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.
[...]
You're acting magic isn't already enchanted arrows... except you decide what specific enchantments these glorified arrows will have.
What they are selling is an entirely new look and feel to magic, one that moves AWAY from the enchanted arrow feel that BOTH Morrowind and Oblivion showcased- even with spell making. I find it disingenuous of you to suggest that simply removing spell making would automatically turn an entirely new system into glorified enchanted arrows, when in fact the CURRENT system WITH spell making is closer to that.
Now, as for your "role playing" argument, it is a good one, but a spell creation spread sheet isn't the only possible way to have a role playing experience with magic. How do they do it in Fantasy novels? Is there a lot of spell making going on in those? No! But there is a lot of mystery and venturing through ancient catacombs, reading long forbidden and hidden books, deciphering long lost languages, on your way to discovery of ancient and dark magics.
In my opinion, THAT would be a FAR better experience than a spell creation spread sheet. Put the mystery back into it. Of course, obviously that probably isn't what Bethesda are doing here, but maybe we can see that in the future.
But anyway, I can't see how anyone would prefer a spell creation spread sheet to what I described above: a mage actually doing what a mage does in Fantasy novels: traveling to the remote Legendary Lost Libraries, discovering the Arcane of the Arcane, and then experimenting with new spells in some dark cave, necromancing ancient demons and the like. Clearly such things would require a great expansion of spells, and a very large change in direction, but what Bethesda is doing is at least a STEP toward that.
Right. That's not magic. That's not arcane. That's not Supernatural.
In an ideal world, I'd prefer to have spellmaking. But if spellmaking consists of "hmm, what effects should I put in THIS fireball" then count me out. That isn't good enough. If I had to choose between true variety and a really arcane feeling magic system, or the system we're used to with the ability to make various types of magic projectiles, I'd prefer the former.
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.
How many of those millions are essentially redundant and soulless copies? You might as well get your 80 sided dice and go play Rifts...