The Elder Scrolls

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It's not original, either. Final Fantasy II did it in 1988. Runescape and Dungeon Siege as well. The reason you rarely see it is it's a bad idea. It's a bad idea because it means skills you don't need frequently fall woefully behind. Sure, swinging my sword levels up, because I'm swinging my sword a lot. Jumping? How often do I need to jump? Not that often! So...I need to practice jumping. I need to wander around Tamriel, running and jumping like a retard, so that should I come to a gap more than a foot or two across, I can be sure to jump it.

The result is that in every game with this sort of system, you have to dump loads of time into doing boring, routine, unfun crap so that your character doesn't break. This doesn't make the game more fun. It makes it less fun. It makes it boring and tedious. It turns the game into doing your homework and going to cross-country practice.
I think I get what you're saying, but it's weird to say Morrowind is tedious because of acrobatics levelling. Noone needs to level acrobatics or athletics in Morrowind, unless you're allergic to levitation/jump potions. Characters don't 'break' if they don't grind mercantile. The most useful non-combat skills in Morrowind are probably Mysticism and Alteration for getting around and those do incentivise spamming low-cost 'practice' spells, but there's no skill that can't be bypassed by just playing the game until you have enough gold to buy training or potions.

That said I don't disagree with the general point that skills aren't/shouldn't be treated equal. My solution would be to divide skills into Easy, Medium, Hard and have the less frequent skills like Mysticism advance at a faster rate with an additional rule that you can't raise a skill above its governing attribute to stop Easy skills from being immediately rushed (Morrowind already does this but only when buying training). Maybe a bonus for Major skills so they can be raised to 10 above their governing attribute, so a level 1 player with 40 Strength can raise Acrobatics to 40, but with it as a major it can be raised to 50. This makes it easier get skills to average but still takes time to get to higher levels.
 
BTW why is Elisif Jarl and potential high queen? I'm pretty sure if Charlie dies Camilla doesn't suddenly become ruler of Britain.
Because only three of the jarls are actual characters and Elisif barely counts as one of those.

It feels like a missed opportunity to not make it so that Balgruuf sides with the player in the civil war given that the Whiterun portion of the main quest is a requirement for the battle. Why even write him to be conflicted if it’s not even going to be explored.
 
I think I get what you're saying, but it's weird to say Morrowind is tedious because of acrobatics levelling. Noone needs to level acrobatics or athletics in Morrowind, unless you're allergic to levitation/jump potions. Characters don't 'break' if they don't grind mercantile. The most useful non-combat skills in Morrowind are probably Mysticism and Alteration for getting around and those do incentivise spamming low-cost 'practice' spells, but there's no skill that can't be bypassed by just playing the game until you have enough gold to buy training or potions.

Try to imagine playing the game without any exploits/mods that enable you to get near-unlimited potions and money in the first 20 hours of the game. Because someone going in cold doesn't any of that. A good game mechanic is one where you don't search for sequence-breaking bugs or user mods or obvious oversights in the game's logic to make it tolerable. It's one where it's fun to engage with as-is.

In other words, if leveling up skills by using them is a good system, then you would be saying, "Yeah, I love leveling up acrobatics by jumping all over the damn place!" Instead, you actually agree with me this is fucking stupid, and the only way the game is tolerable is if you can find a bunch of potions or a pile of gold so that you can avoid ever engaging with this awful system.
 
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It feels like a missed opportunity to not make it so that Balgruuf sides with the player in the civil war given that the Whiterun portion of the main quest is a requirement for the battle. Why even write him to be conflicted if it’s not even going to be explored.

It's probably a really half-assed way to say that the Stormcloaks are the bad guys in the war. Brogruuf will do anything for you, including using his castle as a dragon trap, but requesting his support as a Stormcloak is a bridge too far and warrants immediate denial without a second thought.
 
So what I really don't understand is why there's this narrative that Skyrim has such an issue with these things when it never seems to be a problem anywhere else. Like, okay, how is being caught in a general area for reasons that may or may not be true and escaping in what could be a freak accident any more limiting than being a canonical convicted criminal who is literally handed one of the most important artifacts in Tamriel because the Emperor himself thinks you're cool?
you are asking someone who doesn't know it either, july was just july for me, not pride month.
though it is the resonating complaint of skyrim being terrible for the ones complaining about it, the game focus is the one character thing they expanded from oblivion too, i kind of like because i have P.R.O.T.E.U.S installed, i might need to start a new save because of the open cities 2.0 mod though.

also i'd like to show my appreciation for Re(master)Todd for making armors in skyrim similar to dragon's dogma because of the armor cap, the game clearly wants you to treat the materials in a leveled way but after you grind smithing and take some potions you will reach the cap with any armor, weapons do follow the material tiering right where high level it's mostly ebony/daedric even with the arrows and shieet but you can walk around with a refined steel armor and tank the same amount of damage as refined ebony armor and not look like a fucking dork, yes i am looking at you dragonplate armor, you suck.
 
