It does however really make me miss proper D&D influenced CRPGs.
I was picking a "master" level lock with a brand new no-lock picking skill character and recalled how this isn't even possible in say, Morrowind, where if a lock was beyond your character's skill then it was beyond your characters skill (well, you could do better with a less primitive lockpick, but not by much). In fact, in Morrowind both a mage and a thief could open a locked container, but skyrim ditched unlocking/locking spells then threw in an easily mastered-minigame.
The minigame thing itself is rather weird. Time completely freezes. The minigame itself is semi-realistic, except for that really, really unrealistic fact. And except for that mages are hapless against locks. And that warriors can't bash containers. And with how easy it is to master the minigame, I have no idea how the character skill for even goes as high as lvl 100 as opposed to about lvl 10.
This just got me thinking some vestigial oddities in skyrim. Note, vestigial refers to a useless bodily structure left over from lesser evolved incarnations of a species. TES was at one point MUCH more pen and paper IE D&D influenced for the mechanics. With it's own spin, but there was a LOT more going on under the hood in prior games.
Take sneaking in Skyrim for example. The stealth mechanics are one of the more directly ripped things from a pen and paper based CRPG (and one of the fairly unchanged things in the last few installments). The unrealsitic nature of it was fine in an old CRPG, but now in Skyrim there are other games that have done it better.
I need to sleep, but I'm going to try to make this as comprehensible as possible:
I believe the gradual transition in the last few ES games towards " idiot-proof action hackn'slash etc" already has and may continue to create vestigial oddities that interfere with the game's experience. IE make a " idiot-proof action hackn'slash etc " that is more awkward than it needs to be. The Oblivion leveling problem comes to mind, which was old-school stats clashing with the newer streamlined auto-leveling enemies.
Now Skyrim is done rather well as a game on the whole. There's not much left to streamline, but there's not terribly much that still needs it either. I do think the combat is still clunky, and I'd be perfectly alright with TES VI ditching even more of it's roots for a something more enganging. Actually Mount and Blade + Manual Blocking comes to mind as one of the better medieval sword fights I've had in recent times. A refresh on the stealth mechanics, lock-picking, and pick-pocketing to even more engaging (...and real-time? Please?) would be welcome. In general, I think it could be made more actiony than it is to it's adantage.
Now leading up to my call to action here, thinking back on freedom in prior games, I do think Morrowind had the best mix of old-school mechanics and presentation. However, Morrowind didn't have lock bashing either (at least in vanilla, thank you modders). Actually, there's a lot of stuff you could do in an even more heavily pen and paper based CRPG that wasnt there. What I'm saying is
I miss:
-Everything being relevant to your character, not the player. IE no minigames and watching your character try for you. A lot of "X is beyond your skill".
-I miss the almight RNG being ever prevalent in all things. All hail the RNG! Tremble before it's wrath!
[IE: Please tell me you remember casting failure chance? It was in Morrowind not that long ago. Skill, fatigue, and stats combined with the RNG actually made magical battles gripping. You used a physical weapon because while magika was powerful, it was still a (very limited) gamble. I remember playing pure mage and actually planning out my plan of attack in a dungeon because I only had X much magicka in reserve and potions, and actually getting emotional swings when crucial spells failed or succeeded in succession. Ever since the 100% successful casting combined with unlimited real time regenerating magika, [i]the gambling attraction is gone.[/i] It's no different from a sword or bow now. And to balance this, it was nerfed to the point of being dissappointingly underpowered.]
TL;DR the RNG made combat more gripping than garunteed results.
-Detailed combat mechanics. IE I'll bet a lot of you didn't know that Morrowind accounted different damage characteristic for 3 different kinds of attacks. IE rather than "Dwarven spear: 22 damage" it was "Dwarven spear: 18-22 pierce, 1-3 Chop, 1-2 Swing", and that was far from detailed compared to other CRPG simulations. TES VI can get away with having just "armor" and "weapon" skill. But I miss unarmored, light, medium, heavy, and not having perks that outright punish the player for using mixed armor . Hell, at that matter, why armor class skills at all? Why not a system that actually allows for skill in completely custom mixed sets of armor? And why does skill with a sword help me knife-fight? Hell, why not skill with individual weapons with a complex formula for how familiar I'd be with a different weapon relative to what I've trained with? Just ANYTHING, please anything more than "Steel: 13 damage Elven :18 damage; axes +1 damage blunt + 2 damage".
-Pointlessly abundant variety. For the record, polearms had a significantly different playstyle. There was no reason for them to be cut and I hate playing an agile skirmisher in skyrim with the same melee range as the other guy.
-TextTextTextTextTextText. I like to read. I hate limited voice acting. It severly limits the storytelling.
-A god-damned detailed journal. And no compass markers.
There's more, but that's just off the top of my head.
My point is: Bethesda just put out a huge successful blockbuster in TES series. Hell, they had a good release before that even with New Vegas. It's not like they can't afford to offer something on the side for the smaller segment of their fan-base. So: Why can't we have a hardcoe or even just a 'proper' older-style CRPG spinoff title as a throwback to days of old? I don't want one with the budget of Skyrim. I don't care if it's as simple as Morrowind was. I just want something that wasn't intended to also appease ADD Console-kiddies within their attention span.
Edit:
I'm not asking for old features to be re-introduced into the blockbuster TES VI. I'm asking for an entirely separate, small budget, side project. The whole point is to un-mix the genres for this.