6_Qubed said:
Also, I heard from a Gamestop minion that Skyrim will have dual-wielding, so you can theoretically have two spells ready at the same time (or two weapons, or a weapon and a spell, whatever). This strongly suggests that in order to maintain "balance", they will make the spells even less effective than they were in Oblivion.
Spells were ridiculously effective in Oblivion, I don't see how this is a problem.
A short-duration 100% weakness to magicka spell followed by a drain 100 health spell is a ridiculous one shot kill combo. The latter spell requires destruction 25, so can be thrown together by a starting mage, and will instant kill anything on its own for about 75% of the game.
And don't get me started on illusion.
Signa said:
Yup, I remember all that, and after what Oblivion gave me as a "fix" for those issues I certainly learned to appreciate it all, both good and bad.
While I won't say Oblivion was better, I don't think you can really accuse it of even trying to fix most of the problems in Morrowind. Sure, they made the pace of game faster, made Mages who actually cast spells viable (if not overpowered) and got rid of stamina depletion by running in favour of a reduced rate of stamina regeneration.
I'm not sure how you could see any of those as bad moves, especially when there are so many others things to round on. The lack of faction diversity, the linearity of experience, the lack of any kind of lasting consequence to any action you take in the game (a criticism I would also level to a lesser extent at Morrowind), the really boring visual setting and the ease of fast travel. With the possible exception of the last one, these aren't 'fixes' which went bad, they're just mistakes.
Signa said:
Go ahead and keep hating the game. There is nothing wrong with that, because there is a lot of hurdles to overcome.
No there aren't. That's part of the problem.
* Learn alchemy.
* Learn enchanting.
* Win
The reason that most RPGs are more 'simple' than Morrowind is not just 'accessability'. Actually, it's much more about preserving the balance needed to keep the experience immersive and enjoyable. I'm pretty sure I spent over a hundred hours in Morrowind. I'm not some moron whose ickle brain got confused by the crappy interface and who gave up. Heck, if you think Morrowind is inaccessible I challenge you to go and play Dwarf Fortress or ADOM, games which have taken years to develop their current state undergoing successive revisions to overcome exploits and bugs and which in both cases are still very much works in progress. Both are more balanced than Morrowind.
My problem is that while the looseness of the gameplay has an appeal, it inevitably means balance is fucked. With some polish (which various members of the modding community have actually given it over the years) this could have been mitigated, but Bethesda themselves don't even seem to have tried. A supposedly epic game which you can complete in 8 minutes (including intro and character generation) is not balanced. A game where you can achieve multi-thousands in any stat through chugging potions is not balanced. In any other game, these would be considered exploits to be patched, yet some people honestly seem to consider the fact that the game pretty much spreads its legs and invites you to break it a
quality rather than a fatal balance issue. For me it breaks immersion to know that I could be solving any challenge in the game just by stacking potions or making some kind of broken enchanted ring, and that the game would only reward me for it.
Giving the player a choice is important, but giving the player three distinct choices which have depth and meaning will always come out better than giving a hundred meaningless choices which are not in any way thought our or balanced and which will ultimately have no effect on anything. Limiting choice allows balance to me more effectively monitored and consequences to be written in without turning the design document into a fractal nightmare.