The most disappointing thing about Skyrim was how non-threatening the dragons were. They really are just a minor occasional nuisance. There were of course mods to make them a vicious menace, like there are mods to fix almost every bullshit retarded bland basegame Skyrim flaw, but sadly not all of them.
You might be tired of people repeating the usual "Skyrim deep as a puddle dumbed down for normies not even a real rpg Morrowind infinitely superior " statements, but it doesn't make them any less true. There's a reason they keep coming up again and again when discussing Elder Scrolls games. Also Todd Howard raped my dog.
Skyrim is fun and propped up by the amazing lore of the older TES games, but even as a kid I noticed a lot of wasted potential with the story and factions.
 
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Skyrim belongs to the Nords!
 
https://youtube.com/watch?v=52Zw5eHHjgQthis is a very interesting mod because it changes the pathing so much, i might give it a try if the spider leg thing gets fixed though, there is too much mods to add on my list which will force me to make a new game and i still need to check FO4...
I tried it and had to uninstall it because NPCs would try to sit in a chair and then slide across the room in a sitting position.
 
I've noticed a lot in talks about roleplay and immersion that a lot of people really need the game to enforce it for them through systematic gameplay to get into it. I'm a sneaktheif and my endurance is shit so I have to go around these enemies and pick them off, etc. The roleplaying comes about as a result of the game having them interact with it in a certain way. They rolled their character, and they want to play through that character's campaign. The fact that their paladin even can reach max archery skill is immersion breaking.

Or, like how @Sheep King and @Vlad the Implier said, they find it dissatisfying to purposefully leave options on the table. It feels more meaningful to have limited options because it reinforces that certain way the game has them interact with it which also reinforces the roleplay that comes with it.

For me, I've never really understood a lot of the complaints those types of players have, because I'm not really like that. I don't give a shit if I can join every single faction on one character because if I'm playing one that would never join the Brotherhood then I'm just not going to do the quest.
On the one hand, I agree that going into a Skyrim playthrough with a character concept can make it more interesting and satisfying. Having an idea of your character's background, morals and skills gives you goals and challenges to work around. I will only use shouts if I am playing a Nord. If I'm playing a Dunmer battlemage who follows the Temple, I won’t use the Mace of Molag Bal or get the Ring of the Erudite, even though it would be ideal for my build because it goes against my character's values. I never related to the "stealth archer black hole" meme because I have no problem sticking to a character concept. Of course, characters can change over a playthrough, but having a plan makes the experience more engaging.

On the other hand, the fact that it requires so much restraint to roleplay in an RPG is fucking retarded. I understand that one of TES’ signature features is the progression system which encourages experimentation and flexibility, so I'm not arguing for rigid class restrictions. But there's very little in Skyrim that encourages or rewards sticking to a character/build concept. The game should give you little nudges and incentives to make a character and a build, rather than shrugging and saying, "Roleplaying is entirely up to you. I’m not going to do anything about it". More importantly, your actions have almost no consequences. The Civil War is one of the few examples where choosing a side locks you out of a questline or becoming a vampire gives you permanent buffs and debuffs that you have to work around (lowered fire resistance can make some encounters a challenge if you haven’t made efforts to offset it). Otherwise, the world rarely reacts meaningfully to what you do. You can become Arch-Mage with zero investment in magic skills, and you can murder members of the College of Winterhold publicly and be let back in with a fine and everyone acts like nothing happened, multiple times. A random guard in a backwater like Morthal can know that you are a member of the most infamous, feared and despised murder cult in the world and yet the honourable Companions will let you in, no problem. You can become Ulfric's top guy and still walk right up to Tullius and have a chat. You can help out Jarl Elisif, including carrying out the last will of her husband, while she believes you are one of the top agents and most loyal soldiers of the man who murdered him.

