Lemming42
Arcane
The problem is that they're completely devalued when placed next to combat skills, as the focus of MW (and later TES games) was explicitly on combat and dungeon crawling (or "hitting things with an axe", as Douglas Goodall described Todd's vision for the game). A lot of them are just functionally useless; Mercantile is indeed a waste of time when you quickly get items worth more money than any merchant can afford to give you. Obviously you're never going to get a game where all skills are equal, but you'd at least expect groupings of skills to work well together to form builds (like Speech, Science and Repair in Fallout). Will you get far as a Speechcraft, Mercantile, Security, Sneak, Armorer character in MW? I don't know, but I do know it'll be boring because the systems underpinning these skills are all weak.I don't consider these trap skills. More like underrated skills. Sure, you might think Mercantile is useless, because you can steal your way to riches and ultimately swim in money, but what if you don't? Speechcraft is useful for persuasion, taunting and it plays hand-in-hand with Mercantile. In fact, Speechcraft is pretty damn amazing if you decide to not have a magic-using character. Sneak is pretty useful in some quests for stealing items.
You'd be amazed.I don't think anyone finds that controversial
So did I.1) Nobody (or nobody who is serious, to be precise) will say that Morrowind doesn't have shortcomings (enormous or otherwise). But I enjoyed playing it all the same.
Neither did I.2) Yes, Oblivion played with some interesting ideas that ultimately resulted in being an utter failure and it needed Skyrim to fix most of them. I still didn't enjoy playing Oblivion.
It seems that things are getting confused here, because you're now saying it's subjective, despite that seemingly being the entire core of your disagreement with me. That's the point I was making right at the start when I said all the games are flawed, which is the one you took issue with: the TES games each have different weaknesses, different strengths, different interpretations of the setting, and different visions and ambitions for what the design focus should be. All of them are critically flawed and all of them also have something interesting going on, and people's favourites will obviously be the ones that most facilitate the type of gameplay they're interested in, and which feature their favourite version of the setting. In this thread, you'll find people who believe everything after Daggerfall is shit, people who believe everything after Morrowind is shit, people who believe Morrowind is the only good game, people who prefer Oblivion to Skyrim, and people who prefer Skyrim to Oblivion.This. This right here. This is what you "don't get". While you could say that "both games in question are greatly flawed" in theory, the perception of these flaws will be different depending on the person. I don't see Morrowind's flaws to be greater (or even equal) to those of Oblivion and I appreciate its strong points more than I do Oblivion's. Had I thought otherwise, I wouldn't dislike Oblivion as much as I did.
I think there's probably reasonable arguments to be made for all those positions, depending on what the person wants from the games. Daggerfall's impressive world simulation aspects and global reactivity won't matter to people who want to focus on crawling handmade dungeons, Skyrim's tighter mechanics won't matter to people who want the freedom of less-balanced but more powerful systems, Morrowind's freeform alchemy and spellmaker won't matter to people who value carefully designed challenge in games, Oblivion's greatly improved stealth systems will be of no interest to people who don't do stealth builds, and so on.
It's probably fair to judge the games by whether or not they meet their own goals and make the most of the systems that they do choose to include. Do any of them do that? Not really; they're all failed experiments to greater or lesser extents with half-baked ideas and a mix of inspired design decisions and utterly awful ones, but they're mostly still fun in spite of themselves, especially if the player brings a sizeable dose of their own imagination and a willingness to play in a way that makes up for the game's failings. TES is one of my favourite game series because of the scattershot nature of each game, where the devs just threw a ton of ideas in and tried to see what would work. And for me, Oblivion was the one game in which this approach led to more bad than good, and resulted in something I don't get much enjoyment out of playing. But I feel like saying Oblivion is shit by some objective metric is just a waste of time, especially if your point of comparison is Morrowind - a game which could also be reasonably characterised as severely dumbed-down compared to its predecessor, and which also features very poor core systems and might be argued to be emblematic of Bethesda's massive lack of ambition post-DF. It makes even less sense if you then describe Skyrim as an "upgrade", especially when one of your points was that Oblivion faltered in placing greater emphasis on player skill, which Skyrim goes much further with.
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