No spears. In a Nordic setting. What???
The absence of spears is unfortunate indeed. The most unfortunate aspect is that they would realistically behave significantly differently in combat, and present different utility compared to other melee weapons, adding more depth to the combat system. Now chances are that if they actually had spears, these spears would probably behave as they did in Morrowind, which means they'd be just a different looking weapon to fight the enemy with. I'd have a hard time justifying the addition of spears, in creating the models and animations, if it was going to be was a slight different looking weapon that did not bring with it unique gameplay. So yeah, if it was done well it would be great but it would take a lot of time off other aspects of the game which I might consider more important, and if it was done badly it'd just be a waste of their time.
But yeah, I'd like wielding spears, pikes and javelins, especially from horseback.
Classes removed. Again....what?!?!
In regards to classes... I think they had posed a progressively lower significance in the Elderscrolls since Daggerfall. In Oblivion they were a pointless restriction and an obstacle to your character's progression. As far as I'm concerned, keeping it as it was in Oblivion would be a poor choice, which lead to the options of either scratching the class system entirely or rebuilding it into a new incarnation where significant penalties and bonuses could be imposed on the character. They chose to ditch the system, which brings about its own share of benefits and drawbacks. It's a shame again, but perhaps the time spent on not working with classes will improve another aspect of the product.
No crossbows. Todd thinks they are stupid. Oblivion NPC M'aig confirms this.
Crossbows are cool, I like them. If they are incorporating a damage resistance system with armour thresholds like in Fallout, they would make for the sort of weapon a marksman would use to penetrate armour or thick skin, providing a lower re-fire rate than bows, but greater armour piercing capacities. I think they would have made a worthwhile investment of the team's resources and it's a shame they are not part of the project.
Spellmaking removed (unlimited possibilities of fun removed)
This is actually a move that I support strangely enough. I thought the spell making system was simplistic, disallowing the presence of more interesting spells to be present. Now, if they simply cut the ability to make your own spells but and leave the spells as they were, it'd be bad. I have the feeling they are going with a Bioshock approach though, where each spell is special and provides completely separate utility. Frankly, I'd rather have that than the ability to make my own spells. Given the limitations that must be applied to such a system to ensure balance, the actual function of the spell-making system is diminished. In Oblivion I prefer using spells from Midas Magic, even though I couldn't change what they did, simply because they were far more interesting than the things I could make the vanilla spells do in in-game spellmaker.
Fallout-like perks replace birthsigns. :/
I hadn't heard about the absence of Birthsigns but it's saddening. On the bright side, the absence of them means I can finally play characters that don't use the Apprentice birthsign but that's a bitter-sweet feeling when I have nothing to fill the void. Like was said earlier in the thread, I don't think the presence of Perks actually eliminates the Birthsigns place. They should be be able to co-exist side by side, like how Traits and Perks exist side by side in the Fallout universe. If I had to pick between birthsigns and perks I'd probably pick perks, but that still doesn't justify their absence. The amount of work to have birthsigns in the game, given that the lore is established for them, is likely minimal, so it's not really a matter of requiring the manpower to operate elsewhere. They must actually have made a conscious decision to cut them in their entirety. I don't know the reasoning that justifies it.
Graphics looks only SLIGHTLY improved from Oblivion
This is something I really don't care about. They have improved the only things that actually visually bothered me in Oblivion, the character faces and bodies and the bland environments caused by using the automatically generated scenery. The rest I thought looked pretty good as it was. Better graphics usually just means lower frame-rates and worse performance anyway. Over the Oooohs and Aaaaahs of seeing the something the first time, they don't actually increase my enjoyment enough to justify my frustration at sub-par performance.
I don't support this choice, but combined with the absence of classes I can't help but wonder if their reasoning is to cut the aspects of the game that restrict you in how you play your character. Attributes tell you if you can make an effective mage or sword-fighter, much like how your classes restrict you in how you advance in these roles. If you cut these restrictions you have the ability to play your character as you see fit. However I do wonder what the next move is if the ultimate goal is to rid the game of restrictions and limitations. Is the next move cutting Races as well; because races determine how effective you are at certain roles? Nah, I support the absence of Classes but I think cutting attributes alongside it actually takes away from the depth of character development, and also character generation. I'd like to be more than a set of known skills, but also a set of characteristics unique to my character, that influence how that character behaves in different circumstances. I think it improves games' replayability.
UI is inspired by apple with no mouse support
To me the UI isn't the most important thing ever. What little I've seen of this current UI however gives me something of a Sci-fi vibe, and thus makes me feel like it doesn't belong in a game like Skyrim given the concept art we've seen of the game. I would have preferred a less flashy UI, perhaps the look of carved stone or wood, like Nordic craftsmanship. Being a utilitarian people, I'd have liked the UI to portray the same vibe. I.e. Functionality over visual attractiveness. A User Interface is after all there to provide information and tools to the player, not to look pretty.
Fast travel, compass both return in this game.
While neither is inherently bad, I do find them to be an excuse for laziness in dialogue design and quest design. I tried to play without using quest markers in Oblivion and Fallout and found that it was bloody impossible. You get the most basic directions from the NPCs that are close to impossible to follow without that magical GPS device. In Morrowind I remember that it was sometimes difficult to follow directions too, and I sometimes got lost but I actually liked that. I'd come across something interesting, explore a dungeon off the beaten track, then backtrack in my journal to find where I took the wrong path. Fast Travel is similarly bad in that it expects people to actually use it, giving you quests to traipse half the world away and nothing ever happens influencing this quest until you reach the destination. In a way it feels as if they are forgetting about the importance of the actual journey in a quest and it's all about the destination itself. To me, this is the true problem conferred by the presence of these systems.
I'm really disappointed. I loved this series...
Disappointed I'm not, but disappointment is usually a greater indication of your elevated personal expectations than any inferior quality of the product. Given the state of the industry, and the audience they seek to appeal to, these choices were probably to be expected and doesn't truly surprise me. I do however hope, and expect that they add enough new stuff to justify dropping the old, otherwise I'll probably join you in the disappointed corner.