No, I will not do that. Todd owns the magic system, it's his baby. Todd said Spellmaking was too "spreadsheety" and it was his decision to remove it. Todd was the director of this game, it was him who had the final decisions on these matters and through the interviews he gave we know that the stuff like this was precisely his choices.
If the magic system was awesome, he would deserve lots of praise, because many of the big design choices concerning the magic system were from him. So it is for the same reason that he deserves to be pinned with it's failure and I shall continue to say such.
Todd Howard went crazy with the scissors on the magic system. Todd doesn't understand the concept of balance for either magic or melee. Todd doesn't get the big picture when it comes to Spellmaking, Attributes and Major Skills, that they served purposes beyond the first 30hrs you play the game.
Todd Howard was justifying a decision made by multiple people. They don't just go, 'OK, alright Todd, whatever you want!' there are shareholders, designers, and other such people that influenced the final product. The magic system may be lacklustre but you can't pin it on a single person.
1. I like the quests, as do many others. They are, for the most part, much larger in scope than Oblivion's questlines, and they feel much more organic.
2. The Elder Scrolls have never really had consequences in the game (at least not hard-hitting ones), because it becomes insanely difficult to code an open world where major changes can happen to that world.
3. I didn't like attributes, and they never really fit in with the Elder Scrolls philosophy of actually doing something to level a skill.
4. As you can see from this thread, many people didn't like those skills to begin with. They also added skills that weren't previously available.
5. Morrowind's trees (I have to assume you're referring to Morrowind here) weren't deep, they were encyclopedic. It seemed as if half the population had read all the same books on the same subjects. Skyrim hasn't gotten its dialogue perfect yet, but the voice acting is a huge leap forward from Oblivion.
6. Combat works great for me. And since it's not the main focus of the series, it makes sense that it's not going to be as dynamic as, say, Assassin's Creed.
7. If you want to play a completely unimportant person, don't start the main quest. Of course, one has to wonder why you're playing a game in the first place. Too much excitement in your real life as an international man of mystery?
8. I can only imagine that you're referring to spears. Which have been a debate since it was announced they weren't in, and there are plenty of people who don't miss them at all.
9. I have characters who only use one crafting skill, and I have characters who use none. They aren't essential.
Edit: Also, what's the point of making a game for the 1%? I mean, sure, the developers would get to walk around with their pinkies in the air, but they'd probably be doing that while holding a sign that said "Will code for food." You develop games that more people want to play. You don't develop them to please the smallest possible audience.
You misunderstand me. I do not want a game for the 1%. Okay, I do, but it's not commercially viable. That's what I am trying to say to the people that insist that they've sold out to the 'casuals.' We cannot be catered to by major companies and we'll have to look toward the indies like Flying Wild Hog and CD Projekt Red (I understand the irony of stating these two examples).
Also, replying to the main post:
1: They are good, but they are not great. You get what I'm saying? Either you do a quest, or you don't. RPG's should NEVER railroad you into decisions, no matter how good the quest is. For example, going the Good path in character alignment means you get the crappiest stuff - you gotta be evil to enjoy the best questlines and to get the best rewards.
2: I'm not talking about major consequences, just enough to feel the weight of your actions. Not something like having Whiterun destroyed, but actually changing your reputation, how people deal with you, etc. If you're possessing Daedric items Vigilants should kill you on sight, people should refuse to deal with you, etc. But these barriers could be overcome with say, Speech, Bribes, Intimidation (trade with me or die!).
3: Different strokes for different folks; I'm of the opinion the character we craft should be uniquely our own.
4: That's fine.
5: No. I'm not talking about Morrowind. I just want deeper dialogue, and no voice acting is the easiest way.
6: There should be a hardcoe option. It's basically shield bash, hit, shield bash, stamina potion. It's hard to play for me without Duke Patrick's Heavy Weapons Combat or Deadly Combat.
7: I have never started the main quest except for my first characters. But it's not just the main quest. In every guild quest, YOU are the one who saves the guild / world / whatever.
8: Spears yes, but what about crossbows, flails, handcannons, etc.?
9: If you want the best weapons, you need Smithing. Alchemy is the best way to get the best bonuses. Enchanting is the least useful, but it's still pretty important.