What defines the series?
Go anywhere Do anything. Not Go everywhere Do everything in one fuzzing playthrough.
Its already changing significantly by trying to -encompass a wider audience- or make it, easily acccessible. I'd of been more impressed if they adopted the easy to learn hard to master approach, but that doesnt exist currently and they are inching more and more towards LOOK AT EVERYTHING YOU CAN DO? DO THIS, DO THAT. ever wonder what happened to the feeling that you didn't know you could do something until you stumbled upon it? or actively looked for it? no work is left to the player everything is laid out without reservation, and at the same time all the work is dependant on the player, now focusing on "player skill" and direct input, last I checked my character was living the World of TES, not me.
I disagree.
I agree, however, with most people around here stating that the overall definition of Elder Scrolls is freedom. Something that other games don't have.
With Oblivion, everyone thought that TES gets worse and worse in the sense of simplifying the game. However, if we look hard at the facts, truly, we can see that is not the case at all.
Attributes removed after they already had them in the Creation Kit, why? Not to simplify the game, if that was the case they would have removed them entirely and not replacing them with other methods. Now your progress is strategic, whereas before it wasn't. Beth asked themselves "What can we do in order to grant the player with a wider variety of choices that actually have consequences?" and there they got the perk system from Fallout, only wider, smarter and harder to build.
Why would Beth create 280 perks and replace a few attributes to simplify the game? Logic states that they might as well stayed with attributes, but they saw that it gives that player no
real choice at all. Due to the fact they could be maxed (if attributes stayed the same then it would be a different matter, but it's not the case).
The way I see it, with improved... well... pretty much everything, and replacing new systems to match today's standards, TES is growing, going deeper and pushes exactly the buttons it's supposed to push. Beth knows our disappointments with Oblivion, and now they combine Oblivion's new systems, Morrowind's older gameplay feeling and style + new systems.
Change is hard for everyone, but actually look at the facts and ask yourself the bigger question, as to "Why would Beth create more complex systems to simplify TES?"
Make a list of features, if you have to.