Having sunk many hours into a game (Draken: The Ancient Gates) that operated under a system of menus that did not freeze time and had animations for things like drinking potion, I rather enjoyed that system, even though it made things much harder. But Draken is a much simpler game than Skyrim. There were only about eight different types of spells in the game and maybe five or six different types of potions. With all the complexity of SKyrim's inventory, it might not be as viable to keep time running while you are in your inventory, especially for spell casters.
This is a fair point. Time would likely have to be frozen for the Magic menu. Changing spells is "in your head", so to speak, and so is legitimately a zero-time action. My main game-mechanic purpose with avoiding freezing time is to prevent silly potion-spamming and zero-time clothes-changing and armor-changing. Even changing weapons should take a second - which of course it does in the game, since you have to re-draw the new weapon.
But yeah, switching spells/powers/shouts should be a zero-time action.
I really do like the idea of an animation while you do things like drink potions and change armor. They had that in Draken as well, at least for drinking potions, and it made it much more realistic to have to hide or run around dodging sword blows and spells while you tried to down a potion. Many times when my health was almost gone, I downed a full health potion only to get hit in the process and end up about where I started healthwise. That system completely prevents spamming potions as you have to drink them one at a time. It would also force people to use potions when it makes more sense in a battle, say durign the brief pause when you have just dropped one enemy and the other has not yet reached you, instead of waiting until you health is super low and an opponent is about to land a hit, only to pause the action mid swing to quaff four or five potions in the split second before the sword blow lands.
That's another fair point. One suggestion has been to simply disallow certain actions in combat, just like waiting is disallowed in combat. One disadvantage of that, though, is that if you're getting shot at by an archer 50 meters away, you'd be prevented from drinking a potion even if you dropped behind a rock, or blocked with your shield, and I can actually see that as a viable tactic if your opponent is at some distance. My main problem is with freezing time and spamming six potions while in close combat against an opponent two feet away who's in mid-swing.
Such a system would also prevent people from changing armor mid battle because you would be vulnerable during the animation, although you could probably change things like rings and amulets because you could run around or dodge behind a piller while you did those types of activities, like you could while you down a potion.
Well, to argue the other side now, one argument against animations and in favor of simply disallowing certain actions in combat is that animations can at times become annoyances. It would depend on how long the animation was. A changing-armor animation would have to be lengthy enough to impede people from completely changing armor in the middle of combat, while still being short enough not to become a real nuisance out of combat and ticking people off.
On the other hand, this type of improvement to the game is fairly low on my priority list because it is fairly easy to self impose rules on yourself not to spam potions or change armor in the middle of a battle to preserve immersion. There are a lot of other things I would rather see fixed first. The most important of which for me would be more instructions from the game world (ala Morrowind) so you could complete quests without ever having to turn on the quest arrow.
That's something of a fair point, but then look at the pointer as somebody saying "I need you to go to Fort XYZ and clear the bandits out. Here, let me mark it on your map for you." And then you just go to where the map marker says. I can see the value and interest of having some quests contain situations where the person giving the quest can't tell you exactly where to go, but can give you a general area, with some general sort of directions. "You need to go to Fort XYZ and clear the bandits out. Fort XYZ is somewhere in the wooded hills west of the River Blort, South of Fish-Stink pond, east of Hurgleblurgle Cairn, and north of Blargleburg. Fort XYZ has a tower and a moat, so you should recognize it when you find it.
But I am glad we had this discussion because I woke up this morning with a new found love for plate armor!
I remember getting books out of the library about medieval armor when I was a kid. I'll have to look up more on the internet.