I mean to roleplay without thinking about which skill / attribute is "best" to increase next. I would argue that such "natural" play is only possible in Morrowind by ignoring aspects of the game world - i.e. by not roleplaying according to that world, but according to generic conventions / ideas.Drakron said:"Natural play" is button mashing without much tought of stategy.
That's not true. My mod for Morrowind adapts the system significantly so that choice of initial character build has a great effect, but thereafter attributes go up with skill increases in an order-independent manner. There is no reason at all to think about the workings of the mechanics (which are quite complex), but only to have an intuitve idea what is going on - e.g. use physical skills to get stronger...Any system requires the user to think how to use it.
I think of it like a physics system. The player has no need to worry about how the physics works, or to solve equations, so long as it all makes sense on an intuitive level. Morrowind's standard system does not - e.g. training, then sleeping can give a different result than sleeping then training if you're about to level up. This kind of counter-intuitive nonsense means that the system cannot be treated intuitively without conscious thought. Either you need to ignore it completely, or to think about the specific mechanics.
Things don't have to be this way though. So long as a system is intuitive and automatic, the player has no need to think about it consciously, or to know how it works behind the scenes - just like the physics: if it looks and feels right, that's all the player needs.
The only requirement for a player to think about the system is where direct, non-intuitive player choice is involved - e.g. assigning attribute points in Morrowind. I don't like this form of player choice. I think all choice should be related to the game world - new abilities should not fall from the sky without explanation. I also think choices should make a large immediate and long term difference. Morrowind fails both these tests. It breaks a player's immersion by providing choice at level up (which I don't like), then makes that choice of little interest in the short term, and meaningless in the long term.
A game like NWN didn't tie in choices in character development with the game world, but at least the choices made a real difference.
Again, you are confusing "please everyone" with "be perfect for everyone". Also, I did qualify my remark with: at least more than the current system.No system can please everyone ... if you think otherwise you are a fool.
This is not a turn based / real time issue. Most of the supporters of the current system (and I don't mean you here GBG) have little idea what alternatives could be like. They've just seen a few bad alternatives, thought that they suck, and concluded that the current system is great:
frankie said:If it ain't broke, don't fix it.
This needn't be a TES fanboy vs. codex war. A system could be designed to please both camps at least more than the current system. The main reason I'm confident of this is that the current system sucks so badly - there are so many ways to improve it, it's depressing to think that it's stayed the same.