God forbid that a game punishes players for making bad choices.
The problem is that in Oblivion, especially, choices that should have been good (choosing a class that embodied the playstyle you were going to use) actually turned out to be bad - and there was no way of knowing this until you had already created at least one broken character, or read up on all the "Warning! Warning! Broken Levelling System Alert!" comments online. Laying out the rules, giving adequate information for players to make good choices, then punishing them if they bone-headedly make bad ones - fair enough

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If you found Oblivion too confusing, maybe you shouldn't be playing RPGs. :facepalm:
Right. Perish the thought that anyone should dare to try a new type of game, in the hopes they might like it. Or that someone new to gaming should have the presumption to get into it. RPGs aren't games, they are the special secret preserve of savants and beardies, and those nasty, nasty unwashed illiterates have no business trying to have (shudder)
fun with them :nono:.
I don't think that creating game for "special" people (or ones close to it) is the best idea in game development.
Not trying to insult anyone, just stating obvious facts.
Don't worry, you don't have to try - you manage it so effortlessly

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Look, Oblivion was broken. No-one with any sense would say otherwise. With luck you could miss creating a broken character. With experience of its faults (or listening to other people's complaints) you could avoid creating a broken character. But you didn't have to be stupid or educationally subnormal to get stung by that fault. Other RPGs have less problem with their levelling systems because they are far more restrictive. Often, if you pick a particular class, there are many things that you are simply forbidden from even trying. And when they are linear in nature, they can use progression through the story to pace the increasing difficulty. TES isn't like that, and because it offers far more freedom in character build and in the gameworld it also offers far more scope to get things wrong.
Obviously, what Bethesda should do is, yes, let people create characters with distinctive base characteristics, whether by race, experience and native aptitude (class), birthsign, or a combination. That would let us create a character that is ours, and then see how well (or badly) our character can cope. That is the ideal of RPGs. But, given the fact that our initial builds will not be limited to a few well defined archetypes, and nor will our playstyles, if they are to do that then they need to have some way of telling you, in advance, what sort of character you will have to create in order to have a hope of progressing through the game. Or they're going to have to make damn sure that, with sufficient cleverness, any build will be able to progress.
Sadly, what they've chosen to do instead is to limit the variability of the initial character build, and then let us create our distinctive character as we progress through the game, adapting our playstyle to what works and what we find fun. It does take away the fun of figuring out how to play within the limits of our character, which I think is a damn shame. But it isn't in and of itself a bad kind of RPG. Just the kind that many of us (possibly those older, and more steeped in older traditions) don't like as much.