kohlrak: You're the first person i've ever read say that. IMO, TES did it much, much better from what i've seen. As you point out, they suffer the greatest game design flaw ever: lack of information on mechanics. Sure, you can look that up now, but that's not in the game, which it belongs, as per good game design. The FGC should point out, fairly quick, why expert players tend to be bad instructors.
dtgreene: I don't really agree about TES doing it better, for a few reasons:
* TES still has levels, and stat growth (including HP) is governed by levels, rather than stats gradually increasing based off the character's actions.
What? The primary method of gaining levels is through choices of actions. With Morrowind, you're tied to a level up, but your max-stat increase is chosen by what skills you use. In skyrim, your attributes are strictly your school advancement, outside of HP, MP, and STAM, which isn't that important in the big scheme of things.
* In FF2, you get more skill XP when fighting stronger enemies; this does not happen in TES (at least not 2-4). In most SaGa games, if you're weak relative to the enemies you're fighting, you will gain stats very quickly. On the other hand, in Morrowind, for example, even if you somehow manage to kill a powerful enemy like a Winged Twilight with a level 1 character, there's very little reward.
TES is weak in that you gain flats amount of XP for using skill X successfully against a valid target. Of course, this is because they didn't think to have an XP modifier based on what that target was (which makes sense for things like Restoration).
* SaGa races (at least the Game Boy games and SaGa Frontier) are fundamentally different; even the very rules for stat growth and ability learning are completely different between the races, leading to completely different gameplay experiences. (Try playing SaGa 2 with a party containing only robots and monsters; it's quite fun, and it's rather interesting playing an RPG where killing enemies is not how you get stronger.) On the other hand, in TES, they just gave races some starting stat modifiers and some special abilities and called it a day; as a result, character race does not fundamentally change the game the way it does in the SaGa games that have them.
I would disagree. While the SaGa games indeed put more emphasis on race, to say that it doesn't change how you play TES isn't remotely true. TES series is one that pretty much allows you to have it all, but the racial differences between most classes don't seem to stand out much, especially if you're not choosing a class that caters to your race. Khajiit, for example, have that nice early game night eye spell, which they get for free, which makes them adept thieves or stealth characters. Of course, you can choose to mage and things like that, but if you're not using that night eye (or their bonus to hand-to-hand in skyrim), then you're probably picking the wrong race for what you want to be doing. I generally play as a mage with my Khajiit (like the culture, but prefer mage style), but even still there's a clear lean towards stealth mechanics, and hiding in dark corners in particular. The other races, as far as i've heard, have similar attributes: Nords make fairly good tanks, because they naturally get some resistances innately to magic (especially ice spells). Dunmer often begin with a summon spell, which if you're not using fairly often early on, you're not taking advantage of what you've been given. And, since what you do is where you level up the most, you'll likely finding yourself catering to mostly one class over another (Dunmer tend to be offensive spell casters using summons as their tank to ward off enemies). If you're having trouble finding the benefits of your race, obviously you started the game with the difficulty set way, way too low. You should feel the pressure to use your "minor powers" to their fullest, which is where you'll find yourself catering to one style or another.
This is a universal to any ARPG: if you don't feel pressure at all at the begining, you're either playing the game on the wrong difficulty setting (unless there's no difficulty setting, at which point you say the game is cakewalk). The thing people forget is that roleplaying games are about playing roles, even if all options are available to you. Oblivion and Skyrim are pretty good at punishing players for abandoning their roles. There's the meme "The Drauger are training..." to exemplify this: no matter what you're doing, the enemies are getting stronger. So, if you're a mage, and you're leveling up your sword skills, well, keep in mind the enemies are getting stronger with each level, regardless of what it is you're leveling. You're a blacksmith? Cool, but if you're not making equipment with that skill, to offset the costs, well, the drauger are training. Just because you
can be all powerful in all skill trees
doesn't mean that you
should be all powerful in all skill trees. People tend to learn this lesson fairly quickly, and adapt. How much of a bad time you have depends entirely on how quickly you identify the problem and adapt. If your only skill lis in things like alchemy, smithing, etc, and you're max level in those skills, you're going to a dungeon and dying in 1 hit. Similarly, if all you're doing is sneaking around and shooing enemies with a bow, occasionally stabbing them with a knife, you'll probably find the game ridiculously easy at all stages, except keeping up with the economy cost.
I'm still trying to figure out how to deal with this in my game. I'm leaning towards having all NCPs just live normal lives, with some spawning with certain stat offsets. Instead of everythign guaranteed to be managable, maybe spawning bandit camps with each member having a small random stat offset, and a large random offset that is shared between the entire group (to simulate more experienced bandits). If a high level player finds a low level bandit canp, it just sucks to be them. If the player finds a high level bandit camp while just starting out, well, maybe you should avoid bandit encampments (they may also start with various wanted levels to simulate how aggressive they might be for being found if they're found by a player whom otherwise might not be worth it 'cause they look poor).