» Tue Sep 06, 2016 6:39 pm
Well, the change was again something of a necessity as they moved AI forward targets that move around, try to get into cover, or flank you, rather than stand there as you smack them, don't facilitate dice-roll to-hit mechanics. The options were either change things, or keep the world clunky and static.
Even then, the Morrowind era was simplistic to the point superficial. Because you were presented with such one dimensional interactions between Skills and Attributes, the only reason to NOT advance primary attributes was to deliberately hamstring yourself. This type of simplicity encouraged mono-typed characters, making all Weapon-users Strength Based, all Rogues Agility Based, and all Mages Intelligence based, while offering very little incentive for them to invest in anything else. This also created problems with hybrid classes, spreading too much out across different skills and their governing attributes. Without a high strength, your weapon skills were basically useless, so gods forbit you also had Marksman, Speechcraft and a Magic major skill.
And this isn't even dealing with the issue of Skills being far more important than they were in Morrownd. Strength is a secondary concern to Skill, and should act as a complemnt, not an equal party. Skill doesn't just determine IF you hit, it determines how you hit and where you hit. Particularly in combat skills, Strength is often a secondary concern, just as raw intelligence can't make up for a glaring lack of knowledge. This was compounded by the weirdly carved up Skills, rendering a seasoned and skill fighter a bumbling child as soon as they switched to a slightly different weapon, but that only exaggerated the artificial nature of the Attributes and what they governed.
And even then, the expression of these characteristics isn't as uniform as it's typically portrayed. Just because you can hit hard doesn't mean you can carry a lot. Just because you're nimble doesn't mean your quiet. Just because you're personable doesn't mean you're good at talking.
Both of these were addressed somewhat by Perks, where you had to 'manifest' expressions of old Attributes and how they related to specific Skills, but it was done in an extremely poorly represented way that left no association with the Attributes that were being represented. There was nothing to indicate that Magicka Efficiency was a 'Willpower' effect, or that increased movement speed in armour was an 'Endurance' or 'Strength' effect. This was further compounded by the flat-rate values of these Perks, which only served to divorce them from any sense of physical or mental development of the character and make them feel like they were simply things that should happen automatically with the Skill.
In a purely functional sense, Skyrims Attribute dynamic (because it DOES have one) is functionally superior, because of the way it spreads out the interactions of those concepts. It falls flat, however, in it's ability to represent its self, to the point where virtually no one even recognises that theres an Attribute system there at all. It also still fails to address the issue that, you can drive these characteristics even if you don't know how to apply them... So you can still be strong, without it having any bearing on your sword play.
On the whole, its a sloppy side-grade. As Kovacious said earlier, combining the two approaches would have offered (potentially, assuming Bethesda didn't do its usual thing and stumble over its own execution) a new benchmark in Character Options, but as it stands, what we got basically just covered some of the weaknesses of the old system, with none of its strengths.