I guess that argument concludes the point of this discussion. RPG is a kind of game that takes most of its fun from facing the consequences of your acts. Having to impose yourself the rules is like playing a competitive game with no adversaries. Having to simulate the adversities by yourself isn't enjoyable, the fun is to face the adversities that come as consequences to a choice you have made, and adversities that are there, in the world, making it real, and not only on your mind.Zenn3k said:Yeah, I know, how did Bethesda let those slide??! They must not understand basic reasoning either. Great point. I don't think you should be calling the Bethesda design team elementary level thought processes holders though, thats a bit mean. In Skyrim, Warrior = Mage = Thief = Merchant = Blacksmith = Enchanter = Everything. In your self imposed ruleset that only YOU are privy to knowing...what you said above could be true, but in the GAME, they are not true. You saying it is meaningless, because in the game, its not true.
The GAME WORLD should impose certain choices to hold in place the reasoning for those rules. The player should NOT be required to know the lore backwards and forwards and HAVE to impose self limitation to have the game world make sense. The world should already make sense. You are 1 person in a vast world, you are not the DM, YOU are suppose to follow the rules of this world as they exist. The developers are the DM, they set the rules. If they fail to set the rules properly, then they failed to design the game properly. You may love the openness of having no rules, but again, I find it an incredibly shallow gameplay experience.
If a gun can only fire 10mm rounds, then it fires 10mm rounds. It doesn't also fire 20mm and 9mm and 50cal rounds just to allow the game to be "open to do anything" (except killing who you want...)...those rules exist to make the world seem like a real place. If you ignore those rules, the world loses its credibility.
YOU may force these RP rules in yourself and get something more from it, but 90% of the gaming populous will not, and in their games, they are god who can and likely WILL do everything. The number of people who self impose rulesets is a very small minority (just because you are part of that minority, doesn't make it less of a minority), the default game type should NOT require self imposed rules to properly roleplay a character in a roleplay game. Roleplay should be BUILT IN to the game, or its not a roleplay game.
Hell, I can make Call of Duty an RPG by your ruleset, you can make Monopoly an RPG by your rules. That doesn't make those games RPGs. Skyrim is only an RPG in the fact it has level ups and it takes it name from a famous RPG series of games, otherwise it is simply NOT an RPG.
In Skyrim, even when there's consequences, many times they are too permissive. Is what happens with the guilds: you don't want just to read someone calling you "mage" or "warrior", you want to see people turning faces on you, helping you from time to time, charging double for some item, counting on you to help them on daily work, walking into their houses when you enter the city and so on. You want to see your life getting relevantly harder or easier in some circles, want to develop the bonds you share, see the fruits of what you've done, and you want all that to be in the game, not just in your head.
I'll give and example of the consequence-facing. In Baldur's Gate 2 you meet a dwarf warrior NPC that you can let join your group. His alignment is evil. You also meet a good elf mage. You can let both enter the group, but the warrior will bully the mage to the point that the mage will fall out if you don't dismiss the warrior. You don't need to think "oh, one is evil, another one is good, so I will walk with either one or the other, because if I let, they will be my pals until the end of the game, regardless of what I do", no, that's a consequence that exists in the game, depending on what you do, and you have to face it, there's no way you can walk with both of them for very long, and it makes the game so much more dynamic, the characters so much more alive, your actions so much more important.
I mean, why don't a daedra at least send his minions to attack me when I'm doing something contrary to his ways with the very weapon he gave me? Even if I use the mind-rules, I can't roleplay the divine ire of my godfather upon me for disrespecting him. Why didn't the girl in Whiterun buy the tavern, as Zenn3k said? What do the Companions do after my quests with them are finished? Does Lydia have a life when I'm out of Breezehome?
Again, as I stated, I like Skyrim a lot, but its lack of limits/consequences to the actions you make (besides of shallow npcs and repetitive miscellaneous quests) disappointed me a bit.