MetalCraze said:
Ok. So Oblivion had spellmaking, which I assume is what you consider to be better about it as apart from that I don't see anything "better" about it.
Take destruction spells, Oblivion had fire/shock/frost attacks, which differed only in their projectile and damage type (read, didn't differ in terms of gameplay at all apart from different resistances). There were touch and ranged attacks. Cool. I guess. In Skyrim in addition to having different resistances different elemental attacks have other effects, such as frost slowing down, fire dealing damage over time, shock dealing stamina damage etc. There are "spray" attacks, projectiles with xploshuns, elemental "mines" as was seen from some video and probably something else as I haven't played the game enough to give a full account, but it already seems to suggest more variety than Oblivions touch/ranges I-can't-belive-it's-so-good spellcraft. Of course if your idea of better is making a fireball that deals 50 points of damage instead of 45 than you have a point there.
In addition so far I've seen some interesting utility spells such as Transmute metals, which allows you to change iron ore into silver and then gold (for crafting jewelry $$$), which is a nice non-combat gameplay element for advancing your skills and level to address your previous baseless assumption.
MetalCraze said:
non-linear dungeons thanks to which they suck a little less than what's in Skyrim
Dungeons in Oblivion were largely an uninspired random mess, which might as well have been generated by Daggerfall's dungeon generator, but smaller and their non-linearity meant there were "sidepassages" that lead to a small room with a chest in it, something Skyrim has in abundance, only often more interesting, such as a corner covered in spiderwebs, where you may find a chest if you cut the spiderwebs with a dagger or something, or broken floor planks that if you inspect closely will reveal a hidder chest beneath them.
Sometimes Oblivious dungeons would have multiple linear corridors leading to the same endpoint, containing the same random enemies taken from levelled lists, oh the majesticness of it all. In Skyrim's dungeon design inviroment is integrated with the enemies you get, as such you have draugrs rising from wall niches (level scaling means you get more powerful undead in niches if your level is higher I assume, as seen from the released gameplay videos). You find rooms full of spider webs meaning evidently spiders have made their lair here. Surely meeting random elementals in an Aylied ruin, that looks exactly like the last one, without any hit of backstory to the place is more exciting (there were few exceptions with more or less passable design).
MetalCraze said:
much bigger and more open gameworld without mountain walls
In oblivion the world is generated with a generator producing the same scenery throughout the whole landscape, it may have looked pretty from a distance but walking through it meant trudging through a "flat" landscape albeit with heigh variations, that it no way obstructed your movement, so much for mountains.
In that regard Skyrim's world design is remeniscent of Morrowind's as it uses natural barriers to make the world feel dramatically larger as all the ravines, rivers and rough mountains make you take scenic routes to your destination and the scenery is actually pretty and atmospheric.
MetalCraze said:
more "skills", birthsigns adding + and - to characters and that's from the top of my head.
Oblivion had attributes that were by large useless, as for example strength had negligible effect on weapon damage comparing to your skill. Not that I'm saying removing it is a solution, but claiming Oblivion is in any better for having it is ridiculous.
Weapon skills may have been merges, but the new perks system encourages specialization to a specific weapon type. And this goes across the board for merged skills.
Some, such as athletics and acrobatics, that each and every character would have maxed out in Oblivion regardless of picking them as major or not. Not saying removing skills is a solution, but again, that's Bethesda for you. (but saying Oblivion is a better game due to having acrobatics is again ridiculous)