Yes... they do. In TES they don't because the PC has no past ~they literally begin life in a jail cell, having never been arrested. Its like they http://www.youtube.com/watch?v=hYOWIdPHXts one night.
A character of a defined class, has spent a good portion of their teen and advlt life in training; Their class is what they know, what they are good at, and what they aspire to become great at. Its no different than studying at a trade school, or apprenticing as a Blacksmith...You don't learn that stuff by deciding to just do it one day on a whim, (and you really do need a decent instructor). Imagine for a moment if someone you knew just started doing dentistry to the public; just up and began taking patients on a "pick it up as you go" basis. Its really not that different from TES.
**Classes also have this neat ability to synchronize the expectation of the character's ability in the engine, and the player's own head simultaneously. This prevents the player from inventing a PC that was svcked into a vortex out of his trailer park, and arrived in the world dressed in sneakers & jeans and was arrested and as a demon and thrown in jail; stripped of their demon apparel and left to rot in the dungeon until someone figures out what to do with them. The game has to understand the character, and modern games as yet cannot really do this without classes ~or without making the details inconsequential.
***Incidentally... I've played RPGs with a class for inter-dimensional demon PC's :laugh:
That is just where the story begins. You used X-Men in your post (I don't know if that was on purpose to relate to my extreme fandom of X-Men, or if that just so happened to be coincidence, but, good call
![Smile :)](http://gamesas.com/images/smilies/icon_e_smile.gif)
), well the story begins with young Erik Lensherr in a concentration camp. Obviously, Erik Lensherr would have had a life before the concentration camp, but the story we are being told begins in the concentration camp, and proceeds throughout his life after that.
It's the same with Elder Scrolls. Our character would have had a life before the prison, but the game purposefully leaves that previous life ambiguous so that we, as the player, could design our own creation.
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.
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.
How this translated to gameplay - Aalaan had no interest in the Nerevarine Prophecies, but he worked for Caius Cosades anyways because he wanted to keep his ass out of jail, and it was a way to get out and get some money. As he got deeper involved, Dagoth Ur began setting up attacks on Aalaan. Aalaan then became invested in the Nerevarine Prophecies, not because he cared about them and wanted to be the Nerevarine, but because he now had a personal vendetta against Dagoth Ur and wanted to take him out.
A Morrowind class system does not make that kind of backstory anymore possible than a Skyrim skill system. I have the beginning stages of a backstory set out for my Skyrim character as well. I have a select few skills that I'd like my character to focus on. The character backstory and skill selection is dependent on what I as a gamer want to accomplish in my time with the game. After I finished my original Morrowind character, I realized how much I like the Enchant skill, and I developed an entirely new character concept because I now had new goals as a player. My Oblivion character is heavily based off that concept, but with Enchant not being a skill in Oblivion, I did have to alter my character's motivations, as my player motivations changed.
My gaming tendencies went from being a hit-n-run type of lightly armored ranged character, who used magic and bows, to a heavily armored, big sword wielding tank. So I wanted to implement that into Oblivion. I also wanted to implement my "dark magic" interests of summoning, and soul stealing, so I implemented skills like Conjuration and Mysticism, as well as Alteration to help with tanking (Shield spells) and Destruction just because it fit my character concept. I've had more fun with this Oblivion character than I've ever had, because I finally found a character design that worked for me. Characters in the past weren't as well thought out.
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.
It shouldn't though. Choices should carry weight in any RPG that takes itself seriously.
Those RPGs that offer a chance to change, should [IMO] do so at significant cost to the player (be it by sacrificing future growth, or money, or time, or both; or all three).
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. And, as far as I know, your perk selections are permanent. They can't be undone to the best of my knowledge. I don't know how many perks are in each skill's perk tree, but let's say for the sake of argument that there are 10... if you want to max out your perk trees, you can only focus on 5 skills. So if those skills are, say, 1-Handed Weapon, Heavy Armor, Conjuration, Enchanting, Destruction (I'm selecting what will probably be my 5 main skills), then going out and using 2-Handed Weapons, wearing Light Armor, and casting Restoration spells is probably pretty pointless. Sure, you can level them up... but you won't have room to focus on them. And if you do want to be good at other skills, let's say you want to be good at Sneaking and Alteration, then you're going to have to make the decision to not specialize as much in, say, Destruction and Heavy Armor, because you only have so many points to toss around.
