For instance, through different arrangements of majors and minors, I could control the rate at which a character leveled and the maximum possible level s/he'd reach. By carefully arranging majors and minors and specialization, I could give a character a natural aptitude for one skill and a steep learning curve with another - and not just broad categories such as we might be able to get out of the updated doomstones, but individual skills. Then I could just go out and play the game and let everything take care of itself and it all worked out and the character naturally ended up...... whoever s/he ended up. With Skyrim, from what we know so far at least, there's not going to be any way to set any of that up in advance. I'm going to level at the game's pace and to the game's maximum, and I have no choice in the matter. I'm going to gain skills at the game's pace, regardless of the skill and what I might desire for the character, and there'll be no choice in the matter. Again, the closest we've seen to anything that will address that latter is the updated doomstones, which will apparently affect broad categories of things rather than individual skills. In both cases (leveling and specialization), the best I'm going to be able to do is to manipulate things while I'm playing - to metagame. Ironically enough, that's one of the main complaints about Oblivion, and a thing I always managed to avoid in it just by setting the class up right in the first place. It appears that there's a very real chance that I'll end up having to engage in just the sort of metagaming that others complain about, and that for the first time in a TES game, and that specifically because of changes they're making nominally to make metagaming unnecessary.
Kindly explain a number of things to me:
1) How sticking to a particular development plan as you play your character is metagaming, but meticulously planning out your character's development ahead of time to maximize his potential is not.
2) How, precisely, providing a quicker leveling pace to a particular set of skills that conform to a particular archetype (class specialization) differs from... providing a quicker leveling pace to a particular set of skills that conform to a particular archetype (Warrior, Mage, and Thief Doomstones).
3) How you could have possibly dictated the rate of your leveling in any manner outside of those specializations.
The difference between major and minor skills in Morrowind was how much of an initial boost they got when you started the game. Apart from that they leveled at the same rate, and the only thing that altered that rate was the specialization that you chose. I can understand that you're upset about not choosing a specialization at character creation and how switching between specializations to suit your play style can be seen as metagaming -- it is, honestly -- but your statement that this new system will restrict your freedom and force you to metagame more is not compelling in light of the reasoning you present.
My two cents, as usual:
Same [censored], different thread.
I adhere to the notion that having classes and utilizing a system wherein your skills increase through repeated use of them are incongruous premises. They never really seemed to jibe with one another, and it felt highly counter-intuitive to me that you could spend countless hours practicing your skills to become a master swordsman or archer and have it contribute absolutely nothing to your leveling because they were not tagged as "major" skills, despite the fact that you're clearly using them more than the other skills you have. And I've yet to see a compelling reason to retain the class system, other than RP reasons, which is of course a wholly subjective line of reasoning and will vary in importance from one person to the next.
Frankly I don't see any problem at all. It's a natural progression of the "learn by doing" character advancement philosophy they've had going on since Daggerfall, and I really think that it has potential for much greater balance and fluidity than the previous system. The fact that you're limited in the number of perks you can pick means that character differentiation is greater by default. The fact that perks have prerequisites and are arranged in a tree structure, coupled with the fact that increasing higher-ranked skills contributes more to leveling, means that specialization is very strongly encouraged, so despite the impression some have that you'll just [censored] around and stumble into victory by doing anything at all, the fact is this system will offer quite a bit of incentive to plan your character's development ahead of time.