Posted June 09, 2013
Actually I was (and I suppose Dahmer666 was too) referring to TES series in general, and to what do they have in common with each other. As for the Skyrim's character development system that you seem to be refering the most to, it can't be divided into parts, it has to be looked at for how it looks like in the whole. It's hardly streamlining - I don't really like it all that much either to be fair, but Bethseda has actually managed to solve the often criticized issue of 'getting all skills to 100', so that's something. Perks genuinely force you to profile your character and properly plan ahead, which no other TES games really did, all the decisionmaking was concentrated into first 10 minutes of the game and then you just went with it. The result is twofold - you have a much greater freedom in shaping your character as you go along, which to some people feels more organic, but I don't really like it as I prefer to form my character on the beginning.
Point being - it's not really dumbing down as it actually ends up requiring more thought put into character development, not less. At any rate, I was not talking about mainstreaming per se, I was talking about design decisions that apply to all TES games, as Dahmer666 said he doesn't like TES games in general.
That being said:
Agreed, it's a shame that happened. But it's not really a bad design decision, just a different one - the system in Morrowind actually led to some peculiar issues.
One could argue that maintenance was replaced by smithing. But yeah, I actually liked maintenance.
Yeah, I have preferred the way Morrowind handled this as well. Then again, 99% of the time when someone has killed a plot important NPC, game told him so and he has reloaded the game, so the difference is very minor. Still, TES games should be all about choice - this choice should be in as well.
Crosmando: - Complete reduction of all NPC dialogue and journal text. NPC's and your quest journal will never give you enough information to find and complete a quest, forcing the player to follow the quest marker then entire game. There's no need to ever read your journal or listen to NPC's in Oblivion/Skyrim because your quest marker will always tell you where to go. I think we've already had this discussion before :-P Yeah, you don't have to listen to them, but I just can't fanthom why wouldn't you. I know I always do.
Sadly, this was necessary for the way in which Skyrim handles leveling
How? The fact that you have to taste ingredients to find out what they do? That actually makes way more sense than smelling it as you improve.
Crosmando: - Automatic scaling of enemies make exploration meaningless because all enemies (and their equipment) will always scale to your character's level and be the same stats except for their appearance. When I have played Oblivion for the first time, I was about 150 hours in before I have even noticed there's anything like that. I was always happy to explore, so ... I really don't know what you're talking about. A lot of people hated level scaling, but even more were perfectly content with it and explored anyway. That being said, yeah, it's not very good design, but then again, it only really applies to Oblivion.
Crosmando: - Gutting of skill system, removal of majority of skills present in Daggerfall/Morrowind. Skyrim actually re-introduces profiling of characters via perks, which does manage to add most 'skills' from Morrowind back (like distinction between short and long blade)
You mean you can't design your own spells anymore? Yeah, that seemed to absolutely break the usual 'do what you want' philosophy of TES games.
Crosmando: - Inability to fail quests, you can die but then you can just load up a previous save-game. A quest can never be "failed" and you can never get it again. And this goes hand to hand with 'Do what you want' philosophy of TES games. So... Yeah, I really don't know what's wrong with it.
Crosmando: - The prices of items, especially magic items and other "rare" and powerful items have been reduced to cheap prices so it doesn't take long for players to get the most powerful items in the game. Never noticed it, I have never been buying items in TES games in the first place. Well I have, but very few.
Eh, actually, there has never been skill-based dialogue in TES games in the first place. It has been added by Skyrim :-P
I think you need to look up the definition of the world 'linearly' as every skill offers you two and sometimes three branches ;-)
Crosmando: - No consequences for faction membership, being a member of a faction does not restrict you membership to any other faction based on who that faction is opposed to. Becoming the grand master of mages in Skyrim for example never requires that you once cast a magic spell. Yeah, that is weird. I can't say I dislike it, but it's kind of weird.
At any rate, you're nitpicking. There's absolutely no fundamental problem with TES series as a whole that you have mentioned in your post.
Point being - it's not really dumbing down as it actually ends up requiring more thought put into character development, not less. At any rate, I was not talking about mainstreaming per se, I was talking about design decisions that apply to all TES games, as Dahmer666 said he doesn't like TES games in general.
That being said:
Agreed, it's a shame that happened. But it's not really a bad design decision, just a different one - the system in Morrowind actually led to some peculiar issues.
One could argue that maintenance was replaced by smithing. But yeah, I actually liked maintenance.
Yeah, I have preferred the way Morrowind handled this as well. Then again, 99% of the time when someone has killed a plot important NPC, game told him so and he has reloaded the game, so the difference is very minor. Still, TES games should be all about choice - this choice should be in as well.
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Sadly, this was necessary for the way in which Skyrim handles leveling
How? The fact that you have to taste ingredients to find out what they do? That actually makes way more sense than smelling it as you improve.
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You mean you can't design your own spells anymore? Yeah, that seemed to absolutely break the usual 'do what you want' philosophy of TES games.
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Eh, actually, there has never been skill-based dialogue in TES games in the first place. It has been added by Skyrim :-P
I think you need to look up the definition of the world 'linearly' as every skill offers you two and sometimes three branches ;-)
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At any rate, you're nitpicking. There's absolutely no fundamental problem with TES series as a whole that you have mentioned in your post.