The Elder Scrolls

Oblivion remaster made me realise that Skyrim is superior to Oblivion in every way.
Oblivion looks like shit, plays like shit, sounds like shit, is just shit.
Launch Skyrim, equip a weapon, a shield, and then cast a spell with them still equipped.
Then create a spell that depletes a target's stamina while also healing them.
Or a spell that will bounce back spells and melee attacks.
Then, jump off High Hrothgar and survive without using the "invulnerable ghost" shout.
Then jump on literally any roof without the game sliding you off it.
Then walk into consecutive traps without dying.
Then beat a literal god to death with your bare hands.
Oh, wait.
You can't even wear more than one fucking ring at a time. :story:
 
Screenshot (13).webp
I'm still mad that even the Oblivion remaster still does not let you delete spells Daggerfall is now 21 years old and still somehow is still mogging Bethesda's new releases.
 
Last edited:
The quests have much better writing in Oblivion. The thieves guild quest in Oblivion is almost entirely focused on stealing shit while in Skyrim you spend most of the quest line killing people and doing a daedric quest for Nocturnal. The fighters guild quest is an actual quest unlike the companions where they make you furry against your will and then you kill your spirit animal after burning a hagraven head in a Nordic tomb. Do I even need to compare the Mage's Guild to the fucking College of Winterhold? Skyrim was the first sign of Bethesda's decline.
Oblivion has well-written quests that are no fun at all to play because it's still Oblivion.
 
All the earlier games had spellmaking.
Except Skyrim.
I blame Creation Engine in this, but the same shit is a fork of Gamebryo so...
It really is incredible how each addition seems to take more and more away, some things incredibly nonsensical.
They had these systems built from prior games. I can't imagine you couldn't just copy paste it over with a little work its the same engine mostly isn't it?
So to me it seems a conscious decision to remove it.
 
So to me it seems a conscious decision to remove it.
It is, Todd has said in interviews that when making a game instead of thinking "what can we add" he asks "what can we remove/simplify". It worked for Daggerfall to Morrowind (the language skills were pointless and some only worked on one enemy).
 
Even in Morrowind you can delete spells. Why even remove that feature? It makes no sense.
Your guess is as good as mine for the life of me I cannot think of why they would not let you. At first I thought it was an oversight, but the remaster also does not let so maybe spell deletion broke something and could not or did not want fix it.
It really is incredible how each addition seems to take more and more away, some things incredibly nonsensical.
They had these systems built from prior games. I can't imagine you couldn't just copy paste it over with a little work its the same engine mostly isn't it?
So to me it seems a conscious decision to remove it.
Less features less things to program it's genius really Todd's done it again he realized removing most of the rpg would appeal to a larger customer base as reading is hard truly a visionary. With Fallout 4 he further innovated by letting the player craft their own settlings saving dev time as they only had to craft one main city.

Elder Scrolls 6 with just be Todd handing the players the dev kit and letting them make their own game for a hefty fee of course.
 
  • Like
Reactions: TrainWreckWatcher
Maybe some lore nerds here can help me. Is the last dragonborn the Shezzarine (avatar of Lorkhan/Shor) or an avatar of Akatosh? Plenty in game leads me to believe the former, but your abilities as a dragonborn and destiny to stop Alduin from shirking his duty make me think the latter.
 
It is, Todd has said in interviews that when making a game instead of thinking "what can we add" he asks "what can we remove/simplify". It worked for Daggerfall to Morrowind (the language skills were pointless and some only worked on one enemy).
We know exactly why spellmaking was removed: Todd said he didn't like players gamifying magic, comparing spellmaking to consulting a spreadsheet. Quite literally anti fun.
 
It is, Todd has said in interviews that when making a game instead of thinking "what can we add" he asks "what can we remove/simplify". It worked for Daggerfall to Morrowind (the language skills were pointless and some only worked on one enemy).
Language skills only sucked in Daggerfall because the were poorly implemented. Having other languages that you needed to learn to be able to communicate and possibly learn more about the world or resolve conflict adds flavor. Instead of just blasting the enemy with lighting or stabbing them would of it not of been cool to be able to speak to the giants in Skyrim, learn more about their culture and maybe visit a giant settlement possibly bridge the gap between the giants and Nords or the Imperials and see the fight and work alongside each other.

The other beast races, giants ect are barely spoken about or fleshed out. I'd much rather run across an enclave or birdman when exploring the many dungeons than bandit leader number 145. Give me a minotaur companion they are not just simple mindless monsters that Oblivion makes them out to be.
We know exactly why spellmaking was removed: Todd said he didn't like players gamifying magic, comparing spellmaking to consulting a spreadsheet. Quite literally anti fun.
Todd forgets that Rpg players especially hardcore ones fucking love spreadsheets. Also it is really fun testing out all of the spell combos and seeing what you like it actually made you feel sort of like an actual mage conducting your own experiments instead of just using cersonate spells.
 
Language skills only sucked in Daggerfall because the were poorly implemented. Having other languages that you needed to learn to be able to communicate and possibly learn more about the world or resolve conflict adds flavor.
As much as I don't like the KCD devs it worked there with latin and being able to read in general.

We know exactly why spellmaking was removed: Todd said he didn't like players gamifying magic, comparing spellmaking to consulting a spreadsheet. Quite literally anti fun.
Yes letting the players choose to become gods in a single player game...
Horrifying.

Add 30 more sneaky archer passive perks.
 
Oblivion remaster made me realise that Skyrim is superior to Oblivion in every way.
Oblivion looks like shit, plays like shit, sounds like shit, is just shit.
They hate you because you are telling the truth. Oblivion is an amalgamation of the worst parts from Morrowind - mostly shit balance, and the worst parts of Skyrim - shit writing and shallow gameplay. Oblivion stands in between. Not being a good RPG like Morrowind and not being a good open world action game like Skyrim.
 
Ok well considering more people disagree with me than don't, I would love to hear which Elder scrolls game THEY think is the best.
 
Ok well considering more people disagree with me than don't, I would love to hear which Elder scrolls game THEY think is the best.
Skyrim, its more forgiving in terms of not having to commit to one thing, though I do understand arguments against it and a lot people fucking hate that, but speaking for strictly me personally I like the Action Game where you improve skill trees format Skyrim offers and if TES VI is like that I won't have much of an issue buying it
 
Ok well considering more people disagree with me than don't, I would love to hear which Elder scrolls game THEY think is the best.
I always get a soft spot with Skyrim by being simple yet complex in some systems, mainly combat.
Magic got fucked up but who cares playing Warrior? Critics are much the endbreaker of playing Survival/Legendary difficulty.
 
  • Like
Reactions: MisterCH 86
Back