» Sat Jul 09, 2011 12:05 pm
Okay, let's go by steps.
Attributes:
And you forget the main thing that always been there and doing the same things as the attributes and they're mostly unchanged in this regard: Skills.
How is this less variation? Statistically, it is, yes, but statistics never tells you the full picture, they're just plain numbers without any meaning behind them. If you wanted to be strong you raised your strength AND the weapon skill you wanted to use, now you raise your weapon skill and choose the perk with that skill. If you wanted to be good at magic, you raised intelligence and/or willpower and raised some of the magic skills, now you raise the magic skills, get their perks and raise your magicka at level up. What's missing again?
Spellmaking:
For this, I cannot argue, there are less choices here.
But these choices by themselves are more than what we had before. With spellmaking there were innumerable choices, but nearly all of them felt, used and functioned exactly the same way. Now spells work in a unique way. We already saw a chargeable fireball, a flamethrower, an ice trap and a lightning bolt that works and looks like real lightning, a bigger lightning ball, a protective circle around the player, a fireburst coming out of the player... this is already more varied than spellmaking's touch/self/target spells...
Yes, it would be nice if they would've added more forms like these, but they definietly would've been limited in a big deal. Not to mention the spell combinations...
Overall it's just different, but I wouldn't say that this was the "easier way out" either...
Fewer skill and spells:
On skill, it doesn't matter... at all. Mysticism is out.. so? Spells are still in, the number of choices are unchanged. Athletics/Acrobatics. There still easily can be perks/dragonshouts/spells that change this. If not, stamina.
On spells, the only really lost spells are the teleportation ones and levitation, because of design decisions. These happened so we can have the Arean, the Bloated Float, the paradise...
And these spells are just too powerful without nerfing them out of their usefulness, the game would just become cheap otherwise...
Armor:
One less slot, but more armor overall. Yes, statistically the other would still might be more, but not by much.
Overall, if there is less choice, they are more detailed, important choices. Quality over quantity.