QUOTE(Lady Saga @ Mar 23 2012, 08:23 AM)

1). Lack of hand-holding. I would guesstimate that just under 50% of gamers on the forums wanted Skyrim to be more like Morrowind, so far as hand-holding goes. Although I've never played Morrowind, I know a few things about how this game starts, more or less. You start off on a boat, you are a freed prisoner (correct me if I'm wrong), other than this, the game provides few details about who you are, and what you are supposed to do.
I like this. I like starting with a clean slate like this, free of pop-ups being thrown in my face every 30 seconds. I like the need to figure out what comes next on my own. Although I'm not gonna compare Skyrim with what I know about how Morrowind does it, the fact that the game doesn't just hand-hold during the beginning, even as we're being attacked by a fearsome dragon!, is an improvement. I liked the fact that it was up to me to figure out what was going on throughout the rest of the Tutorial, and an NPC was there to teach me what to do (rather than a set of pop-up messages).
I'm not saying pop-up messages and hand-holding never occurs in Skyrim, what I'm saying is it's easier to avoid, easier to ignore, if the player wants to do so.
Agreed on the handholding being easier to ignore, but there is a related issue I'd like to talk about here: Skyrim is incredibly condescending and patronizing. The game tries pretty hard, for instance, to shove quests into your face just so there is absolutely no chance in Oblivion for the player to miss them. What was so wrong with a random lone passerby on the road somewhere? That served as enough of a marker that he might have a small quest for me in Morrowind. Now, not only do we get the random passersby, they practically scream at you (literally) "I have a quest for you, talk to me!!!" And sometimes, they even force you into the conversation to start the quest.
Then there are the quest markers, which are a fairly obvious crutch for Bethesda now. For almost 90% of the quests, your ONLY directions are the quest marker. And they don't point you simply to the general location you need to be, but to the exact thing you need to interact with. And those things are already pretty obvious to begin with, so these quest markers are pretty condescending at the same time. Yes, I KNOW that Draugr is the boss I need to kill, or that giant lever in the middle of the room is the one I need to pull, get rid of that friggin arrow already!!
Tutorial? Well I personally love the message that pops up telling you "your Health is low" right in the middle of combat, like I'm too stupid to figure out what an almost empty giant red bar that depletes when I get hit means, interrupting me in the heat of the moment and completely breaking flow. Really? There's a fine line between tutoring and patronizing, and the game leaps a mile over it right here.
So while it is easier to avoid some of these things (quest markers can be turned off, for example) it doesn't change that it feels like the devs are treating the players like they are five years old.
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2). The Clairvoyance Spell. My magic-based characters use this spell occasionally. It's a creative way to avoid the need to look at the 3D world map and quest markers, if one is trying to avoid doing so.
Still would prefer a proper means of directions, but Clairvoyance is a step in the right direction.
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3). With my non-magic characters, I have the option of using that brown paper map if we want to avoid the in-game 3D map.
Although Bethesda has never given an explanation on what that paper map is for, I'm convinced it's a clever way for us roleplayers to further immerse ourselves in the game. It's not just a nerdy thing to hang on our walls.
Agreed. There's no rule against thinking outside the box in an RPG.
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4). Gathered ingredients actually disappear for awhile. This is kinda like the way it was in Sims2: Castaway, although I don't know if Beth stole this idea from Castaway or some other game. It's pretty cool imo that if we pick an ingredient, a mushroom, a flower, etc. it actually shows it being picked. My only criticism here is it shows an entire group of items being picked at once, yet only one flower or mushroom (whatever) appears in our inventory? Huh.
I think Beth got the idea from modders. One of the most popular mods for Oblivion was Harvest Flora, which did exactly this.
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5).
Better magical animations, especially in the Destruction school. I've always thought Oblivion's fireballs, lightning, and other thrown spells seemed to move too slowly, and are way too easy to dodge. The first time a Fireball moved towards my character in Skyrim I was REALLY FRICKING SCARED of it. That particular character (Thor a'Zaene) vowed a fear of magic, and tended to run whenever he encountered stuff he didn't understand.
Magic looks great, no doubt about that. I just wish that it hadn't been utterly gutted at the same time.
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6).
The HUD. I realize that Bethesda probably never comes here to Chorrol.com but THANK YOU for allowing us to vary the opacity of the HUD.

I used to put several pieces of electrical tape over the compass in Oblivion. Not only does it hand-hold for us, telling us what's coming up and what's going down, but I just found it annoying to have a "compass" that is always working for us. It defeats the purpose of playing a game
in which I find myself wanting to get lost on occasion.
It's so awesome those of us who want to use this device can still do so, but those of us who don't want to can just turn it off. Or turn it down.
I understand you play on console and that the UI experience is a different story there, but coming from a PC user, that UI is the most unintuitive, clunky piece of junk I've ever seen.
This post contains most of my views on why.----------------------------------------------------------------------------------------------------------------
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7). Dragons. Although I have yet to have a dragon-filled game, I think these beasts are pretty cool. Some say they're "too generic" in this medieval setting, but whatever. I think they totally fit AND I like the fact that if we don't want them in our game, we can do something about this.
Anyone here read Beowulf? If you did, then you know why Dragons fit Skyrim like a glove.

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8). Variably leveled encounters. Another thing Beth did right imo is to include areas of the game that are much tougher than anything we'll typically encounter in the Whiterun area, even if we're still at Level 1. The game isn't just filled with rats, wolves, and simple NPC's (as in Oblivion), it's possible to run into something much meaner.
Some say this is not a good thing, since we can't just go anywhere at lower levels. I think it's an improvement though...a challenge...if you will.
The leveling is still a little overzealous in areas (Draugr Deathlords), but it has definitely been improved.
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9). Snow effects. They're not as good as I thought they would be (I was picturing snow would accumulate and stuff) but the way snow swirls and tends to move about in Skyrim, to the point that there are times we can barely see where we're going, is an improvement to the simple flurries of OBlivion. Real snow can be light or heavy, after all.
Now, if only Bethesda could actually fix the snowflakes going through the ceiling...
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10). Crafting, enchanting, Alchemy, etc. It's not just the fact that we get more activities in this game, Pseron Wyrd (over at Bethsoft) pointed out that the way Skyrim does it eliminates need to exit the game entirely into different menus. We get to watch our character make potions, make weapons, etc., instead of just having to imagine this stuff.
It is nice to watch, indeed. The crafting features are quite badly balanced, unfortunately, but it doesn't change that they are nice to have. One thing I think is missing, though: upgradable personal crafting stations, like buying a new Alembic for my alchemy table or improving the Magetallows on my enchanter. Oh well, maybe next time.
