im concerned with the extreme streamlining, mostly in the little details
all the talk ive heard todd say about how spears and crossbows and menus are superfluous and were taken out to make the core weapons and whatnot more defined really worries me
the armor scare (even though nothing has been set in stone) is also a big concern of mine
it seems like theyre just taking oblivs annoyances and making them even more prevalent in alot of instances and covering it with 'we think the player is better off with this'
idk, i know ill love the game
but i just dont like the idea of lionhead tactics sneaking into a Bethesda game
I'm going to focus on spears, crossbows, and menus since those are specifics you mentioned.
Spears are a popular weapon choice among those who participate in this bored. However that does not seem to be the case in the general public. I believe that is due to two main reasons:
1.) Lack of outright damage compared to other weapons. Many spears lack pure stat damage compared to other weaponry, such as Long Blades. This is somewhat of a moot-point thought because the damage done is often balanced by other means. For example, in Oblivion there were mainly three types of blades: claymores, regular, and dagger. Claymores packed the most punch (excluding artifact weaponry) but were slow. Regular were middle ground and daggers were weaker but faster. I believe the enchanting capabilities even changed with each sub-type with daggers have a lot of charge (I may have that backwards). The same can be said about spears. Their apparent weakness is made up by their reach would added a noticeable defensive capability to the weapons that other types lacked. I find this argument concerning their usefulness (see:damage) to be weak.
2.) The other reason I am aware of concerning their lack in popularity is simply because fantasy is bombarded with imagery of swords. This could be a direct repercussion from actual history in which proper swords, constructed in the manner seen in fantasy, were relatively short lived compared to other weaponry because firearms were invented. Swords legendary in their symbolism and appear in common fantasy stories that take place in times where the sword may not be common. Go to the nearest library, look in the fantasy section, and I guarantee there are more stories written concerning special and all powerful swords or the box art has a giant sword unsheathed. Next to the sword sits hammers which have a different approach to combat and have more history (probably the oldest melee weapon ever designed). Between these two archtypes are weapons that blend their traits like axes and maces. Spears are kind of odd ball. This is an example of Bethesda catering to the rule of majority. It may seem to many that spears are useless and therefore a waste of time to focus on in development. That is a very valid point. Why spend time developing a mechanic for spears (the new combat approach would make it difficult with animations at least) when so few will use them? The difficulty comes from deciding what is more important. From development point of view, Bethesda needs to get this game out as soon as possible but still make a game they know will sell well. It is a fine line they tread. By taking out things like spears they create a little more time to focus on presentation, world building, AI, animations, storytelling, and other things Bethesda works on. The exclusion of spears limits choice but, in theory, would allow time for a more polished and detailed world. There is always a trade-off for things and Bethesda may feel justified in making those trade-offs. Think back to Morrowind real quck. It's three-attack combat would not condone whip for a weapon. It would not fit the combat system and probably only a few people would use it out of a sample of players. Therefore it makes sense that they would not have such a feature in the game. Spears, sadly, don't fit Skyrim gameplay or majority audience.
Crossbows are a similar deal except I think these would actually work with the current system. All that would change would be animations but everything, including perks, could roll-over in archery. Wouldn't have to be a separate skill or anything. This I don't really understand except I know it would be easy fan-service and kudos points for Bethesda if they included them.
I love the new menus and here is why. I believe that proper presentation in a game can outweigh any flaws a game may have. We all know this from real life experience where proper self-presentation can woo any man or woman, depending on your preference, no matter how flawed of a person you may be. And if you are not flawed and a living, breathing second coming, presentation is still key. In a game, whether the game is perfect or has a few rough edges, presentation can all fix that. It's not so much gimmicky as proper. And I will defend against any "streamlined for stupid" arguments right here. Making things easier to understand is not streamlining. In school or work, writing an essay or presentation, we do not just throw all out ideas onto the page and then tell the reader to make sense of it. If they can't, they must be stupid. No, it's actually laziness and narcissistic on the writer's part. Instead, we have been taught to organize our papers, heck let's even do novels, into chapters, then pages, then paragraphs, then sentences, the subject/predicate, and so on. There is a clear and concise order to constructing a paper. Same thing with menu design in a game. To this day I still sometimes click on the wrong tab in Oblivion's menus. Morrowind's is easier albeit cluttered. The inventory menu does a similar function, even going down to pulling out the item in question into existence instead of leaving it as text on a page. Skyrim combines Oblivion's text inventory with MW's image inventory. It looks fantastic. The skill system is similar. There is visual representation of progression in the skill menu. There is creativity and organization. You may have to point out actual faults of the skill menu (neglecting the fact that it's based on perks; focusing only on presentation) cause I see few problems with it. The map is the only one I butt heads with. It is more organized and easier to visualize on the map locations when the map is just an omnipotent view of Skryim. But a precise map can do something just as well. There is no real navigational benefit between the two. Skyrim's map could possibly be more aesthetically pleasing but from an immersion point of view, a hand held map cannot be beat. Ever play Far Cry 2? I loved driving around with my map out, not seeing where I was going, and crashing into things. The map itself was highly accurate and easy to navigate and it existed in game! I was not suddenly jarred from my character to a god-like view of the world. I have a hard time defending Bethesda on this one. I think the map should just be an in-game quick key item, same with the journal, that is completely interactive.