I'd liek you to explain further

I'd like to start off by saying that I don't think Skyrim is
better off without Spellmaking. I am not a proponent of removing options from Elder Scrolls. Ultimately, that is why I felt Oblivion was not as good of a game as Morrowind, because it did offer less choice. I wouldn't be against the inclusion of Spellmaking in Skyrim - if it were done right. As it stands, I don't feel that Spellmaking can be done right in Skyrim (and I have explained why in the past, and will do so again later in this post). I'd also like to give an early warning that this thread will probably end up being a TL;DR, so if you're not that type of forum reader, I'm sorry, I'm not doing to "dumb down" my post for you (tee hee, you see what I did there?)
First of all, I think I disagree more with all of the melodrama regarding the exclusion of Spellmaking more than I do the argument that Spellmaking should be in Skyrim. Melodrama meaning all of the "Magic revolved around Spellmaking", "TES is 'dumbed down for the masses'", "I will never buy another Bethesda game until Spellmaking is put back in", "Spellmaking was a cornerstone of TES", "Spellmaking allowed for infinitely new character builds and playstyles" etc.
Spellmaking is -not- a cornerstone of TES. The appeal of TES is "live another life, in another world". That's the motto of TES - the appeal, the cornerstone. Not "create new spells in a virtual spreadsheet". Spellmaking is more like a nice bonus, the icing on the cake, that is an ever living world that allows you to be anything you want to be, and interact with that world however you see fit.
Spellmaking does not allow for some unique playstyles and builds that didn't exist without it. Whatever spell effects you can apply in Spellmaking are -still available to you- without it. You can still cast those spells, and you can still utilize those effects, without Spellmaking. You can still play that style of character without Spellmaking.
The melodrama that surrounds the exclusion of Spellmaking (and the overall melodrama of every complaint about Skyrim on these forums) is absolutely ridiculous, and that's what I take issue with more than anything.
There is also a huge difference of overall philosophy in regards to magic in The Elder Scrolls:
Its the new system that tries to confound SC at every turn. Basically why I don't like the whole dual wield magic gimmick in the first place. Having to equipped spells like Morrowind isn't too bad, but the whole gimmick that magic is now, suffers from it. This certainly isn't "The magic in magic". Spell Creation "Put the magic back in magic". Not this linear, boring after a couple builds, magic system we have now.
^^^ I totally, 100% disagree with that. I do not see the new magic casting system as a "gimmick", in fact, I see the magic system in general as superior in every way to the previous incarnations. Between the Skyrim casting system, and Spellmaking, I would choose Spellmaking as the gimmick, over an overall gameplay design.
Where I would agree that magic suffers in Skyrim is from the lack of effects. Just for myself alone, and the style of character that I like to play, I am missing all of the different types of summons (specifically: Skeletons, Ghosts, Wraiths, and Liches, as I like to play a Summoner that specializes in supernatural spirits. I have little to no interest in summoning Daedra and Atronaches - tho I will admit that I love my Dremora Lord, and Conjure Dremora Lord is easily the favorite spell of my current character) as well as Command spells. However, missing spell effects isn't the fault of the current magic system, it was just a choice that they made.
Also, here's the difference between the melodrama of "OMG BETHESDA IS DUMBING DOWN TO THE COD KIDS" and a rational, constructive criticism: I am disappointed with the removal of certain spell effects from Skyrim that were present in previous Elder Scrolls games. I do believe that the magic system suffers for it, and could be better if these spell effects were brought back.
^ That's constructive. That's not melodramatic. That's not whining. That's stating an opinion of a certain aspect of the game (disappointment), and stating what could be done to improve it (return of specific spell effects).
Instead, what most of this forum resorts to in their "criticisms" is "Bethesda is just marketing towards the COD kids who have a short attention span, TES is dumbed down for the masses, and console gamers and their ADD short attention spans are to blame for ruining PC gaming"
^ That is not constructive. That's whining, and it's insulting.
