The New Spellsystem

Post » Wed Sep 01, 2010 10:39 am

Spell making is a huge feature to remove. That's like removing armor and weapon smithing.
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Lucky Girl
 
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Post » Wed Sep 01, 2010 10:14 pm

Spellmaking had one big problem: It didn't had much variety. Sure, you could mix effects but they always took form of a touch, a ball, or an explosion. For example with fire you could do a fire touch, fire ball and a bigger fireball. What we're missing here are the more interesting elements like, how about a fire wall, a fire beam, a fire field, a flamethrower, a fire rain or even a meteor strike from the air?

But is that a problem with spellmaking, or how they implemented it? I can argue its because they didn't include those spell effects.
And the new system, in conjunction with spellmaking, mostly solves that issue.

People see the systems as being mutually exclusive when they really don't have to be.
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A Dardzz
 
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Post » Wed Sep 01, 2010 9:40 pm

Spellmaking had one big problem: It didn't had much variety. Sure, you could mix effects but they always took form of a touch, a ball, or an explosion. For example with fire you could do a fire touch, fire ball and a bigger fireball. What we're missing here are the more interesting elements like, how about a fire wall, a fire beam, a fire field, a flamethrower, a fire rain or even a meteor strike from the air?

The reason spell making didn't add variety was the lack in variety of spell casting types, which you just mentioned.

Now imagine spell making and all the different casting types we have in Skyrim. You could make runes on the ground that healed you and fortified your health, giving you a combat edge. You could also cast that same spell as a "flame" on all your allies to help all of them out at once.

I just don't see how these systems have to be mutually exclusive. Assuming that all spells have ONLY these casting types we've heard of (cone, on target, probably on touch, rune, and AOE), then they could literally have the same spell making as in Morrowind or Oblivion, except now we'd have different new spell effects, and also new spell casting types.
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SexyPimpAss
 
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Post » Wed Sep 01, 2010 11:01 pm

So? Presuming that to be the case, they could simply redo it. Are we to expect them to eliminate everything that might need to be redone?

Every time you say "they could simply", kills a developer. Something as wide reaching as spellmaking isn't simple. The engine needs to support it, the gameplay needs to support it, it needs to be tested, etc...

No, we don't have to expect them to elimnate everything that needs to be redone. But you shouldn't expect them to redo everything that needs to be redone.

What "general feeling?" I've never heard this "general feeling" expressed before.

Among Todd and his team. The ones that actually make the game, and understand how it works. I can understand where they're coming from with that statement.

What is this? A negotiation? We're supposed to be pleased that Beth removes something so long as they give us something else "in its place?"

It was "removed" by virtue of not being redone. They could've left it alone, but it'd be unuseable. They apparently decided that ultimately, instead of taking the time to redo spellmaking, it was a better idea if they bring back the enchantment skill (which is something many fans have wanted, no?). So with alchemy in stealth and smithing in combat, it all evens out.

Another thing to consider is that warriors and mages can still benefit from alchemy, while thieves and mages can benefit from smithing. So the crafting skills benefit all player types, even though each is housed under one of the three major archetypes. How would warriors and thieves benefit from spellmaking, compared to enchantment?

I stand by my earlier statement - presuming that spellmaking is indeed to be removed, it's simply in order to save time and money - in order to have one less thing that the devs have to concern themselves with.

That's pretty much it. They don't have infinite time and money to work on the game, and even if they did, I don't think we'd appreciate waiting that long, so they have to set out a guideline for what features to work on and not everything will make it in.
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Juan Cerda
 
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Post » Wed Sep 01, 2010 3:22 pm

it was a better idea if they bring back the enchantment skill (which is something many fans have wanted, no?). So with alchemy in stealth and smithing in combat, it all evens out.

See, there's the deal. I don't understand how enchantment could make a return and yet spell making doesn't. If they dislike spell making for feeling "spreadsheety", then they would have disliked enchantment for the SAME reason, considering it was literally spell making, but with an item as the outcome rather than a spell. The effects, sliders, and everything else were the same. And if they DID find a way to not make it need slider and all that anymore, and it just deals with spell effects, then, pray tell, why could they not do the same with spell making?
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Makenna Nomad
 
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Post » Wed Sep 01, 2010 12:45 pm

I like being able to create spells. Powerful mages should always be able to do such a thing.

Way I see it, you haven't earned the right to be a mage until you're able to manipulate the powers the way you see fit (i.e.: spell crafting). Until you can create your own spells, you're just a... a... funnel. Yuck.

