Not directed at you in particular: But I have read magic will be dynamic or more contextual, so spell creation will be out. Can anyone explain WTF they mean by that. I am not trying to be an ass, but what do people actually expect from the new system? All I have heard is you basically load up a spell effect.(fire seems to be the popular one)and based on how you hit the buttons it has different effects. Which reads to me a glorified hotkey system, you bring up the fire effect so the fire hotkeys are available. So what do people actually expect from this?
That's exactly right. A fire spell would, for example, toss a fire ball like in Oblivion if the button is tapped, create a stream of fire if it's held, etc. This complicates spellmaking. In previous games a single spell effect only did one thing. You threw a ball of magic with every targeted spell, and if it hit it did something specific. That made spellmaking easy because you could combine three different effects and, because they all looked the same and acted the same, they would together still be thrown out as a ball and if it hit all the effects would do their thing.
How would you manage this in Skyrim if a fire spell can be a ball or a flamethrower, but no other spell effect works like that? Say ice is normally an icicle, but if the button is held it blasts the enemy with a bigger chunk of ice that freezes them for a short duration? How would you combine the effects if they're animated differently? Which animation would take precedence? I suppose you could base the animation on which has the highest magicka cost. But then what about their effects? Will that flamethrower also freeze the target?
And what if not all fire spells act that same way? How do touch spells act, and how do they change when the button is held? We've heard about the Frost Rune spell in the demo. While all frost spells may have the same mine-like functionality, that's unlikely. We can assume that they're adding spells that don't fit into the classic "Touch Target Self" trichotomy. You can limit it so that only like effects can be placed together, so only two mine effects can be put in the same spell. But who's to say how many varying effects a single elemental type can have?
You might have mines, player-based explosions like we see in the trailer, touch-based, target-based, self (which could be bundled into the explosion one), spells which create lasting AoE hotspots, spells which can rain down from above, and who knows what else. Not to mention all the variations each of these could have depending on how the buttons are pressed. And each of the variations could be different between elements. And that's all just Destruction magic. How do you combine these various, diverse effects with other spells from other schools? How should the spellmaking system decide which effects take precedence, which effects can't be made into custom spells, etc? I don't expect them to be able to let the player work with any effect as they wish, and any limitations they put on it would just cause people to complain anyway.
I'd love to be able to make spells with simple combinations. Like a Demoralize spell coupled with a Fire spell. But simple two-spell combos can be handled by spell combining, if they do eventually make the combos diverse and not just combinations of the same spell like Chain Lightning. Take a Demoralize spell in one hand, a Fire spell in the other, and combine them for an effect which sets the enemy on fire and launches them into a panic. Stuff like that is going to make mages fun for me, whether or not it's allowed in spellmaking or if spellmaking exists at all.