While I'm enjoying the game as a whole (360, as it happens), there are a handful of design choices that range from odd to quite annoying. I've not researched them, so some may have workarounds or other mitigating factors that I'm not aware of. If anyone can show me the developer's justification for the decisions or correct my misunderstandings, it would be appreciated.
First, what the hell happened to acrobatics, athletics, and agility? I understand why they would want to limit some of the ridiculous applications that past games have had (such as being able to leap to game-breaking heights), but removing these skills altogether doesn't strike me as a good solution. So far, I've not noticed any ability to level running speed or jumping skill. The mincy little jump is pretty useless so far. I'd like to be able to clear boulders, hop across water, or take to town roofs, but there's no indication that the game will allow for it. Speech-craft seems stricken as well, unless I'm missing the prompt to manipulate NPCs' dispositions.
The leveling system feels much more restrictive than it used to. I enjoy the "learn by doing" approach, but Skyrim limits itself to only that method of improvement. In Oblivion, for example, I could level the character and spend points upgrading skills that I didn't use frequently. If I found magic of little use, I could level the shit out of my stealth, bows, and blades and spend some of the earned points beefing up magic stats until they reached a point which made them useful. I don't care for magic, but the occasional spell to utterly sodomize an enemy is nice. It seems that in this entry, I'll be forced to spam said spell and grind levels.
The map is complete shit. An open-world game should never have a map buried in menus. There's no reason not to have a map button; the "wait" button should be used to go directly to a map while waiting can be accessed via menu or as a button command in the map. Does anybody use "wait" more often than they use a map? That aside, the map itself is a pain in the ass. The 3D adds nothing of value, and odd, restricted turn navigation is needless. 3D maps may work in a handful of games that take place in multi-story buildings, but a flat map is almost always better; one can see everything clearly with exact reflections of distance (as opposed to the foreshortening effect in 3D).
The favorites quick-menu is an interesting idea, but its implementation is a bit awkward. Switching from a bow to a dagger, for example, requires pulling the menu up, equipping the dagger, and then unequipping whatever spell or shield the system automatically selects for the other hand. The system would work really well if they also allowed a toggle hotkey. Left and Right on the D-pad don't seem to be doing anything, so why not let them switch between two left and right hand setups (much like the Oblivion system had with magic and weapons)? The frequent pause to dick around with the small menu break immersion. I tend to go stealth with bows, and the quick press of a button to switch tactics without interrupting the play if I'm caught would be handy.
The inventory has similar issues. There was an admirable intent to streamline the menus, but there doesn't seem to be a reason for nixing everything about the previous iteration's setup. The tiered inventory is easy to navigate, but there's a lot of unused space in those menus that could go to presenting more information, or at least a view of your character that can give a quick reminder as to what you have equipped.
I like the streamlined HUD, but I'd rather see options. Life, stamina, & mana bars are fine as they are, but it'd be nice to enable information icons, e.g., diseases. I went at least a couple of hours with a disease, and there may have been some fleeting text on the screen (such a thing would be easy to miss), but I had no significant indication until I got into a town and was described as a bit peaked. This complaint is admittedly very minor, but there are other, similar HUD/presentation issues I've noticed that affect the information given to the player. Most of them aren't a problem for me, as they relate to things with which an Oblivion player is familiar, but there are some odd choices with respect to those new to the games (such as the game's failure to let players know how to move objects and adjust camera distance).
While complaints so far have been about changes from the previous entry, there's one aspect of all the Bethesda RPGs that's always been a cyst on my ovary: Why the hell do I have to sell 5 of the same item individually? It seems that, almost without fail, I have 5 of ten different items to sell. The quantity slider should appear if you have three or more items, so selling is the most efficient. Another annoying aspect of trading is that the selection bar changes when you are down to two items, i.e., to sell both of item x, you must sell one, then move the bar back up to the other to sell it. These nuisances are small, but they add up when making several trips to sell off accumulated junk. Any game that has a looting/economy system should be designed to sell things quickly with as few commands as possible.
As I said, I quite like the game; by no means should this thread imply otherwise. There are simply some elements of the design that stick out largely because most elements are so well executed. From nit-picks (HUD options), to minor disappointments (no agility-building), to unsightly pains in the ass (shitty, inconvenient map), I'm curious as to why these things were done the way they were and interested to find out if there are solutions or negations to my qualms (perhaps easy answers I've thus-far overlooked).
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