the fears they developed early in the game, or else they may not bother with the sometimes tedious process of leveling. There is no point in having a high level character if there aren't high level enemies with which to fight, and if there is nothing new to explore in the game with that much beloved character. The player has invested so much time in cultivating their particular character only to find themself having past the main quest and left to twiddle their talented thumbs in an empty and boring environment, with no real purpose left in their virtual lives. And this is when all but the most diehard role-players begin to lose interest, and the game becomes a relic that sits on the shelf to be admired but no longer experienced, except in those moments of nostalgic weakness, when one wonders if maybe they missed something or simply with the intent to relive the "glory days".
If Bethesda can somehow achieve, to a sufficient degree, these balance and environment ideals in a graphically-gorgeous, compelling game world, I, at least, feel that Skyrim will have been a huge success. But these are just the opinions of one rpg gamer. This thread exists for those who wish to discuss the ideal rpg characteristics, especially aspects of balance and environment, in hopes that the gods of rpg might bestow Skyrim with such qualities.