I want to be able to create spells.
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Quick draw II
 
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Post » Wed Sep 01, 2010 8:55 pm

If they dislike spell making for feeling "spreadsheety", then they would have disliked enchantment for the SAME reason, considering it was literally spell making, but with an item as the outcome rather than a spell.

We don't know how enchanting's going to work, though. Considering all the possible spell effects in Skyrim, I don't believe it will be just 'spellmaking on an item'.
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Lisa Robb
 
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Post » Wed Sep 01, 2010 8:34 pm

See, there's the deal. I don't understand how enchantment could make a return and yet spell making doesn't. If they dislike spell making for feeling "spreadsheety", then they would have disliked enchantment for the SAME reason, considering it was literally spell making, but with an item as the outcome rather than a spell. The effects, sliders, and everything else were the same. And if they DID find a way to not make it need slider and all that anymore, and it just deals with spell effects, then, pray tell, why could they not do the same with spell making?

Unless... Unless they did the unthinkable, and now instead of the typical enchanting we were used to, they replaced entirely with something similar to sigil stones? That would be terrible.
Or it has been simplified to adding an elemental effect to weapons and maybe a standard buff to apparel, all predetermined by power of soul gem or some item like sigil stones.

But a system that stupid couldn't possibly be its own skill.
Still...
*consults magic 8-ball*
*outlook not so good*
:cry:
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Alan Cutler
 
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Post » Wed Sep 01, 2010 5:28 pm

Making every spell completely unique at the cost of player-made "Firebolt 2.0"? Maybe it won't be so bad :)
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KiiSsez jdgaf Benzler
 
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Post » Wed Sep 01, 2010 9:00 am

If Bethesda removes spellmaking, they incur a lot more work on their part, IF they wish to have magic viability stay the same as it would be with spellmaking.

Let me explain: spellmaking let magic focused characters get spells that they couldn't overwise, because there weren't an overabundance of spell trainers, nor their individual wares.

If there is no spellmaking, bethesda will need to compensate by adding a vastly more encompassing group of premade spells to the game, and likely will need 2-3 times the amount they had in oblivion.


In my personal experience, spellmaking didn't "take the magic out of magic"...it was a nice way for a high level mage to actually make his own spells, like you know, an actual mage would. If the grandmaster of the mages guild can't even make his own signature spells, is he really representing his title? I think Not.
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Hot
 
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Post » Wed Sep 01, 2010 5:33 pm

I love the idea of putting the magic back in magic, however I still want SOME form of spellmaking, it's just too cool a feature to forgo.
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Princess Johnson
 
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Post » Wed Sep 01, 2010 11:51 pm

Sorry - this might be a minor point, but that's simply wrong. Go into Oblivion right now. Make three spells - on-target, area-of-effect shock, fire and frost. Go out and cast them, then come back and tell us again that they're all "identical" and that "the only difference was the precise effect it had on the enemies."

In point of fact, an on-target, area-of-effect fire spell travels in a ball that explodes out to the area-of-effect when it comes in contact with a target. An on-target, area-of-effect shock spell travels in a bolt that hits any target within the area of effect, then jumps from that target to any other target within range and continues to jump from target to target, even turning corners if there's a target within range. And an on-target, area-of-effect frost spell travels in a cylinder the size of the area of effect and hits everything within that cylinder, regardless of range. Those are obviously different effects. And the effects can be combined with whichever one is the most magicka expensive determining the animation used and thus the way the spell works, so, for instance, you can cast a combined frost and shock spell that travels in the cylinder of a frost spell, or a combined fire and shock spell that travels as a bolt and jumps from target to target, or what-have-you.



This. So much this. I have no idea why anyone trusts the company that gave us Finger of the Mountain to put together practical and useful spells. In every game yet, spellmaking was not only an option but pretty much a requirement for any fairly serious mage, just because Beth's premade spells svck so badly.



So? Presuming that to be the case, they could simply redo it. Are we to expect them to eliminate everything that might need to be redone?


What "general feeling?" I've never heard this "general feeling" expressed before.


What is this? A negotiation? We're supposed to be pleased that Beth removes something so long as they give us something else "in its place?" What are we? Beggars holding out grubby palms, willing to settle for whatever Beth decides to grant us?


