However, the point of RPGing is to have a plan laid out for your character before playing, not jumping in thinking, "oh dis lookz guud", then picking that. Rather, say, I want to play a mage, so you pick classes according to that play style, and if people previously played Elder Scrolls games they would not have a problem picking certain classes because they would know how each and every skill operates, and if you did not play the previous Elder Scrolls games there is this thing they send with the game called a manual.
Well said. Now I'm all for
better documenting how games work. For example, I think there would be a lot less animosity towards Morrowind's combat system if the game screamed at you during character creation "AGILITY IS IMPORTANT DAMNIT AND YES YOU ACTUALLY NEED FATIGUE IN THIS GAME IF YOU WANT TO BE ABLE TO HIT THINGS". Because that kind of went over peoples' heads and then they were complaining about how they couldn't punch mudcrabs.
I love planning my character in advance and sticking with my intended playstyle - but since Skyrim is more or less focused on the three primary archetypes your axe-wielding barbarian could segue over to using daggers and still be just as proficient in killing things. They may as well not ship a manual with Skyrim (have they
made any mention of one?) because the game pretty much seems to tell you everything through the skills screen. A shame, I need more toilet reading material. :spotted owl:
Why Bethesda can't simply leave that added complexity there for people who want to use it is beyond me. Oh right, because then we would end up with a game like http://i681.photobucket.com/albums/vv175/Proditus/Unnecessary.jpg.
![Razz :P](http://gamesas.com/images/smilies/icon_razz.gif)
Still, I don't know how somebody could get "confused" in Oblivion. Many a character has been overtaken by level scaled enemies by not training the proper skills as the level up, yes, but that is more of a design flaw in the game itself than the game being "complicated".