QUOTE(gpstr @ Apr 6 2015, 07:32 PM)

I have no idea how it is in Skyrim.
That's all the constraint that's necessary to create a believable and interesting character, and it existed not because of some predefined box into which she was stuck at the beginning of the game, but simply because she started out with a particular set of aptitudes and a particular set of inclinations, and invested a particular amount of time and energy into pursuing those inclinations. That's all that's necessary and all I want (as far as that particular aspect of a game goes).
Skyrim actually did the leveling far better than Oblivion, in terms that the game speed of inclination matches the output to achieve the results. In Oblivion every skill leveled at a different pace and if you chose the wrong matching majors then you were in big trouble (as you know).
The problem with your second paragraph is that we could both play opposing characters with different inclinations and yet end up at the same place after 50 levels. ES does not have the scope through only adding attributes to the mix at the beginning to fix that. After 50 levels the game will simply flatten out to the uniform boorishness that ES always becomes.
QUOTE
One of Skyrim's biggest weaknesses is not the lack of classes. It is the lack of ways it offers to define your character at the start of the game.
Okay. These are my thoughts.
First- Bring back character classes. After all, how can you play a role without any role to play. Simple right? As I said above simply adding attributes will not address the leveling out that happens over the journey of a Beth game. Changing the beginning will not change the end. Try playing 300 hours of Fallout 3 and then see how different our characters turn out. I doubt they will be any different.
Second- Scrap the silly start-in-the-jail idea. That is nothing but lazy game design. So typical of Todd and his team and those who accept it.
All characters should start at 0 level and be involved in apprentice/training in their chosen profession. Join the parade ground in the Imperial Legion, work for a local footpad thief, go to class in the Arcane University, etc. Room should be allowed to achieve honors or be a trickster like Maxical, it all depends how you wish to play it.
Guild Quests should only be open to those of that profession. However, if a warrior class wanted to join the Dark Brotherhood there should be ramifications for doing so. Perhaps they insist that you murder one of your colleagues to prove your worth and the Legion becomes very annoyed as a result.
Cause and Effect.
And if you wanted to abandon your apprenticeship then that is okay as well. But that would mean you miss out on the specialization perks or attributes that belong to that profession. This is where you would simply add the points at the start of the game. I say make those adding points meaningful.
Perhaps skill caps at 80 for those who run away and later on they must make a costly visit to a master trainer to get that skill up to 100. Just like real life where if you skip school you pay the price later on.
Multi-class skill sets (Mystic Archer) would be allowed for combat, but there must be a penalty for doing so. Buffy should not be allowed to achieve the same level in archery that a specialist would get to. Sorry folks, but that has always been the rules of multi-class. In the same way the highest level spells should only be available to those who specialize.
That is one thing of many that role play should be. Do I specialize or multi-class. This do-anything-I-want attitude of ES is ridiculous.
Spellmaking and Enchanting should be in the game, but I would only allow the mage class to access it. Warrior and Sneak class would either have to pay for the service or find better weapons and equipment then is currently found in standard ES game, helping them keep up to speed. While playing a mage the said weapons would not appear, thereby depriving them the advantage.
I would bring back attributes, gender differences and also consider personality traits and likes/dislikes. Anything to brake up this boring same pot that Beth forces us into. I would scrap health regeneration and bring back armor and weapon degrading. I love using repair hammers!
Lockpick and Security needs to go back to the way it was before. I loved the auto attempt feature which made the character play the game instead of me. And the Open Lock spells must make a return. A mage using picks is wrong on so many levels.
Role play should always be about choice, variety and cause/effect. It is far deeper than simply adding attributes back into the game.
Marriage and Adoption is a complete waste of time and serves no purpose. Instead I would put effort in putting retirement into the game. Perhaps each time you start a new game the system asks you if would like to retire the last character. If you choose 'yes' one of the in-game homes is taken out of action and your character lives out their life there. A good aligned character can be spoken to with dialogue options, an evil character will be more reserved. And you might even see them around town when you visit.
All quests would reset with the new character and if you wanted to keep playing that old guy you could still reload an earlier save.
I haven't even looked at fixing the Main Quest story writing to suit an evil character or those abysmal fetch and carry quests that Beth love to use. But it is not hard.
Of course, if Elder Scrolls is not a RPG and is nothing more than a exploring and collecting game, then just leave it as it is!
Oh, and gpstr, you will probably find that a spin off series will certainly work. If for no other reason the it will now be a 10 year wait between ES games. Five years to Fallout and another five to the ES.
I cannot see that happening, at least in the long term. Beth Game Studios will break into two companies, one to build each game. So you might get a different direction yet!
This post has been edited by Winter Wolf: Apr 7 2015, 11:55 AM