DraQ
Arcane
(...) or because there are more options and subtlety on those quests?
Actually that's bullshit.They're far less EPIC and MAJESTIC as frack and resemble Morrowind Guild quests more
They are already linear "save the guild, get the title" bullshit. It's just that they are longer so it doesn't feel as jarring, but it's still jarring.
At least Skyrim guilds have some sort of competence test on entry.
It's a dummy in vanilla mechanics, but if you overhaul the mechanics, you automatically overhaul the test.
As for dungeon design, while its true that most dungeons are inexcusably linear and have derpy "other exit blocked from inside" gimmick, they present much more diverse environments and sometimes are found as part of a greater wholes - conglomerates of multiple dungeons connected to hostile exteriors or quasi exteriors, and those areas can be quite excellent, with multiple paths and rich structure.
How subtle.Also DraQ, sometimes I wonder if Oblivion killed your parents in an alley in front of your eyes when you were 8 or something.
The game came out two years too late for that.
At least I started writing my cRPG design diatribes early, it seems.
I can cut off 1/10 of your body mass and you will still be dead depending on my choice of 1/10.Still doesn't change the fact that using magic was more enjoyable in vanilla Oblivion than in vanilla Skyrim, because while Oblivion cut like 1/10 of Morrowind's spell effects
You can also cast anti-undead spells. Regaining stamina is IIRC side effect of healing if you have the right perk.In Skyrim, you can heal yourself and put up a ward.
Fortifying shit would have been interesting if attributes weren't fucking redundant already due to game being full herpaderp.
In general the only genuinely interesting spells Skyrim dropped from Oblivion were dispel, disintegrate item and waterwalking.
But you can do more with them than touch, projectile and AoE projectile. In additon to projectile and AoE projectile you can fire continuous elemental attack, inscribe a rune, set a wall of element, envelop yourself in elemental cloak damaging attackers, or fire a powerful spell centered around self.Likewise, Skyrim's Destruction school dropped weakness to, damage health, disintegrate armor/weapon, only retaining the three elemental damages.
Elements also differ more from each other, for example lightning in Oblivion was the same slow projectile as everything else, only with different visual effect. In Skyrim lightning is instant hit and elements in general require more consideration (not *much* more, mind you) than whatever encounters least resistance.
There is a lot of difference between spraying enemy continuously with an element, bombarding him from far away with AoE, or setting up runes.All the different casting types (ritual, channeled, charged etc.) were mostly a waste since you have just a few spell effects from every school to choose from.
Therefore false.
Sure, this system should have been integrated with Morrowind style spellmaker, MW style attributes (with DF style speed) and extended choice of effects, because it would be perfectly compatible with that, but it's still way ahead Oblivion as it is.
*Requiem's* high level spells nom Oblivion's spells' heads and shit them down their necks.Requiem's spells most likely kicks Oblivion's spells' ass