Then most modern gamers are pathetic faggots. I'd say I'm sorry, but I'm really not. Their opinion is worthless.
I disagree. You're talking from the POV of a person who knows Daggerfall by heart, so it's easy for you. Just in the same vein, it's easy for me to power through games like Star Wars Rebellion and Knights of the Old Republic, because I know these games by heart and I know how to make an optimal build, or where the right quests and items are.
Within the first hour after starting a new game in KOTOR, I can take enough quests and kill enough enemies to level myself up to the point where I can find the strongest enemy in the starting planet of Taris and kill him in single combat. Most players, meanwhile, even back in 2003, were struggling just to figure out the controls. Even the guy who made the KOTOR comic made his protagonist a guy whose skill with the Force was clumsy, basically as a way to communicate how he was more than a bit confused at how to play KOTOR the game.
Same goes for Rebellion; I know to assign troop deployment and economic development to my robo-vizier when I start the game, so I only have to worry about diplomacy, researching new tech, recruiting people, and building a massive fleet to kick the enemy out of the core worlds and chase them to the rim worlds where I decimate them one planet at a time. That doesn't erase the fact that most people who play the game for the first time are probably going to be confused as fuck as to how they're supposed to run things, let alone how to win.
Some, yes, that's one trick. Also just alternate ways to do the same thing.
But I mean, there's basically four options, and any option you pick someone is going to complain about:
- Fallback NPCs and quest redundancies. It becomes difficult to screw the game up, but at a slight cost of admitting that that individual NPCs are not all that important.
- Make important NPCs invulnerable. The cost here is that the game world becomes less dynamic and more obviously game-ish. And it doesn't really matter if you mean "actually invulnerable" or just "so massively overpowered they might as well be", the effect is the same.
- Some sort of "history desync" or something, along the lines of what AssCreed games do. Again, it makes the world more obviously artificial and game-ish. Related would just be to "game over" the player as soon as they kill an important NPC... The end result is exactly the same, reload from the last save, just one is more direct about it.
- Soft-lock the player so they can "keep playing" but the game becomes uncompletable and can't be progressed further.
Any of those four options are going to piss someone off. At least option 1 requires some effort, 2-4 are just the lazy way out.
Again, that's not a hill I wish to die on. I really don't care about killing questgivers or important characters. Feels more like a gimmick than something that adds legitimate fun to the gameplay.
Most people don't play "optimal" builds. Even in tabletop...everyone knows that in D&D 5e, Human Champion Fighter is not optimal at all. It's also the most popular race/class/subclass choice. The important thing is that building your character to play the game the way you want to play it is fun, and works out roughly like you expect it to.
I couldn't give a flying fuck if my Stealthy Sneaky Spy Guy is "optimal" or not, but if I eventually run into a boss that can only be defeated by Tankbody O'Lanternjaw, that's just bad design. Or if the game offers three different weapon specializations, but tee hee hee, don't choose the sniper option because the entire game is in close quarters other than the starting area, tee hee. Oh, you specced out a diplomat who can handle himself in a melee? GUESS WHAT, FAGGOT, THERE ARE NO HIGH-LEVEL MELEE WEAPONS HAHAAHAHA WE GOT YOU LMAO.
At that point, they're guilty of selling you false goods. ''YOU CAN PLAY THIS GAME HOWEVER YOU WANT, WITH WHATEVER CLASS/BUILD YOU WANT TO ROLEPAY AS.'' Then as you said, your sneaky thief runs into a boss that rips them to shreds because only a tough, tanky character can take them on. It turns out that all the BS about them giving you freedom of choice falls apart when you exercise that freedom and get raped by a later boss that needs specific skills to defeat. I remember Spoony's playthrough of Fallout 2 ended that way. He built his character based on his personal tastes, not based on what makes an optimal build, and so he got fucked by the enemies he came across.
Bethesda games have traditionally been full of trap options where you have no way of knowing when you start out that you have completely fucked over your game. That's bad design.
From my parlance, Bethesda fixed that by Oblivion. At that point, you can just level up everything because the class system does not matter. Class limits don't matter to a monster that just grinded in the forest and leveled everything up to the point where he or she can kill the enemy with magic, melee, archery, or get past the enemy with stealth.
They're not completely wrong, Bethesda games do get more simplistic over the years. That's not to say the more complicated ones are better, if anything I think it just highlights the inherent shortcomings of Bethesda's game design, in particular the fact that all the extra options don't really add any strategic or tactical depth (or roleplaying for that matter) because you're always a loner whose whole job is wandering around stabbing random critters and people.
Which means they're not using the DnD class system and leveling system to its full potential. It works best when you have several characters working together in a party, so you can spec one character to be good at one skill, and have other characters be good at other skills, so you can have a tank, a melee dude, a ranged attacker, a healer, a hacker/thief, etc.. It was for the best that Skyrim junked the class system altogether; it was useless in Oblivion, and it doesn't make sense in the context of Elder Scrolls where as you said, you spend most of the time alone, so you might as well have every skill.