OK, here is what I think of the current trend:
There has to be balance somewhere, and the mainstreaming has to draw the line at some point.
The easier they make the games, the less satisfaction you get from developing your character, and achieving something, using your mind and/or your character's capabilities.
FPS games can give us satisfaction of our fast reflexes, but role playing games should give us the satisfaction of our choices about character development, our choices about doing tasks and achieving goals, our choices about maintaining a role, or a relation with NPCs, our choices about how to approach a problem, and so on...
The harder, and more limited the environment and our capabilities are at the beginning of a role playing game, the more satisfaction we would have of breaking out of the starting limits, out of improving our capabilities, and achieving goals.
If we do not have to use our minds in order to solve the problems and it is enough for us to precisely follow instructions and on screen indications, then it is an kid's arcade game, not a mature role playing game, no matter how much gore are there on the screen.
I really miss the olde times where the shiny graphics was not the norm, but quality was in the depth of the games, and their mature nature regarding their approach with problems, now the instructions just jump out of the screen indicating how to solve problems like robots.
I really miss the olde times. <_<
...
IMHO the biggest problem rises from the decision to make the game for children, and this trend started with Oblivion, and that game has inbred hand holding woven into every parts of its core, and leaves nothing for our imagination and ingenuity to solve, and hand feed all the information and instruction needed to do the next tasks, and nose lead us to the place that we have to be to solve the problems, and leave nothing for us to try ourselves.
You can do anything right from the beginning and do not need to "EARN" any right to to things, you can go (jump) anywhere, attend any guild, become master of all, leader of all, winner of all.
And you can do it right from the start, without an real need to improve your character, and you can do it by just one character, and you do not have to fight really hard to do it either.
When there is no need to improve your character to become able to do things that you could do not before, and when there is no need to choose between two opposing factions, skills, places, or anything, and you can have them all, from the beginning, and when you do not need to impersonate a special person, and can be all of the characters in one play-through, then IMHO the game is not a role playing game.
It is a kids' arcade game, full of action, where you jump from one action packed place to another and have instant gratification, and move on.
Hopefully Skyrim got better in this era from the black sheep of the family Oblivion, but I fear has not reached the exalted height that TES series had when it was younger.
A great critique, and I love the reasoning you have used. The only issue I have is with your critique of being able to do anything at any stage taking the role playing aspect away from the game. Isn't this the whole point of the genre? You create the limitations and PC back-story, so You can implement your own rules. I also think this is a very mature aspect of the game as many children would not have the capacity to create their own in-depth storyline.
What I meant, was that when there is no need to develop a character to be able to do things, and you can do anything right from the beginning, there goes "The character development" aspect of RPGs out of the window.
In a role playing game, you would play a role and stick to it and develop your character relative to that role, so that you can do the tasks that the role model could do better, and you live that role.
But in a game that no matter what type of character you have developed, and no matter what role you have impersonated, you could do anything you liked and join any faction that you liked, no matter if they are related to your role model, or not, and you could become their leader, nonetheless, even if they are completely unrelated to your previous role, and developed character, then goes "The role playing" aspect or RPGs out of the window.
The kid part was regarding the ease of access to the quest solving, because when a quest started, the "Precise" and "Full" instruction of how you should finish the task was dictated, and reminded at appropriate positions and times, and the precise direction of the exact position of the target was always visible on the screen, and you had only to follow the on-screen directions and at the right moments a pop-up would dictate you what you should do next, and you did it like a robot.
A kid could do the tasks, provided he could understand the meaning of the dictated instructions.
This is what I wrote in another thread here about my fears for future TES games:
Further hand holding, nose leading, and precise dictating of next actions, in one way, linear quest lines, with obvious black and white morality, and making a game for children in a harsh and gory environment.
IMHO Morrowind had perfect settings in all ways, Oblivion had all the above problems, and I hope in Skyrim they are half back toward Morrowind standards, but I still fear those mistakes.
http://www.gamesas.com/index.php?/topic/1207074-how-to-have-a-cake-and-eat-it-tooWhich I defended by an example here:
I hope they do not include the compass markers on the HUD at all, and just give us enough journal directions and NPC guidance and Clairvoyance spell.
=== === === === ===
You, as a newbie player, have joined a guild, and a quest giver in the guild has just given you a task to perform:
Quest giver: Find the "Elvenbane Axe" in the "Nihilus Keep".
You ask a few guild members and find out that "Nihilus Keep" is probably south west of the "Scorched Catacombs", so you open your map and find the catacombs on that, and plan a route there, or simply use a "Scroll of relocation" to jump to the catacombs, and head south west.
In the route you find a traveling NPC and ask her if she can help you find the target keep, and she points toward a direction and tells you to keep going that way, but you bribe her, or sweet talk her to guide you toward the target, and she agrees to come along a bit.
She falls in front of you and you start to follow her in the route, until she stops and points towards a small keep, half hidden behind the large mountain in front of you and tells you that it is your target, and departs.
=== === === === ===
You enter the keep, and try to look around and find the item on your own, or decide to give up and use your clairvoyance spell and with its help find the axe.
You cast a spell and the avatar of your unconscious half-draconic inner self appears in front on you and beckons you to follow him, and you follow your inner self until finally its time is up so that it stops on the track, and point you toward a direction to follow, and disappears into a wisp of smoke.
You follow the direction and try to find the axe on your own, or decide to cast the spell again, and again you follow the avatar of your inner self, until he stands beside the item, and points toward it.
=== === === === ===
Now compare it with Oblivion's implementation:
Quest giver: Find the "Elvenbane Axe" in the "Nihilus Keep".
You open the map, there it is, marked on your map, so you click on a nearby visited place, and teleport to it, then follow the compass markers until you reach the door steps of Nihilus keep and enter it and continue following the aforementioned markers, until you are standing right beside the item. Note that I did not write about the opposition found in the middle.
=== === === === ===
Please tell me which method gives us the most satisfaction that we have achieved something in the game, and finished a task?
Which method gives us the more opportunities to perceive and interact with the game environment and its population, and let us be immersed in the game?
Here is what I think of the current trend of free access to anything, without the need to earn the right:
Well, it seems that a lot of people around here want to be able to go anywhere and do anything from the beginning of the game.
I want to earn that. I want to be shackled in limitation from the beginning of the game and by practicing, and gradually improving my character, by gradually defeating the monsters and other barriers that are in the way of my freedom, by completing the gradually more complicated quests, by gradually conquering my way into the hearts of the local people, and by gradually finding my place in the game world, to be able to break free from those shackles and limitation, and feel the sweet taste of triumph over those initial limits, so it is like a combination of a lot of those choices.
I want to finally become great, but I want to do it in a special way each time, so I would become unique in the end. For replay-ability, of course.
But my choice, the core and foundation of it all, that other role playing elements would be achieved on the top of it would be: Breaking from initial limits, and become free to go anywhere, and do anything.