Now, back to the original point: I would take a vastly improved casting system over Spellmaking any day of the week. And I find the current system to be completely superior to Morrowind or Oblivion. I feel that it is absolutely worth sacrificing Spellmaking if it means getting improved gameplay, over keeping the same lacking gameplay in favor of Spellmaking, which of the two I see as more of a gimmick.
Now, why can't those two co-exist? Perhaps they can. Perhaps Bethesda, as we speak, is working out a way to make them work together, and will release it in a DLC or expansion. But personally, I do not believe they can co-exist, and here's why:
How would something like the bonuses of every element work in skyrim if spell crafting was added? Would all shock spells automatically do half their damage to magicka, or should that be under the players control?
And what about DOT spells? Right now fire is the only one with a dot, and that is it's main bonus over the other 2 elements, shock has magicka damage, and frost has stamina damage, wouldn't being able to add a duration to shock and frost spells put fire on the back burner?
The most easy solution i can think of to the above problem would probably be making increased fire duration cheaper magicka wise than a shock or frost duration of the same time.
^ This is just one example, and I will provide more, but just to start off with. each spell is so individualized, I believe it would cause way too many problems technically for it to work (and I'm not talking about graphically)
First off, each elemental type of damage has a different effect: Fire is a DOT that "burns" your opponents; Ice damages Stamina and also slows your opponents movement; Shock damage also does Magicka damage. oblivifaller already expressed the issue with damage spells, I don't need to repeat it.
Secondly, there are different types of casting styles. In Destruction alone, there are instant cast spells, there are constant cast stream spells, there are runes, then in other schools of magic there are constant cast spells (such as Wards, or Detect Life) and there are instant cast spells (such as Conjure
, or Shield spells). There are even spells that have different casting durations (for example, Command Daedra has a longer casting time than most instant cast spells). So how do these all work together?
Things would start to conflict with each other in a Spellmaking screen that would cause issues between spells that have different casting styles, and combining them together. Ward spells would not be compatible with Conjure spells, Command Daedra wouldn't be compatible with Healing, rune spells wouldn't be compatible with Shield spells, and so on and so forth.
And if you start to put limitations on what effects can and cannot be combined together, well then you lose all of that magic about Spellmaking that the proponents are so melodramatic about in the first place ("Spellmaking is so unique and allows for so many unique and custom playstyles and builds that are impossible without Spellmaking because of all the ways you can combine effects together to make creative spells").
Thirdly, there is the matter of dual casting. As it stands, you can take perks to dual cast specific schools. But what happens if you mix together spells of 2 different schools? Lets say for example: Frenzy and Fireball. You have created a spell that casts both Frenzy and Fireball. But, your character only has the Illusion double cast perk, not the Destruction. This creates 2 options:
1. You cannot dual cast the spell, because you don't have both required perks - Okay, but then this begins to negate the dual casting system with Spellmaking, and negates the dual casting perks you HAVE invested in, because hey, you DID invest in the Illusion dual cast perk, you should be able to benefit from it, right?
2. The spell works off of it's "highest" school, allowing you to dual cast using the Illusion perk - And this goes to one of the issues I have with Spellmaking from the get go - it allows you to gain the benefits of a school of magic (In this case, Destruction) without actually investing in it. As such, you'd be able to dual cast a Destruction spell, and get the added damage bonus from it, without ever needing to invest in the Destruction school. This was an issue with the Spellmaking system in Oblivion (and I'm sure in Morrowind as well) where all you had to do was keep the effects of your untrained school slightly lower in magnitude than the effects of your trained school, and the spell would go off the skill of the highest magnitude, essentially allowing you to cast an Expert level Destruction spell as a Novice in Destruction, because hey, you combined it with a Master level Illusion effect and you are a master of Illusion. People are already complaining about skills like Smithing and Enchanting being broken, but hey, in that situation, at least players are putting in both a time investment, as well as a perk investment, into developing those skills. Spellmaking allows you to "exploit" the system without putting any kind of investment in. Hell, with Spellmaking, you could conceivable master ONE school of magic, and become a master of them ALL simply by learning the spreadsheety nature of Spellmaking and how to game it. It's a broken system.
