I mean seriously, who are these people Todd said got confused and frustrated playing Oblivion? Isn't a RPG all about choice and consequence?
Not to defend streamlining, but here's an example. In Oblivion I played a conjurer with a strong sideline in alchemy. I relied on summoning creatures to fight for me, and made money by gathering materials, making potions and selling them.
Because I chose a class where intelligence was one of my primary skills, I levelled up like crazy making potions and summoning. In fairly short order I was high level, could be killed in (literally) one blow by most enemies, and being only able to summon one idiot creature at a time was horribly vulnerable. Basically I made a broken character without meaning to, because I hadn't read up in advance about how Oblivion's level-scaling worked, and so carefully chosen primary skills that weren't the ones I'd be mostly using.
It isn't confusing to have to plan your character around faults in a game's levelling system, but it is frustrating and annoying. For me, I could fix it by using a mod that let me summon up to 4 daedra/ghosts/zombies. Console players wouldn't be so lucky, and would probably have to junk their character around level 15 or 20 and start again. Fine for devoted fans with lots of time for gaming. Not so fine for working mums and dads with a few hours here and there (and
please don't say that 'casual' gamers like that shouldn't play RPGs, which seems to be an all too common comment on thse forums
).
Now, the ideal situation, of course, is for the game not to have levelling problems like that, or to make the consequences of your choices clear enough that you can fairly be expected to deal with them. But I do understand some of Bethesda's motivation behind these changes, even if I don't entirely agree with the way they're avoiding the problem.