I stand by my earlier statement - presuming that spellmaking is indeed to be removed, it's simply in order to save time and money - in order to have one less thing that the devs have to concern themselves with. Instead of going to all the trouble of designing a system whereby we could make custom spells, they can just list a bunch of premade ones and cue up the prerecorded effects that go with them as necessary. This isn't the sort of decision that's made by game devs - it's the sort of decision that's made by some committee after a power point presentation from a team of accountants. All this stuff about mystery and making magic feel like some arcane power and eliminating this purported "spread-sheety" feeling (a complaint that I've NEVER heard anyone in the community make (because obviously this forum is all of the community...)) is just PR fluff to try to divert attention from the fact that, once again, Beth is cutting corners and eliminating gameplay options. That's probably why they're giving us woodcutting, smithing, crafting... also a way better combat system... a sprint ability... dragon shouts... a "class system" that actually evolves with what you use... yeah they're cutting options, yeah...


So if I got it right, you think Beth are going to be "lazy"? you know, they might as well just not make the game... or even better, just create a COD clone like so many games on the market. yeah, that would sell...



Also, there's one argument I keep seeing is that in past games, the pre-made spells svcked. why? THEY svckED PURPOSEDLY TO GIVE SPELLMAKING A USE FFS!
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 01, 2010 4:59 pm

I'd take varied effects over a large spreadsheet anyday and besides, the games going to be fully open to modders so it wont take long for either a "spell making" system to be implemented or some NPC's selling a range of custom spells. Unless you think the developers handcoded every spell from scratch each time? that doesnt make sense and would be sloppy for future expansions.

They might also do well to take out magnitudes entirely and just give effects that are based on skill level, which would make custom spells redundant (unless you just want a different name). In lieu of custom spells a macro system that either casts multiples at once or queues them could be done.

Oblivions default skills were iffy because there were tonnes of spells that did the same thing, or didnt do enough like having to cast 7 spells to summon a daedric armor/weapon set. MMM/OOO demonstrated that with good default skills, custom spells werent needed.
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Tessa Mullins
 
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Post » Wed Sep 01, 2010 10:59 am

No spellmaking puts magic back into shotgun/chaingun/rocket-launcher choice. I want magic, not Dragonball stile projectiles.
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dell
 
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Post » Wed Sep 01, 2010 11:35 am

I for one am looking forward to the mod that puts spell making back in. Spell making is useful and the trial and error let's you get creative. Spell making is as important to Mages as Enchanting armor and weapons is to a Warrior and creating potions and poisons in Alchemy is to... everyone. More so than casting, it is spell making that is the primary act of role playing the pure Mage. It looks to me as the pure Mage, their chances of survival if forced into melee combat [no block with weapon and a spell equipped, little to no armor worn] and traditional magic has been nerfed and Skyrim is forcing Mages to rely on shouts.
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WYatt REed
 
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Post » Wed Sep 01, 2010 4:12 pm

My issue is that spellmaking was a huge chunk of the game for me. Enchanting, spellmaking, etc. I love coming up with combos and optimizing my effects. I like the fact that as a mage, I'm doing actual spell research and it makes me feel more like a scholar. This system seems like it'll turn the mage into a warrior who uses spells instead of swords.
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Emmi Coolahan
 
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Post » Wed Sep 01, 2010 1:53 pm

Spellcrafting could be very cool, however in Oblivion, I'm pretty sure most people just slide the magnitude bar as far as they can afford, and make it a target spell. Really, there wasn't much customization going on except for combining effects.. and saying magic would be stale without it is like saying archer/melee combat was stale because you couldn't craft armor/weapons..

Besides... it svcked having to go through the entire mage quest line just to be able to make custom spells if you weren't planning on being a full blown mage and you just wanted a simpler cheaper custom spell for your less than magically inclined character.
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jessica Villacis
 
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Post » Wed Sep 01, 2010 6:41 pm

Actually while I did do that at times, more often I would find myself using a spell which used a comfortable amount of magika at my present level. Enough damage to be worth it while at the same time something I could cast multiple times in case the enemy dodges.

At a minimum I want some sort of an ability, like a slider that appears when we to go set the spell to a hand that lets us control the general magnitude (make it a percentage if you must) so I can go from a low power spell for use against large numbers of weak enemies to a max power spell when nothing less will do. Hopefully with some way to control otter attributes as well such as at the very least enabling or disabling area effects.