I am a supporter of the IDEA of Spellmaking, but as I've gotten older, and delved deeper and deeper into it, I've realized how broken of a system it actually is. Just because we have elements of the game now that are perceived to be broken (Smithing and Enchanting - and I do not share those sentiments that those skills are broken) doesn't make it valid to incorporate yet another broken game mechanic.
Morrowind it fit, because lets be honest, that game had [censored] for limits, and was pretty much "broken" and exploitable on every level, whether it was Spellmaking, or Enchant, or Alchemy, or even just knowing the location of the uber gear and getting the best equipment at level 1. Morrowind didn't have limits, and was totally exploitable, and hell, that was part of the charm, and I'm not going to lie, is part of the reason why I love Morrowind so much. Morrowind always has, and I venture to guess, always will, have a different "feel" to it than most other games, Elder Scrolls and otherwise, simply due to the fact that there were NO limits, and the game mechanics allowed you to break it in nearly any way imaginable.
The walls and limits have come up in Oblivion and Skyrim (and I don't believe that to be an inherently wrong choice, and I certainly don't consider it to be "dumbing down", it's simply taking the series in a direction to where the game doesn't encourage you to break the game), and the -attempt- is to remove the game breaking mechanics, such as killing essential NPC's, or becoming an uber god by gaming the system and learning how to min / max. Quite frankly, as much charm as Morrowind has for allowing you (and even encouraging you) to break it's very foundation, there is something that is inherently off about a game mechanic that encourages you to -NOT- level up, and -NOT- select your "major skills" as the skills that define your character, because in order to be the best character you can be, you need to "control" leveling by leveling up your -minors-, thus, making your class dependent skills the ones that DON'T define your character. <--- And I know that sentence might have just become an incoherent mess of words, hopefully you'll understand the point I'm trying to make and forgive the questionable English skills.
But essentially, that very system doesn't enhance RP, it actually breaks it. Because instead of playing your character as a character, you're playing your character as a bunch of numbers and stats, and trying to maximize that. And now, writing that, I think I finally understand just what Todd Howard meant when he spoke about that so much throughout the Skyrim production process. That's exactly what Morrowind and Oblivion were. Skyrim takes that out of the equation, and becomes fully roleplaying.
And speaking of roleplaying, I know this is venturing off the Spellmaking topic a little bit, but I also find it a little bit funny, all the people who complain about the "RPG elements" being removed from the game, because there are no numbers that tell you what your character is supposed to be, but these people are complaining about RPG elements being removed "for the casual gamer who needs their hand held every step of the way"...
I just find it funny, the people complaining about an aspect of the game NO LONGER TELLING YOU WHAT YOUR CHARACTER IS (instead, forcing YOU to use your BRAIN and IMAGINATION to define what your character is) making the accusation that it is being done for those who "need their hand held" (the implication being that the numbers are too complicated for mere mortals, and that without a quest marker telling us where to go, our heads would explode and we would die of confusion)
And speaking of the quest marker, I also find people complaining about that to be funny too. Morrowind did the same thing. You have a compass in the bottom corner that told you where you were and which way you were going, and when an NPC told you "Go to Balmora", what happened? A big old yellow square popped up on your map telling you where Balmora was. The difference between Morrowind and Oblivion / Skyrim? Oblivion / Skyrim put a quest marker on your compass for you, eliminating the need to constantly open up your map to get your bearings in relation to the big yellow quest marker, where as Morrowind made you constantly open up your world map to figure it out. So somewhere along the line, needless tedium of opening a map became "complexity" and "depth", while the removal of said needless tedious activity became "hand holding".
The quest marker didn't tell you how to get to the location, only where it was. It only seems as "easy" as it was because Oblivion hardly had anything for difficult terrain. It was all valleys and rolling hills. Not much in the way of impassible, or even difficult to traverse terrain - and when there was, it was typically towards the edges of the map. Oblivion was, for all intents and purposes, wide open valleys and fields with no obstacles between points A and B, thus making the trek from your current location to the quest marker a rather straight line with minimal obstacles.