I will always consider the die roll superior, because it reflects probability weighted by their personal ability ~which equates to, the better they get at it, the more likely they succeed at trivial application of it, and the more chance they have of success (even just slight chance), at a more difficult use of the skill. This definition applies well to any skill in most any RPG; from marksmanship to lock-picking, to silver tongued negotiating, (and always carries with it a margin for mortal fallibility and bad luck ~as well as good luck). IMO there is no superior method for an RPG [specific].
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.
It was not; but since you mention fiction writing, and of designing characters, then you are well placed to understand the notion of character intent, past experience; habits, and acquaintances. You know what people mean when they speak of "in character".... Like how Cyclops & Wolverine (of the Xmen) would approach situations differently; and both differently than someone like Nightcrawler... And I'm not just talking abilities here, but personalities; views on revenge, and shame, and honesty. :shrug:
Who could trust a character that did whatever their whim decided... who was friendly in one town and murdered people for their home in the next. In D&D terms that sounds like Chaotic Neutral ~and most of those guys are barmy hokerrs.
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?
The whole point to RPGs (in many views) is to read the character (either as assigned or as designed by the player) and act in accordance with the role (or 'living' personality) of the character they've chosen to play ~this time. Now imagine if the next Xmen movie had Wolverine swear off fighting and take up magic spells with Dr. Strange... Baring the fact that he'd need to find a teacher (it'd be awful if he just donned a robe and began shouting gibberish until he got it right :laugh:); barring that, would you think he'd be any good at it? Does he have the background for it? Should he start on equal footing (as an apprentice) with say... Mr. Fantastic or Dr. Doom ~should they also decide to take up apprenticeship with Dr. Strange.
It all falls apart rather quickly without class archetypes; and generally sticking to class.
But again, the perks system means you are going to have to specialize, and thus, "define" your character and his "role", or "class", whichever term you deem more appropriate.
My comment about the irony, was describing how many treat there character as a class (of abilities they can do), instead of a role (a complete personality, history, and motivations ~and possibly fears and insecurities that would lead that particular individual to behave in particular ~or even peculiar ways that are unique to them).
Some people aren't as creative. My brother loves RPG's, but he doesn't like creating in depth characters and backstories. When Fallout 3 first came out, and I played it the first time, he watched me create my character and I was like "Damnit, I don't know what I want to name my character!" and his response was "How about Allen? That's a good name." (Allen is my real name). My brother is one of those people who builds his characters as "classes". That's not a wrong way to play. That's Bethesda's motto, there is no wrong way to play their games. My brother likes to play the "White Mage", healer type class, and do goody goody quests and be the good guy, and name them after himself or his kids. I like to create characters who have entire backstories and spend their time in game making decisions that reflect that personality (which is typically based off an extension of myself and what I want to accomplish in the game). Neither way is wrong, but the great thing is that neither way is being discouraged through the skills system. For those that want to just play the game and do whatever, they can, they can just go and do whatever skills they think are fun and cool, and level up that character that way. For those of us who want to create in depth characters and have those determine our game experience, we still can, and we'll have perks to truly define and specialize our characters so they aren't just a maxed out all skills badass at everything character.
I really don't see this Skyrim skill system being significantly different than what we've had in Morrowind and Oblivion. We're still using the skills we want. Instead of a labeled class limiting us to a certain amount of skills (and even that class system didn't do that, because we could still go outside of that class, and in Oblivion that was a common playstyle, so as to "control" leveling), we have perks to limit us to a certain amount of skills. And just like how in Morrowind and Oblivion, it is only a certain amount of skills that get boosts and level us up, but you could still do any skill you wanted, Skyrim is the same way. You can do whatever skill you want, but at the end of the day, you're only going to be specialized in a few of them.