I worry about 3 things.
1. One or two killer spells that are used be default because nothing else is as good. Without spellmaking there would be no way to create an equivalent (fire spell is best so I make an equivalent frost spell). True there are some dominant combinations as well, but I don't have to create them. I probably will have to use the best spell if I have no ability to create my own. The end result being magic is now bland and repetative, though maybe in a new way.
2. Area Spells. Will there be a situation like this? The low level fire spell is the only one I can use with allies around because the 3 stronger versions all include an area component that wipes out my allies as well.
3. Without customization, will most of the spells be copies of each other with different strengths?

Take away customization if you must, (personally I would really like to see it), but at the very least give us some way to tailor the spells we are provided to the present situation.
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dav
 
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Post » Wed Sep 01, 2010 7:41 pm

So, basically mages will experience Call of Duty: Tamriel?
"Here you go mage, you can use your fire gun, frost gun, or lightning gun, and here are your grenades."

Magic is supposed to be "spreadsheety" because it is the Elder Scrolls version of science. It is a process of experimentation, theorycrafting, and meticulous recording of findings. If I wanted to play a mage who had all of his spells made by the developer, I would play WoW (and would have the advantage of being seriously overpowered in PvP).
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Heather Kush
 
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Post » Wed Sep 01, 2010 2:16 pm

And the effects can be combined with whichever one is the most magicka expensive determining the animation used and thus the way the spell works, so, for instance, you can cast a combined frost and shock spell that travels in the cylinder of a frost spell, or a combined fire and shock spell that travels as a bolt and jumps from target to target, or what-have-you.


And I find that EPICALLY lame. New spells should look nothing like old spells.


I stand by my earlier statement - presuming that spellmaking is indeed to be removed, it's simply in order to save time and money - in order to have one less thing that the devs have to concern themselves with. Instead of going to all the trouble of designing a system whereby we could make custom spells, they can just list a bunch of premade ones and cue up the prerecorded effects that go with them as necessary. This isn't the sort of decision that's made by game devs - it's the sort of decision that's made by some committee after a power point presentation from a team of accountants. All this stuff about mystery and making magic feel like some arcane power and eliminating this purported "spread-sheety" feeling (a complaint that I've NEVER heard anyone in the community make) is just PR fluff to try to divert attention from the fact that, once again, Beth is cutting corners and eliminating gameplay options.


Question: if the ONLY reason it is removed is to save time and money, why not just have an identical magic system as before?



REALITY: the reason it is being removed is because too much time and energy has gone into changing the magic system.

This is not a simple discontinuation of a feature. It is a sacrifice of an old feature for a new one.


A little honesty in your criticisms would increase your credibility quite a lot.


Oh, and I hated the "spread-sheety" feeling of magic in Oblivion and Morrowind. In fact, magic was more or less lame to me, in that I never felt like I was some great wielder of Supernatural power. I would be totally happy with the sacrifice IF they got the magic right: if they made me feel like freaking Gandalf casting spells, then I would be a happy camper without create a spell. IF they don't get it right, then I will be as pissed off as you. But unlike you my final conclusion will require testing the game before I am utterly convinced one way or another.
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Elisabete Gaspar
 
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Post » Wed Sep 01, 2010 8:10 am

If Bethesda removes spellmaking, they incur a lot more work on their part, IF they wish to have magic viability stay the same as it would be with spellmaking.

Let me explain: spellmaking let magic focused characters get spells that they couldn't overwise, because there weren't an overabundance of spell trainers, nor their individual wares.

If there is no spellmaking, bethesda will need to compensate by adding a vastly more encompassing group of premade spells to the game, and likely will need 2-3 times the amount they had in oblivion.

In my personal experience, spellmaking didn't "take the magic out of magic"...it was a nice way for a high level mage to actually make his own spells, like you know, an actual mage would. If the grandmaster of the mages guild can't even make his own signature spells, is he really representing his title? I think Not.

Correctly, Oblivion had loads of premade spells, lots of them were pretty useless and it was huge holes that would make Illusion pretty worthless.
It was no high level mind control spells making Illusion useless as an offensive skill at level 18. No chameleon 100% spell, yes I agree that chameleon 100% was overpowered but you could easy make it with potions or enchant but max effect in bought spells was 50%
Frenzy also required a pretty large area effect to be useful, as the unaffected npc tend to attack you, duration was less important as you could always cast it again.
Destruction and restoration was less hit as any healing or damage spell would work even if a custom spell would work better.
However console player should not only pray but also perform the pilgrimage in hope that no such holes are left in Skyrim if we don’t get a spellmaker.
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Amy Masters
 
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Post » Wed Sep 01, 2010 3:27 pm

Correctly, Oblivion had loads of premade spells, lots of them were pretty useless and it was huge holes that would make Illusion pretty worthless.
It was no high level mind control spells making Illusion useless as an offensive skill at level 18. No chameleon 100% spell, yes I agree that chameleon 100% was overpowered but you could easy make it with potions or enchant but max effect in bought spells was 50%
Frenzy also required a pretty large area effect to be useful, as the unaffected npc tend to attack you, duration was less important as you could always cast it again.
Destruction and restoration was less hit as any healing or damage spell would work even if a custom spell would work better.
However console player should not only pray but also perform the pilgrimage in hope that no such holes are left in Skyrim if we don’t get a spellmaker.


