I am a fan of the BioWare games, but I believe that Bethesda leaving our characters past ambiguous for us to decide and create is far superior to a BioWare game giving us a choice from 3 or so backstories that the game will acknowledge.
Bioware's Baldur's Gate allowed the player to concoct their PC's entire life at Candle Keep if they so chose... (The default bio was editable).
I enjoy creating characters, and between Morrowind and Oblivion, have created many different character concepts that have translated into gameplay. My Morrowind character was a Wood Elf named Aalaan who's backstory was that his parents were killed when he was a youth, and he had to fend for himself. He only had his older brother to look after him, and he quickly learned that he couldn't trust many people in the world. He let few people close to him, but due to the relationship with his brother, he did have an undying loyalty towards the people he did let in.
RPGs are games for folks that like to role play (or at least
should be), but Character creation can (and IMO should) still loosely fit within an archetype class ~no matter what the player dreams up. Even completely unique and bizarre background events that lead to a truly strange Gambit/Beast style spellcaster/warrior... One should still be able to stand back and say this character is essentially a bard; and follows the Bardic Class; or some other equally strange PC being essentially one of the other archetypes.
Skyrim is no different. I know what skills I want to use. I want to dual wield 1 handed swords. I want to capitalize on the new magic system. I want to summon evil creatures, I want to steal the souls of my enemies, and I want them to fuel my magical abilities by using them to give my weapons arcane abilities. I have a character design to fit that, his motivations, why he makes the choices that he does. A class system does not make it easier for you to create a backstory for a character. A backstory happens regardless, and a character becomes more than just the skills he's good at.
Well the first problem is that the skills are catch-all categories... If you tried to design a D'Artagnan character he would also be an equal master at wielding Conan's Sword, or Thor's Hammer, or Gimli's Ax.
**I wish, they had [instead], made 'one & two handed' both be for simple (crude) basic weapons, with reduced potential; and had several weapon specific skills (even perks perhaps ~and perhaps they have :shrug:; but I doubt it. <_<). Skills for Farming Scythes; Katanas; exotic Orc weapons (Orcs get these skills for free :chaos:). Skills that allow you the option of competent use with the weapon. If your PC has had training then they can benefit from one ~else they cannot; and by having that skill, they are less one skill in some other area ~IE. Something that their PC never learned while they were hard at work training in the weapon skill.
But this game does make your choices carry weight. You might be able to go around and do any skill you want (but you could do that in Morrowind and Oblivion, as well), but you can only specialize in a few. There are almost 300 perks in the game, and you can only get 50. You're going to have to make choices, and you're going to have to specialize.
Unlike Fallout 3, Skyrim Perks look (in some instance) to be a bit more like Fallout 1 (Which is good; but they are not all like that
); Perks for the Bow include a Zoom option, or a "Simultaneity" option == Bullet time. Other options include one for Axes ~that causes wounds made with an axe to bleed. :bonk:
The question is... How does this apply to character development? How does this make a good replacement for attributes or some skills? Personally, I'm not looking forward to a perk based PC development.
I believe there are pro's and con's to a dice roll system over a "real time" system. I would have no problem with spell casting going back to a dice roll system like Morrowind, where you can try to cast any spell, but if you're not good enough, you're probably going to fail the cast. That doesn't seem to be the case though. They went with a more real time combat system, which I feel is much more adrenaline fueled and exciting than a dice roll system, so they make it that your skill determines the amount of things you can do in a skill, not whether or not you can do it.
... And has no bearing what-so-ever on the PC personal aptitudes and acquired skills. Basically it creates a digital costume for the player in a virtual sandbox... A great adventure game/ a sad RPG [IMO].
But in a game who's motto is "Live another life, in another world" and "Be any kind of character you can imagine", why should I be limited from being that person?
I personally find this motto to be wrong on many levels; but I can accept that its always been the goal of the TES series (or at least since Oblivion).
Some people aren't as creative. My brother loves RPG's, but he doesn't like creating in depth characters and backstories.
Wouldn't an in depth backstory solve this; as well as allow for non-timeless interaction with the gameworld's NPCs and far greater detailed conversations? Ever play Witcher 1 or 2? (Or Planescape?)