Vault Dweller said:
1) MW. Comparing to DF, which you haven't played, MW was a watered and dumbed down version that lacked substance and featured less of everything that made DF a great game. I can go into details here if you want.
MW basically sacrificed gameplay elements for graphics. It was also a successful game, so from a business point of view I don't expect Bethesda to abandon the magic formula. What's known about Oblivion shows that the trend continues.
MW was a decent exploration game, but a poor RPG. I'm sure that Oblivion will look spectacular and would be an even better exploration game, but I'm talking about its RPG aspects here
While your criticisms in relation to DF are probably valid, I can't get much out of them (having not played DF). Perhaps going into detail would work, but it would be much appreciated if you could somehow construct the same argument independant of DF references.
As for the second point, I suspect that we are viewing the game from entirely different perspectives. I don't think I can truly respond effectively since I don't know exactly what is the definition used around these parts for what an RPG is. I consider MW to be a great RPG based on character growth and immersion. So, in your PoV, what are "RPG aspects"?
Vault Dweller said:
2) So far, what's been revealed is fluff, nothing that I personally care about in an RPG: soil erosion, awesome forests, PATRIC STEWART!!!, RAI, etc. Considering that the game could be released in a few months, there isn't much time left to reveal the 90% that's (allegedly) missing.
Soil erosion is just a cool technical stunt, and Stewart's voice acting is a big deal to some people I guess, so I'll agree that things like that are fluff.
Forests and RAI, on the other hand, are intented to improve the immersion factor. Nobody has done good-looking 3D forests before (to my knowledge), and RAI is designed to fix a major problem with MW (lifeless NPCs). I think that these, especially the latter, are important steps towards the whole TES goal of "building a world". Lots of games can give you a fantastic linear experience, but few games can set you free in a world and let you build the character from there.
MW and Oblivion will not reach that goal, but they will come closer than any other game has, I believe. There is only one main quest, and quest lines are linear, but by offering a choice of several deep quest lines as well as a host of miscellaneous quests, TES can offer an unprecedented amount of freedom.
Vault Dweller said:
3) The gameplay features sound even more dumbed down than those of MW: fewer skills, one Blade skill instead of S/Blade and L/Blade, being able to cast spells while hacking someone with a sword, join ALL guilds and get to the top of ALL of them, xbows and throwing weapons being traded for bows' graphics, moron indicators, focus on classes, actiony combat, etc
Fewer skills: While I'm not happy with the merging of the Blade skills, I think that the fewer skills will improve gameplay. A lot of the cuts seem very logical. Mercantile was useless by itself, and Speechcraft was not good enough for me to use it as a major skill, but it's perfectly logical to combine the two. Enchanting is no longer a skill. And the weapons skills have been cut back so that a warrior is not quite so limited. I may be entirely wrong; perhaps we're just losing content. But I suspect that it will work out to be better than MW.
Casting spells in combat: I, for one, have always wanted to play a spellsword-type character where I could strike with a sword and follow up with some minor fire spell to tip them off balance. In MW I couldn't; with Oblivion I can. Sounds good to me. Remember that this is not just making it easy to have an uber-character; there are penalties designed to balance things out.
Joining all guilds: I don't really see why this is a problem; you are not forced to do so, so the role-playing aspect does not seem to be affected. Aside from that, you won't be able to do as well in all guilds. In MW I sure as hell couldn't get through the Thieves' Guild quests as a fighter and vice-versa.
Focus on bows: I'll miss my throwing weapons. But if the sacrifice of throwing weapons and crossbows means that bows will be done very well, I'll take it.
Moron indicators: Unfortunate but necessary. It really depends on how they're implemented. If you see some peasant who is marked as essential, it's something of a giveaway. On the other hand, if it's just people like Grandmasters and Counts, I don't see how it's that big a deal. Plus, it has to be done in some way or another. MW told you, but it was frustrating to only see it afterwards.
Focus on classes: I think that most characters that are not one of the three main classes are some combination of the three. The Paladin is mostly combat with some magic. The Ranger is a split between combat and stealth. The Battlemage is mostly magic with some combat. The Nightblade is a split of magic and stealth. And in pretty much any situation, you will use these differing advantages and strengths to accomplish your goal through stealth, magic, or combat. By creating the world with the knowledge of these three classes, every character will have a legitimate, fun, yet slightly different way of playing.
Actiony combat: Why is this bad, so long as the game still places an emphasis on stats? They've said that a normal character has no chance against someone with a Blade skill of 100. Spell duels sure as hell will be stat-based. So if the game is made more fun in the process, it seems like it's only a good thing.
Vault Dweller said:
Here is a collection of quotes that many people found amusing:
http://www.rpgcodex.com/phpBB/viewtopic ... 62&start=0
Already read it.