I agree that the core of the series has its basis in freedom of role playing - broad statement that. I think that whether spell creation is a cornerstone of the TES series depends on whether you dabble in magical role play. And that spell-making is really just an avenue of experiencing magical role play. I think that the spell making system (setting area of effect, duration, potency, etc) breaks immersion because it takes you away from the game - Todd said pretty much the same thing and I agree with Him.
I do not agree that spell creation represents freedom. And spell creation is the wrong term, you're not creating a new spell effect but adjusting existing ones and naming it with a unique name. What I ask of you is this: tell me how it can be improved to balance in the game and render an ideal gaming experience. If you cannot then there is no point to your thread.
You mean like they've done with the new Fable they are making to use with Kinect? That is a core component of the game and your comparison is illegitimate because you're using an unrelated extreme as an example to justify your argument - keep it in context. I get your point though, I liked spell-making. But I see how it wrecks immersion. I cannot think of a way around that. But magic is more interactive and you can still charge spells up to the extent of your magicka - you just have to be more strategic with your spell casting (which is a reasonable thing to have to do) rather than have a one-spell-does-all inventory. By the way, there is nothing stopping you from naming your spells. I mean if you charge a fireball spell for 3 seconds in Skyrim and call it the Flaminator then so be it. Its been named, and it works for you. There is virtually unlimited freedom in how you use your spells in Skyrim, they are bound by laws of magic in the game and have strengths and weaknesses, that is to be expected of realistic magic.
I just realised that November 11 is almost upon us, its really close. So I doubt it. The game is in alpha. I think you should really try out the new magic system and learn to adapt. I think that by clinging to the old way of things in Oblivion will close your mind to experiencing the new. The whole point of the new spell system is to make it feel like you're really dabbling in the arcane in real-time and not making spreadsheet spells.
Understandable, I was concerned at first too. But for what Bethesda have done to magic I feel that they are onto something good. I think I will need to be more strategic and intelligent in my use and application of magic as a result and that makes the game more challenging and interesting for me. You are entitled to your opinion and I respect that, but when it comes down to it - I think its a blessing in disguise.
Spell creation is not a mage tool only. Think thieves using the school of illusion to be even more effective in their profession, warriors using some of the magic schools to complement their effectiveness in combat. If it took you away from the game then you should atleast not be so fully supportive of its entire removal. Improvements could have been easily made.
Spell creation does represent freedom. Creation although limited by all known effects is still freedom. I did not really think the previous system was perfect but like I said improvement could have been made. Combining elements, new effects, more balanced creation and more comfortable interface. Why is there no point in this thread? Creation of magic in any game is freedom. The possibility to create your own way of magic.
Although I do agree that traveling makes up a bigger part of the game then spell creation I do think that it applies pretty good. You take a way the option to experience and create your own magic/ Taking away the option of how you want to explore the world.
We do not clinch by the old way. We clinch to the new improved way.
Combining spells is a simplyfied way of spell creation. but takes away the creation and only adds the tactical wich could have been combined with creation.