PeterBitt wrote:Arrows etc with no weight
How is this "dumbing down"? Again, what do you mean by "dumbing down"? "I don't like it" doesn't mean "dumbed down".
Cant drop quest items
Fatigue bar much less important than MW but better than OB
Due to player complaints about Morrowind. Dropping/selling an item that the player had no idea was needed, only to find out dozens of hours later it was important and not remembering where they left it. Fatigue running out too quickly (especially because of running, due to the walking speed being so low) so you were constantly out whenever running into an enemy. And the game having no difficulty as you get high level. All complains by players during Morrowind, which these changes tried to address.
Quest markers everywhere
Companions which can not die
Already explained by Radiant AI creating mobile NPCs. Quest markers are also a result of player complaints of bad, hard to follow directions, in addition to the now-non-stationary NPCs. When NPCs can move around the world on their own, and automatically interact with other systems like combat, being able to find them and making sure they're not inadvertently killed is a necessity.
TES has never had good puzzles. It's not a puzzle game. The fact that they have stupidly simple puzzles is something I see as an unnecessary addition.
Artifacts have low value
Everything has lower value in later games. That doesn't make it dumbed down, it simply alters the economic system.
No layered clothing/armor
How is that mechanically significant?
Less armor parts
Due to the increase in fidelity, it's a lot harder to create multi-piece armors that don't exhibit problems like severe clipping. It's not impossible, but it isn't without cost either, and that cost results in reducing the number of pieces for a full set.
Much less spells
Some of them removed to avoid breaking the game, some removed because they hadn't been redesigned for a new system. Can they have more? Sure, there's a lot of things they can do, but they only have so much time to do it, and with Skyrim they simply didn't focus that much on magic (likely in part because they were trying to go for a setting that had less magic in general).
Failsafe and boring combat
Skill & Attributes system destoryed for more accessability
I would claim these have been improved. Combat is much more enjoyable in Oblivion and Skyrim, the attribute system was horribly broken (mainly serving as a feedback loop into skills), and Skyrim actually has a very good Skill system design (its execution could certainly stand to improve, a lot, but its nice to see them try alternatives).
Way less skills and attributes (which made perfect sense in MW, compared to Daggerfall)
Of course, when Morrowind does something it "made perfect sense", but when Oblivion or Skyrim do the same thing, it's "dumbing down". Morrowind had its fair share of broken, useless, and/or unnecessarily specific skills as well. In fact, I would say the design of Skyrim's system was a clear improvement over Morrowind's system, since it would allow using perks to create nuance within a skill, rather than having to split it and devote whole skills to them (where not everything needs or should have a full 0...100 scale, to say nothing of branching possibilities).
Beast races have no unique body, can wear boots
Just like in Daggerfall and Arena, where they can wear boots and helmets, and have normal feet. Morrowind originally wasn't going to have playable beast races, which is why they were given a unique body in the first place. When people complained about that upon learning of it, they decided to change it and make them playable, but they didn't have time to redesign the bodies, or handle separate boot and helmet models for beast races. If the beast races were designed to be playable from the start, I guarantee you Morrowind wouldn't have done this either. And let's not overlook the fact that Oblivion had to add in a new morphing system to helmets, so they would work properly on beast races who could now wear them, so it's not like they were just being lazy.
Standing stones take away the decissions making in chargen
Which as I explained is simply a different design philosophy. Building your character through play rather than a pre-game check-list. Personally, I'd like to see even the standing stones go away, so you don't get free buffs.
No one hit deaths at low levels
Something which shows their improving competency. Instant, unavoidable deaths are very bad game design. Death should be a punishment for not doing well, not for a "surprise, gotcha!" moment. Balancing enemy difficulty in an open world so that you don't hit unwarranted spikes in difficulty, while also trying to keep the game engaging, it pretty difficult. But if their work with Fallout 4's hardcore mode is any indication, they're getting a handle on it.
Very little dialogue and dialogue decissions
Less over all dialog, but the dialog that is there is better written and more relevant to the world and player. When you have NPCs all over the world same the same exact thing for the same exact question/topic, it can do with a rethink.
No fog of war on the map
What? Yes there is.
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Completely optional. Unlike other games, like The Witcher 3 where you do actually have to use fast travel to get to certain places, in TES you have never had to use fast travel since Daggerfall. In Skyrim and Fallout 4, they even added back in-world travel methods too (carriages, vertibirds, etc), despite them being redundant.
Only one disease type, so only one cure
Considering Morrowind is the only TES game to have more than one disease type, and the non-common types were specific to the story being told (Blight and Corprus, which came from Dagoth Ur who you were trying to stop), I don't see that as being a problem.
No failure at magic, crafting, etc
Because it's so fun and engaging to randomly fail to do an action.</sarcasm> Particular when that action is what you do to play the game, it's not good design to base whether you do it or not on a dice roll.
No skill requirements for factions
Because the factions with Oblivion and Skyrim are more story-focused, rather than job-focused. Blocking advancement through the guild questline because you need to have specific skill numbers would really restrict the kinds of questlines they can do, and ultimately would make them worse off. It'd be a more fair assessment to complain that you don't need to use the skills a given faction relies on to get through its quests, but that just goes to point out how open the games are in letting you play how you want (which is very important to TES).
Less joinable factions
But more in-depth factions. They actually have stories, plots, and are filled with characterized NPCs, rather than being filled with mostly generic NPCs with generic dialog while handing out odd jobs.
And again, I'm not saying you should like these changes, or that the changes necessarily make the game better. They're simply different design decisions made due to a multitude of factors (ranging from player complaints, to simply wanting to try something new), not a "dumbing down" of the series.
Some good videos to watch: