Definitely agree with this. I've never liked health bars, they're unrealistic. Visual representations would be much better - blurry vision, limping, bloody clothes... with HUD, less is more. No HUD could be great, if done right.
Regarding quest markers, I wouldn't be surprised if they left them in on the map, but the compass was removed. I'd like to see them gone entirely in favour of more detailed directions, but I can see why they'd keep them in.
* It doesn't take a lot of blur to make a game highly annoying. Among the first "special effects" people turn off to make it playable. And even the slightest damage would have to show up as blur to catch our attention.
* How would limping work in Oblivion? We don't even have head bob. Oh yeah, just switch to 3rd person.
* Bloody clothes? In Oblivion we don't even see our character. Oh yeah, just switch to 3rd person.
On screen blood is also problematic. It works when you get a hit and you auto heal, like some modern yet dumbed down shooters. Where in the pipeline is blood added? Before or after postprocessing? How about nighteye effect? Do you still see red blood? And then there is magicka and fatigue pool. How would those be shown? Lots of conflicts here.
"Call of Duty: Norse/Medieval Warfare"?
Jupp, I'm *really* getting bad vibes here. I want role playing, not a realism based 1st person shooter with magic replacing guns (with endless ammo). Many of the features we consider "RPG'ish" are removed, and now we instead have insta-travel, regenerative magicka, no failures/fumbles or flukes, and minigames demanding player skill rather than character skill replacing character based chance rolls. In role playing pretty much everything has an accompanied cost, something you *want* to consider the impact of. In Oblivion everything was a free ride.
Now, I love Oblivion as a game, but it's not my idea of a good *role playing system*, despite all the lore. It's heading more and more toward the "action game with a magic system designed to be exploited". Several of the old classic adventure games (Leisure Suit Larry, Monkey Island etc) did the same mistake on going "more action based". Even classic pure turn based tactical games like UFO Enemy Unknown spinoffs "went realtime based" and lost all the charm the original had. It failed then, and it will fail for TES. Hell, even VATS (pause for input) does traditional roleplaying much better than click&spam "combat".
Oh well... Guess I'm all alone on this one... I'd like important bits shown on a hud, because I'm used to having a real character sheet in front of me and a notebook for calculations. Even FO3 pretty much svcks when it comes to menu responsiveness. So having these attributes shown on the character screen only isn't acceptable.