ReiverCorrupter said:
EvolutionKills said:
Stormz said:
Less skills is annoying, but everything else sounds interesting. I have no doubt it will be better then Oblivion. Maybe even Morrowind? well we'll see.
Story wise, Morrowind had a better narrative because of it's setting, scale, and focus. Oblivion took place over the entire country of Cryodiil, and had the main character play second string to the Emperor's bastard son and his apotheosis into an Avatar of Akatosh to combat Mehrunes Dagon. You're left at the end of Oblivion going 'Wow, that was cool, too bad I didn't really contribute anything to that final battle between the GODS'. Morrowind took place on Vardenfell, the smaller northern 'island' portion of the country of Morrowind. Here you where the Nerevarine, the reincarnated hero out to stop the Blight that threatens to engulf the island.
Oblivion's story wasn't as good because it required voice actors, which made it much harder to produce than Morrowind. Video games in general have been getting less and less content because most of production is spent on the game's engine. Let's not forget all of the powers one had in Morrowind too, Levitation being the biggest thing to be cut. Since Oblivion had a bunch of invisible walls anyway I don't see how the levitation would have messed things up. The hero was just much weaker in Oblivion, my character never felt very powerful even when maxed out. The whole point of an RPG is to build a character up until they do amazing things, the whole 'realistic' turn Bethesda took with TES' combat system kind of made that impossible.
To be fair, there are a number of things that they did right with Oblivion. Attempting to voice act everything was ambitious, and given the standards of the time, they did very well. Post Mass Effect and Dragon Age however, it's not as easy to forgive the fact that every person of a particular race/gender uses the same voice actors. But, if I remember correctly, something like 80% of the space on the game's disk was dedicated to audio files, so they still recorded a TON of dialogue.
I also approve of the cut down Skill list. It was nice and clean, with 3 skills assigned to each attribute, and 7 skills each falling under Combat/Stealth/Magic. Although now I'm curious as to which ones they cut, or have added back in and condensed into others. Yeah, we lost throwing weapons and spears, not a huge loss. The same thing happened between Fallout 2 and 3. Do we need both Doctor and First Aid skills? Nope, roll them both into Medicine and call it a day. Do we need Short Blades and Long Blades separate? Nope, roll them into Blades, and put Clubs and Axes together into Blunt Weapons and call it a day. The less redundant skills we have to manage, the better.
I believe that they where also right in trying to steam-line combat, and even the addition of the Power Attacks and the other abilities that you earned from raising your skills was a step in the right direction. Remember that in Morrowind, you didn't always hit what you attacked. The fact that they took Hit% out of the game, and made it based purely on weather or not you could actually physically connect, was also a step in the right direction. You did feel more powerful in end-game Morrowind, but part of that was because you where so frail in the beginning. Just running around, as slow as it was, would drain your stamina. So right off the bat in Oblivion, your character felt more capable in combat and mobility. You could actually move at a decent speed, and fast travel and way-points helped too. You couldn't reach the same heights of power, but you didn't start off nearly as weak either.
Those where two more steps in the right direction to make the game more accessible. Being a Morrowind veteran myself, I'd have preferred an option right of the box to disable one of both of those options, but it is what it is. Maybe they'll take another note from Fallout: New Vegas and have a 'Hardcore' mode that disables a lot of those helpers (fast travel and the way points), forcing you to find out where to go, and the means to get there. Actually forcing you to explore, instead of leading you by the nose.
That being said, enemies that level up with you where a terrible idea. Taking the Fallout 3 approach makes a lot more sense. I also hope they manage to work out some more of the kinks and loopholes in the character system. Just about everybody could (eventually) be masters of Combat and Stealth, but unless you built your character from the ground up with Magic in mind, you could never excel at it. The Magika pool was always the biggest factor, and depending on Race and Birth Sign, you could literally start out with a Magika pool at Lv1 that was greater than you could hope to achieve with a Lv40 Warrior. Part of this is the simple fact that you never gained Magika points when you leveled up, unlike health. If you actually did, and they where based off Intelligence or something, then arcane warriors would have to choose between boosting Endurance for HP gain or Intelligence. But that wasn't the case, you could be a Brenton with the Mage Birth Sign and have a huge Magika pool, then dump everything into Endurance at every level, and have only slightly less HP at Lv40 than a Nordic Warrior. But you'd still have a Magicka pool 3 or more times larger than the Nord, and there was NO WAY the Nord can make up the difference. Even if both had maxed out Intelligence/Wisdom scores and Magic skills. Morrowind had this problem as well, but I digress.
EDIT: They dropped the total skills from 21 to 18. Now I haven't seen what the final ones are, but if I was to take a guess at what they did. They probably removed 1 skill each from Combat, Stealth, and Magic. These abilities either got rolled into other skills, rolled into Perks, or are mechanics dropped from the game entirely. At the very least, I'm sure Security got axed, it's only purpose was to pick locks. It was useless because the lock-picking mini-game was really easy, could by by-passed with a spell, or made pointless by the unbreakable Skeleton Key. Maybe Speechcraft and Mercantile rolled into one? I don't think they'd cut a school of Magic out, they're pretty lean as is. Acrobatics and Athletics kind of overlapped thematically, does it really make sense to be either a good runner or jumper, but not both? They always felt a little redundant. We no longer have Levitation, so do I really need to dedicate 2 out of 7 of my character's Primary Skills so that he can be competent at traversing the physical world? Whatever, I'd just like to see the final skill list, and some of the proposed new Perks...