In the podcast todd says that he looks at the previus games skills and remove what he think isn't necesary. He want us to make more big decitions about which we chose, but my own opinion is that the fewer skills there are each decitions will count less. What does it matter to me if I have to chose the general blunt skill in OB? I can fully utilize all axes and hammers, but in MW I had too make a more important decition about my skill since they were more specialized. I think that the more specialized skills will make each decition more important.
I know the perk system is there to specialize, but in general I am rather dissappointed with the constant removal of skills since DF.
Thoughts?
My opinion is this: many of the skills in Morrowind were nice for the purpose of roleplaying, but they didn't actually add very much to the game itself. Take for instance the skills 'Shortblade' 'Longblade' 'Axe' 'Blunt' 'Spears' etc. These skills seem awesome, because it looks like your character can specialize in many different ways. However, what these skills do is actually pretty simple, and if you think about it they're the same plus or minus some aesthetic preference. As it stands, you can 'lunge', 'swing', or 'chop' with either an axe, sword, stick, or dagger-shaped object, and the result is basically the same. Now you may say that the system is actually more interesting than I say it is, because some weapon types work better against certain armor types, so there is actually some level of choice involved beyond just pure aesthetic. However, I claim that this justification of the current system is an evaluation of the entire strategic potential of the system; truth be told, the mechanics aren't very interesting. The same level of differentiation between axe, blade, blunt, spear, etc, could be determined with a far simpler system characterized by only two skill levels; the relative player skill with a particular weapon would be given by a function of the two particular skill values.
So how can the system be improved? Answering this question requires a lot of introspection. In what ways does our current notion of the combat system hinder our capacity to improve it? What do we actually want from the combat system?
Personally, I want a combat system that will keep me interested in the game for its own sake, the way people play chess or checkers for its own sake. RPG's need to deal with many different gameplay elements at once, so it is difficult for them to attain the same level of richness as a pure strategy game. The gameplay of RPG's tends to resemble that of card-games: one hand beats another hand, one weapon type beats one armor type. This school of game design is useful when the primary appeal of a game is the narrative, but for a game that requires some level of lasting appeal (such as a sandbox game), this level of complexity is not sufficient to maintain interest. I think that this is why Oblivion was not quite as popular with longstanding fans of the series as it was with newcomers; the gameplay was not new enough to be interesting. I'm happy that the developers are trying new things; most of the ideas that have been mentioned so far increase the level of player interaction in the game, so I expect it to keep me interested for a while.