-agree with the magic compass
:)
-Leveled creatures and items wasn't hand holding, in fact it made the game more difficult as you leveled, so it was the opposite effect. However level-scaling was too much in Oblivion so it made you feel like you weren't accomplishing much if anything while Morrowind had too little level-scaling and made the game too easy.
You might look at what I wrote, and this was not an example of hand holding, but loosing enjoyment of some aspects of the game, which was leveling up, exploration and triumph over challenges that had defeated you before, and I wrote about the joy of stumbling upon un-leveled monsters and items in odd places, which was removed in universally leveled environment of Oblivion.
-Guild requirements could stand to come back but once again, not hand holding and only reinforces the fact that you can do what you want in an RPG. Besides, you were never really asked to use magic in the mages guild, you were asked a few times to use knowledge to get past an obstacle but for the most part they used you more as an enforcer than and actual member.
Why do you think that all my examples was about hand holding?
RPG is about role playing and efforts to win situations and developing your characters to be able to reach places and ranks that you could not before, not being able to do all the things at at any situation without the need to develop your character.
An arch-mage should be a great spell caster, or do you want to role play in a universe that had no rules and no cause and effect coherence? Kill a dragon with a punch and be defeated by a mere goblin?
-You still have to improve skills, there has not been any gravitation from that, in Oblivion there were only a few skills that there was no point in leveling and they could stand to be just removed in light of their minigame such as speechcraft and lockpicking. It's not really boring, it's an actual challenge compared to equipping a lock pick in as your weapon and just pressing the attack button hoping to unlock the box or door. It hasn't gravitated from character skills to player skills, it just made player skills a factor also, like it should be, and they are eliminating the dice rolls from the game, which dice rolls in a video game has outlived it's usefulness. I mean, player skill was a big part of Arena and Daggerfall and kind've slumped in Morrowind and came back a bit in Oblivion.
I really enjoy how you only take a small part of my examples, and ignore some key words of the explanation and expand the rest, stripped from those key words, and reach conclusions. I suggest that you read my previous explanation.
In Oblivion they moved from the focus role playing aspects like the gradual joy of character development, losing oneself in the game environment for a while, the triumph of the final conquer after an early defeat by challenges of a world, toward more action based, fast paced, instant gratification of a fight or jumping from one quest or fight to another one, without the need to explore, and the like.
I.e. Moving from a deep challenging game to a shallow game full of actions after actions that let casual players loose some instant steam but does not have depth enough to keep those who want it.
-Yes they could use a more vertical build on dungeons again but they didn't fit in the Oblivion dungeon builds and didn't need to, also levitation needs to be fixed and extremely limited before put it back in. Also, they should have other options to scale the dungeons than levitation. You can't limit certain areas in the game to only mages, it's not fair. Making grappling hooks for melee and ranged could help as well.
Why the option for more variety in new dimension would not fit in
any dungeon design? And why there was no need for them? Why not fix the levitation mechanism, or at least make under-water dungeons and caverns, where there would be no need for levitation to introduce a new dimension for creativity?
I do not understand the track of your mind.
- Are you kidding? Morrowind was as dead in believability as it can get. If you knew real geography, there aren't 10 different climates on a single 10 square mile island. Also, they are the same culture, they live on an island, there is no real distinction except between cities and I wouldn't call that culture, they are too similar. Of course there wasn't a rivalry between factions in Cyrodiil, why would there be? If you need believability and drama, just look at how the cities wouldn't lend troops to the aid of the emperor until they were safe and then they claimed that their guards would do more for the empire than another cities would. You would also see the tension the counties of Cyrodiil had against the Imperial Legion and Chancellor Ocato because they couldn't spare troops to help them fend off the Oblivion gates. Oblivion was had a FAR more believable and lively world than any other TES game, period. Also I don't see how it was any easier to mod for Morrowind than Oblivion <_<
I live in an area where it has more variety and uniqueness of climates and environment, in smaller area than Morrowind, so your reasoning fails again here, and I say the more culture difference and variety and trauma and rivalry and trickery in a game, of any side, the better.
We do not want a straightforward, one way, simple environment and factions, with no rivalry and little culture, a game made for casual gamers tha just want to hop in and lose some steam, and then hop out. Just give it more depth and let casual players hike on the surface, but let deeper players delve into the depth of the game.
I said easier to mod to give more background and life to people and more culture and stories to the land, I leave it to your powerful mind to guess the reason.
Edit: A quick research resulted in an interesting place on the earth, a point on Andes mountain range, which is rock and snow, but to the west of this place is Atacama desert, the driest place on the earth, and to the east of it is Amazon, the lushest place on the earth, so it has to be a really interesting place. So much variety in such a small area.
*Cracks knuckles* I'd rather not have to write a list of the flaws of Morrowind, I would run out of space in the thread page. I will if I have to but I've done it somewhere else in these forums and that was just a fraction of the flaws. If people really want to start a discussion of flaws between Morrowind and Oblivion, I'll be more than willing to show how flawed Morrowind is. It's basically just a MQ line sitting on top of a giant pile of flaws.
Go ahead, but be just and look at the technology advancements and new elements that became available between the two game, like better graphic rendering, physics engine and Radiant AI, new fighting mechanism, and the like, as those are the tools, but look at the features that give depth to a game, and then count as much flaws as you like.
I'm ready to receive them.
Edit:
As for my examples about culture and leveling and most of the rest, those are topics that Todd Howard himself agreed that was better implemented in Morrowind and lost their touch in Oblivion.
He also stated that in each game they make some new, bold, and epic decisions, some of which prospers, but some of them fails as well.