My two cents:
QUOTE(Winter Wolf @ Apr 4 2015, 11:38 PM)

It has been years since I considered ES a role play game. Can I play a pirate and raid ships off the coast of Anvil? Or perhaps a guard that uses corruption to work my way up the Imperial ladder? Or join the fishing guild the works off the northern coast of Skyrim? Or join the Talon Merc or Enclave?
Yet it remains a 'role play' game. It may not be the role you want, but Bethesda does give you a role to play. Hell, they even force the role upon you. You are Dovahkiin, and it is up to you, as the role-player, to decide what that means in your particular play through.
'Rosa mentioned
Mass Effect earlier and I think that's a perfect example of a game that is basically on rails in the sense that you have no freedom at all in the ways in which you proceed, yet it still provides a deeply satisfying (well, to me at least) role-playing experience.
QUOTE
The whole rule book for role play has been thrown out the window in this new era of fantasy games.
How can you argue for more freedom while lamenting the fact that the game doesn't follow a rule book?
QUOTE(gpstr @ Apr 5 2015, 12:56 PM)

QUOTE(Winter Wolf @ Apr 5 2015, 12:38 AM)

It is the character design at the start of each ES game that is the most worrying trend of all. Beast race, Human, Mer, there is no difference now...
That, along with the elimination of attributes, is the biggest reason that I decided long ago that I simply was not going to give Beth any of my money in exchange for that product.
To each his own. Personally, I find this to be a trend worthy of applause. Taking attributes out of the game works when those attributes become a hinderance. gpstr's argument that the strongest Altmer should never be as strong as the strongest Orc insinuates that the argument works for the other attributes as well. To say that my Orc can't be as charming as an Imperial or my Redguard can never be as smart as a Breton is simply ridiculous (not to mention the fact that it comes close to being insulting). Such constraints on character are exactly the opposite to the freedom we all claim to want. I would love to see attributes return, but only if those attributes can be chosen as they are in the
Fallout series. Then one of the previous mentioned constraints can serve your role-play by giving your Orc/Redguard something to perpetually fight to overcome. However, that decision should come from the player. It should not be a mechanic built within the game.
QUOTE(haute ecole rider @ Apr 5 2015, 04:48 PM)

I would prefer to see the "MQ" actually be relegated to the same status as the "side quests." Yes, the MQ would give us the primary reason for buying or playing the game, but it should not start until we are ready to start it.
I second this whole-heartedly (as does Acadian, I suspect)!
Speaking of our esteemed GM… it behooves all of us to take as example what Acadian has managed to do with Buffy. Sure, there are mental gymnastics required to achieve it, but he has managed to create a character who would be any role-players dream within the so-called limitations of Skyrim’s character/leveling system.
QUOTE(SubRosa @ Apr 6 2015, 10:50 AM)

One of the things I always disliked about D&D was the class system. Because real people don't always fall into narrow little boxes, especially ones made my someone else. Even with multi/dual classing it could be difficult to shoehorn a character idea into what classes a game provides. Knights of the Old Republic was like that. Why couldn't a play a Jedi who was good with a lightsaber and at using computers? Nope, only a Jedi Consular can fix machines.

I have always found games that allow you to define your character how you want - by picking your attributes, skills, and so forth - were much better. Because it is
my character after all. Why should some guy sitting in an office dictate to me what she can or cannot do?
This is exactly the problem I had with the old class system!
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. The lack of attributes is far more glaring here. But even working within the game as it is, they could have allowed you to give your starting character extra points to either Health, Stamina, or Magicka. They could have given the option to start with one or more Perks. They could have allowed you to have a 5 or 10 point bonus to half a dozen skills. They could have allowed you to start with a Standing Stone Power, or choose from a list of Novice spells. All of these things would have gone a huge way to defining a unique character at the start of the game. Coincidentally, these are all of the things I do when I create a character for Skyrim, using the console and my own modded starting room. None of my characters in Skyrim ever start the game alike.
This seems like an empty gripe when you consider that the game does give each race a starting bonus to half a dozen skills, and everything else you want can be addressed within a few minutes/hours of leaving Helgen Keep. In a game that encompasses as many hours as Skyrim that isn't a deal breaker IMHO.
I can't believe that I (of all people) am the devil's advocate in this thread.