However with Skyrim, while my quest marker may tell me that I need to head south east, it certainly isn't quite that simple when I need to run from Whiterun to Ivarsgread, and from Ivarsgread up the sides of the Throat of The World. I still have to figure out how to get from Whiterun to Ivarsgread, and let me tell you, I have gotten myself lost on more than one occasion on that journey. When my compass marker pops up telling me there is a word wall at the top of the mountain I am running alongside, that compass marker doesn't tell me how to get up to the top of that mountain. I still have to run around searching for the path.
So what am I trying to say? The claim that Skyrim is "dumbed down" is absolutely bogus, it's false, and it is insulting. It is not "constructive criticism" in the least bit. Quite the opposite in fact. It is nothing more than an elitist attitude, and an accusation that anyone who prefers it this way is "simple minded", when that couldn't be further from the truth.
How does this all relate to Spellmaking? Well, for one, the magic system isn't "dumbed down". I have explained why I believe Spellmaking wouldn't work with the current system. I may be right, I may be wrong, it is simply my interpretation of the situation. I don't particularly see Spellmaking really working well with the current system, and with that train of thought, I'm glad it was removed, or cut. I wouldn't want a poorly implemented game mechanic just to appease a niche audience.
I'm not inherently against Spellmaking, and I'm not inherently for the removal of choice, unless I don't see it working out with the game design. In that regard, I don't really see Spellmaking, Athletics, or Acrobatics working with the current game design, and as such, I am glad they were removed.
And I certainly don't feel that Spellmaking, Athletics, Acrobatics, or really anything that was removed from the previous games, was a big enough of a gameplay feature to justify scrapping the current gameplay design in favor of. I feel that the current gameplay design offers way more for both fun, as well as character design, customization, and development, than the removed features, and thus, I am happy with the choices made, and happy with the result that is Skyrim.
If the removed elements, in this case, Spellmaking, can be proven to work with the current game design, then I would be in favor of it's inclusion.
However - nobody on these forums is a game designer, and thus they cannot convince me that it -can- work, just as I am not a game designer and I cannot (nor should I) convince you that it -can't- work. You feel it can, I feel it can't, and we can have those disagreements.
But going back to the very top of my post (and bringing this TL;DR full circle), the melodrama is not going to win you any credibility in my eyes. The melodrama is not going to make me sympathetic to your points, nor your cause. The melodrama is going to do nothing but make me disregard you as nothing more than a whiner, because the posts of "TES IS DUMBED DOWN FOR THE CASUAL CONSOLE GAMERS!!!", "SPELLMAKING WAS THE BACKBONE OF MAGIC AND I WILL NEVER BUY ANOTHER BETHESDA GAME UNTIL IT'S RETURNED" and "SPELLMAKING WAS THE CORNERSTONE OF TES AND MADE FOR INFINITE NEW BUILDS AND PLAYSTYLES THAT I JUST CAN'T PLAY WITHOUT IT" are nothing more than melodramatic whining, and often times even completely inaccurate to the reality of the situation.
A negative comment about Bethesda can be made, I don't aim to blindly defend Bethesda. They are my favorite game developer, and from my first experience with them (Morrowind) until now, as far as I'm concerned are 4/4 in "best game of all time" candidates, and my top 4 games are all Bethesda games (1. Skyrim 2. Morrowind 3. Oblivion 4. Fallout 3 - in that order), but they certainly have missteps along the way. Not one of those 4 installments is "flawless", I have gripes with those games myself, including Skyrim.
Whining about how awful Bethesda is, and casual gamer this, and dumbing down that, is not constructive. Stating "I am disappointed that Spellmaking was removed, here is how I feel it could work" is constructive, while "Spellmaking being removed is just dumbing down the game for the masses, Bethesda is getting lazy and I could do it better" is not.
That's how I feel about the subject of Spellmaking, which is related to, and bled into, how I feel about this forum as a whole as of late. Like I said earlier, my post is totally TL;DR status, and I expect a bunch of those responses, but I'm not dumbing down my post for the masses. Read it, or don't.