If you can't draw a line between "Powerful" and "Broken", then we have nothing more to discuss. In short, no game should ever strive to remove challenge entirely, but RPG's are in a weird position of having to have multiple playstyles, and, adding more difficulty, Elder Scrolls games feature a totally nonlinear world, so it's hard not only to create an effective difficulty curve, but also dictate where the Peaks and Valleys in difficulty are.
The word escapes me right now, but there is a term game designers use to refer to flawed ease-of-victory conditions. There has to be a "Cost" associated with incredibly powerful "Win buttons". Take Modern Warfares "Noob tube" The grenade launcher (M209 I think?). It's regarded by many, particularly veterans, as the antithisis to balance, but actually, it's a great device that lets "Noobs" have a fighting chance against the steamroller veterans. But it has tradeoffs, including, but not limited to, it's loss of effectiveness at extreme range versus guns. Spellcrafting, however, was more like the "Airdrop" glitch, I'm not sure how many people are familiar with that, but basically, it allowed member(s) of a team to obtain unlimited airdrop supplies, including (but not limited to) AC130's and gunship packages. Any COD'er can tell you, particularly regarding the Gunship, If you have essentially unlimited packages, there's nothing the opposition can do to win.
So, does that mean IW never should have patched the Unlimited Airdrops out of the game, because that's "Dictating how someone plays their game"?
And, I know the 'Omg, it's multiplayer u stoopid" flag is going to go up, but it doesn't make a lot of difference, since at the end of the day, it's about the design intent of the game. Singleplayer or Multiplayer.
Agreeing with you, it should be every developer's intent to balance with the maximum level of freedom, I'm just saying, it isn't always realistic to expect it.
Then you know, nothing is just a "Quick fix". Sure, they can be, if you're lucky. But let's not bank on that.
Broken is when the game glitches, drops you through the floor, freezes and can no longer be played. :wink_smile:
Seriously, broken versus poweful in a game is going to be a matter of opinion.
Some people, evidently, will deem an RPG game broken if it is possible for their character to, without resorting to cheats, reach a level at which few if any enemies and NPCs in the game cannot beat their character in a duel or fair fight. By contrast, many others deem an RPG game broken if it DOES NOT allow their chararacter to reach a level where, without resorting to cheats, he or she cannot himself/herself defeat virtually any foe in the game in a fair fight/duel.
If it is the goal of the devs to allow your character to become anything from a hedge magician of minor skill and power to a master wizard whose name, power and skills would be worthy to set alongside the likes of Morian Zenas, Zurin Arctus, Dyvayath Fyr and Jaggar Tharn, then the game has failed if either of those options are not reasonably achieveable. If the game is set up in such a way that, barring cheats, it is virtually impossible for your mage to become a mighty archmage whose name makes liches tremble rather than the other way around, then they have failed a huge portion of their audience, and therefore, for those people, the game is broken.
What you are essentially doing is saying that anyone who doesn't want to play the game in the way you yourself may favour or deem best, is somehow not playing the game the way it is supposed to be played. It is a very subjective and subjegating view.
Sans cheats, Oblivion's spell options, with the POSSIBLE exception of 100 chameleon, was not broken in the overpowered sense. Consider how much easier it was for a warrior to kill a lich by whacking it to death, than for a wizard to kill it. For a mage at a High Level, it was a good Idea to have a 100% reflect spell enchantment on hand (or at least in mind) when fighting Liches, because there was a good chance of one of your uber powered spells being ridirected against you. Often.
Spell crafting was NOT a cheat. Indeed, it allowed many pure mages to balance a game in which they might otherwise have been hard pressed if not completely unable to meet Goblin Warlords, Liches and Ogres on equall footing in the same way that a warrior with 100 strength and 100 skill level in blade, blunt, and armour would be able to do.
Spellmaking would have been broken IF and only IF, a novice mage could walk up to a spell alter and create and use invisibility, 100pt damage destruction spells, and full spell reflecting wards.
As it was, aside from some spamming of luck which I did not know about and had no desire to try, the player had to earn those abilities. They had to master schools of magic, and as a result of mastering them they gained access to POWERFUL magic.
What is broken or exploitative about a powerful mage being able to wield powerful spells?
What would you say if you read some Potter related book in which Dumbledore couldn't cast an invisibility spell? It would be WTF time, n'est pas?:
If you were listening to a Lord of The Rings related story, and got to a scene in which Gandalf was presented as being as helpless in the face of a Ringwraith or Balrog as Bilbo or even Bard would be in the same position, you would likely ask the person telling the story what Gandalf they were talking about. . . as it certainly couldn't be the one you know.
Likewise, if you have a character who is a master of Alteration, Illusion and Destruction, but he cannot cast an enormous 100pt fireball, or an invisibility spell that holds up well against the scrutiny of a novice necomancer. . . well you sir have what I and legions of others would call a broken game. Also your mage maybe needs to stop reffering to himself as a master of anything. . . except, perhaps, of ineffectuality.
If the choice is between a game that isn't perfectly balanced, and one that is suffocatingly restrictive and offers no means of breaking out of the stranglehold, I will go with option A. The one that still has options in it.