I did find Fallout 3 somewhat enjoyable. I found nothing whatsoever to enjoy in Oblivion. I gotta admit that they did ok with a post-apoc setting. As bad and stupid as most dialogue was, it did manage to grab my attention for a while, and I have to admit, I enjoyed exploring some of the places (but was disappointed to find nothing worthwhile in the end, which includes most of the locales in the game).
Bethesda proved they are capable of being learning animals with Fallout 3.
They're on the same level of learning as a tamed dog: knowing where to shit in the house, instead of shitting all over the place. You're still cleaning after the dog.
Deniszi, when I said 'broken' I was not talking about bugs, but about the difficulty.
When I got to level 7 and also ended up becoming a werewolf because of The Fortress Of Fhojun main quest level, the game became so easy, it was not fun anymore. You become so powerful, you no longer have that feeling of when you started out - a man trying to survive on a few rusty equipment in a large dungeon with enemies that can crush you as badly as you to them.
Fortress of what? You mean Lhotun? Whatever. Yes, the game is terribly unbalanced in some areas. Beside other things, being a werewolf or a vampire makes things too easy without significant setbacks.
You are probably the biggest Daggerfall expert here; and you should know that a simple Nord Warrior with Dwarven Armor and a Dwarven Daikatana and a high Strength and Agility, is strong enough to massacre enemies, provided he has the necessary scrolls for certain spells.
I believe you forgot either high Luck or high Long Blade or high Dodge or high Critical Strike, because good equipment and high attributes alone don't make a massacre. Without a high Long Blade to use that Dwarven Daikatana, you'll only be able to hit once for several hits you'll take (for Agility only affects the base To Hit chance, which is further modifier by your and your opponent's relevant combat skills and equipment) from a single opponent; without high Dodge, those several hits you take will help you die rather quickly; without a high Critical Strike, those few hits you get to make will hardly matter despite high Strength; and without high Luck to substitute for any or all of these, you're dead meat. Dwarven armor helps a lot, of course, and so do potions, but if the memory serves correct, your experience would be nothing remotely like a massacre, unless of course, you're the subject of the massacre.
Now, if you mentioned high Speed, it would be a different case. To truely exploit the game, you gotta have high Speed. It turns you into a Gilbert Bates Steam-Engined Logging Machine that can take out Glimmering Forest in a breeze.
It may be so, but I did specify it was simply my opinion I was stating. And I stand by it; you think that
No. When you say combat in Daggerfall is simplistic, it simply is not a matter of opinion, but misinformation. You can't just take the simplicity of interface/interaction for the scope of RP elements under the hood, otherwise there has gotta be no more then 10 CRPGs ever released from early 80s to this day that can be called non-simplistic, and as I vaguely went over, combat in Daggerfall is nothing but simplistic.
It probably has to do with my personal conception of what an RPG should be; a game that doesn't once challenge you in any way/
Alright. Daggerfall has its quirks and exploits that lead to lack of challenge, like the one Wyrmlord mentioned, but on a general note, it can be pretty challenging. Unfortunately it's true that it becomes ever easier as you level up, but low levels do present a pretty good challenge on most fronts, but yes, it's easy to negate any challenge too soon if you know your way around.
doesn't even attempt to make you think once/
I'm assuming what you mean by that is the kind of thought and consideration one might have as to how to approach a given quest in abundance of choices. Because otherwise, you'd have fewer games to qualify for this criteria than you could count, using your fingers, to ten.
If, on the other hand, what you mean by that is the consideration given as to how to overcome any given challenge, be it a specific combat encounter or making the best of your equipment and resources for short term (or long term) goals, lots of games or no games at all past 1996 can qualify depending on details.
doesn't give any meaningful (as in: not only what may affect a two-minutes ending sequence) choices/
There are a few main quests and several side quests that leave you at a crossroads as to who to side with. Ever tried to talk to random nobles in a castle and get laughed at or get no response at all? Or the same from mere commoners in taverns or shops? Guess why. Just an example. Might not be very meaningful, but definitely more meaningful than what you see in most other games. But you don't find it meaningful, it's ok.
fails at leaving any lasting memories, being a memorable character, nice town, quotable dialogue, plot-twist or whatever/ - well, it's just not what I define as a "true" RPG.
Too subjective. I have lots of these from Daggerfall.
BUT if people like a TES game, and consider Daggerfall a good RPG, so be it: it must correspond to what they are looking for in the genre -good for them.
When people can't be objective on criterias they defined themselves, or fail to define criterias that defies subjective input, that's a pretty bullshit attitude to take.