That's really the crux. If they get magic right, I'm not going to miss spell making. Even if they don't have every conceivable spell, if magic is fluid, powerful, supernatural feeling, and varied enough, things will be fine. If, on the other hand, it is stale, repetitive and useless, then they will have made a big error.
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Ashley Tamen
 
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Post » Wed Sep 01, 2010 8:31 am

And I find that EPICALLY lame. New spells should look nothing like old spells.




Question: if the ONLY reason it is removed is to save time and money, why not just have an identical magic system as before?



REALITY: the reason it is being removed is because too much time and energy has gone into changing the magic system.

This is not a simple discontinuation of a feature. It is a sacrifice of an old feature for a new one.


A little honesty in your criticisms would increase your credibility quite a lot.


Oh, and I hated the "spread-sheety" feeling of magic in Oblivion and Morrowind. In fact, magic was more or less lame to me, in that I never felt like I was some great wielder of Supernatural power. I would be totally happy with the sacrifice IF they got the magic right: if they made me feel like freaking Gandalf casting spells, then I would be a happy camper without create a spell. IF they don't get it right, then I will be as pissed off as you. But unlike you my final conclusion will require testing the game before I am utterly convinced one way or another.


If being a Mage was just about casting spells then spell making wouldn't matter, but casting is just the end result. Spell making is role playing for the Mage. Powerful combinations are just a product of using ingenuity, but they are not the only results of spell making ingenuity. I once lost the Battle of Bruma because a certain someone died. My solution was to hit him with an extended paralyze and invisibility spell so he sat out the fight.


Role playing a Mage means the player using their own ingenuity in the game. Taking out spell making really hurts the Mages in many facets of game play, from nerfing the Mages strengths to role playing. If the Mage loses spell making, you've turned spells into enchanted arrows you don't need a bow for and you've turned the Mage a rather undesirable class for many that favored being a Mage in the previous games.

I think they changed the magic system because shouts are very much a secondary magic system and in order for shouts to play a distinctive role, the magic system needed to be nerf'd otherwise shouts would be just another spell. After all, why rely on shouts if you can solve all your problems with regular magic?

I have no plans on preordering Skyrim at the moment due specifically to the question of spell making. It is that important an aspect of gameplay to me and I have no qualms about being able to find Skyrim on sale during a holiday season, it will be on sale somewhere.
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Crystal Clarke
 
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Post » Wed Sep 01, 2010 6:04 pm

So, basically mages will experience Call of Duty: Tamriel?
"Here you go mage, you can use your fire gun, frost gun, or lightning gun, and here are your grenades."

Magic is supposed to be "spreadsheety" because it is the Elder Scrolls version of science. It is a process of experimentation, theorycrafting, and meticulous recording of findings. If I wanted to play a mage who had all of his spells made by the developer, I would play WoW (and would have the advantage of being seriously overpowered in PvP).

Because in spellmaking you have such a big variety of spells: How about a fireball? A bigger fireball? Oooh, this fireball also shoots ice. This one even paralyse you...
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Britta Gronkowski
 
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Post » Wed Sep 01, 2010 4:32 pm

Because in spellmaking you have such a big variety of spells: How about a fireball? A bigger fireball? Oooh, this fireball also shoots ice. This one even paralyse you...


Try doing the actual math.
The number of total possible spells in Oblivion runs in the millions. Millions upon millions, in fact.
Granted, a large number of those possible spells will be utterly useless (fire damage on self 1 pt 1 sec, invisibility on target 10 sec.)
and those kind of things, but the phase space of useful spells inside that vast number of possible spells is still staggeringly vast.

There is simply no way that pre-made spells as opposed to spellmaking does not remove the majority of options, wich removes replayability.
And the argument that at least they will look cool is utterly moot. What a spell does is about infinitely more important than how it looks.
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des lynam
 
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