As an example, I think CK3 does a better job of supporting roleplay. Your character's traits don't necessarily prevent you from acting against them, but doing so can have lasting consequences. A PC with the compassionate trait can order the murder of children but it can lead to permanent negative consequences both in the form of permanent debuffs and NPC opinion which impact the way you play. conversely a sadistic trait PC will be rewarded for doing the same action. CK3 mostly nudges you toward actions that would make sense for your character or away if they wouldn’t. It does sometimes put its foot down and say “No, your character can't do that” but it also opens up new options based on previous actions. I'd argue even the Sims 4 does a better job of encouraging roleplay.

My problem isn't that Skyrim gives you too much freedom. It's that the world rarely ever cares what you do or who you are. You can create a defined character in your own head, but the game does very little to acknowledge or support you in roleplaying beyond what you impose on yourself. If you play the game normally, your “character” will be an amorphous, amoral, omnipotent player-golem that only exists to engage with gameplay, not a character. I think an RPG should help to facilitate unique characters.

TL;DR An RPG shouldn't rely solely on the player to practice restraint to roleplay. The game should help to nurture roleplaying. Skyrim makes your actions meaningless as there are little to no consequences and thus your character feels divorced from the world, devoid of any identity and IMO fails a major aspect of an RPG.

I do have some ideas about how I would possibly change it in an ideal world and comparisons to Morrowind and Oblivion but my post is too long already and I admittedly struggle with being brief.
 
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. A random guard in a backwater like Morthal can know that you are a member of the most infamous, feared and despised murder cult in the world
In regards to this, the guards in Skyrim have the same dialogue pool that they (mostly) randomly pull from. This is why it seems like all of them are planning to join the dawnguard or know the player is in the Dark Brotherhood. In reality, it's probably only a handful of guards who have heard rumours the PC is part of the Brotherhood.

It's the same story with the critique that there are no consequences for killing the Emperor. The Empire will do anything to keep that under wraps for as long as they can to avoid instability and demoralization. It's probably only a few Solitude guards who have heard rumours of his death and the circumstances.
 
Idk, i just play two-handed with greatswords and killing everyone with criticals.
Daily reminder that crit damage in Skyrim scales off base damage. So a Daedric Sword with over 9,000 damage only has a measly 7 bonus damage on a crit.
Bethesda just doesn't give a shit about balance. But Redditors said that balance is bad and boring, so it is what it is (:_(
 
In regards to this, the guards in Skyrim have the same dialogue pool that they (mostly) randomly pull from. This is why it seems like all of them are planning to join the dawnguard or know the player is in the Dark Brotherhood. In reality, it's probably only a handful of guards who have heard rumours the PC is part of the Brotherhood.

It's the same story with the critique that there are no consequences for killing the Emperor. The Empire will do anything to keep that under wraps for as long as they can to avoid instability and demoralization. It's probably only a few Solitude guards who have heard rumours of his death and the circumstances.
Yeah I know it's a line to throw the player a bone in terms of acknowledgement of their actions and not actually that guard in particular being aware of you being in the DB, just like the "psst, I know who you are, hail Sithis" line doesn't mean that guard will ignore you murdering people. Its more to demonstrate that the world has no consistency. Random guards in bumfuck nowhere can learn of your shady actions but those same shady actions don't affect anything else at all. I personally would rather that the guards only had dialogue that referenced the general activities of the DB and nothing about your involvement rather than imply that there are widely known rumours that you in particular are associated with them so it doesn't create a dissonance when moral and/or respectable organisations blindly accept you with open arms.
 
Daily reminder that crit damage in Skyrim scales off base damage. So a Daedric Sword with over 9,000 damage only has a measly 7 bonus damage on a crit.
Bethesda just doesn't give a shit about balance. But Redditors said that balance is bad and boring, so it is what it is (:_(
Modded game at least gives you 20% chance and upgrading from 2 times base damage to 3 and 5.
 
But there's very little in Skyrim that encourages or rewards sticking to a character/build concept. The game should give you little nudges and incentives to make a character and a build, rather than shrugging and saying, "Roleplaying is entirely up to you. I’m not going to do anything about it".

I look at it from the opposite side - the game punishes you too much for not sticking with a playstyle.

Say that you're playing a paladin type, sword and board with restoration and illusion. You get to level 30 and decide you want to try switching out your sword for destruction. Not only is your damage piss-poor because destruction is shit in general, but you haven't leveled it, enemies are scaled to your character level, and there's no attributes to nudge the skill forward at least a little bit from the related skills you had been leveling.
 
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