Oh, that statement was meant with so much truth...
- Spellmaking is gone in Skyrim, which has existed since Arena.
And we got an overall very much improved magic casting system that allows you to do more things that were never possible before. The system has evolved from basic "target", "touch", "self" spells into something much more dynamic. Spellmaking was cool, but nothing that serious. It didn't allow you to actually create new effects, only combine and manipulate existing effects. It is very possible that Spellmaking is not even technically compatible with the current system, thus why it was left out.
- Your pool of available spells throughout the game has shrunk from around 60 in Morrowind to less than 25 in Skyrim.
Most of what we lost are petty effects that really don't effect anything anyways. We did lose some important effects, yes, but we also lost some effects that have no bearing on anything what so ever.
- Mysticism, a whole school of magic dealing with mental and physical magic, is gone.
Actually, it's not, most of the important spell effects from the school still exist in the game, they have just been merged with Alteration and Conjuration.
- The number of character skills has dropped from 27 in Morrowind to 18 in Skyrim.
And out of that, all we really lost are Athletics, Acrobatics, Medium Armor, and Spears. Everything else exists in Skyrim in some capacity, up to and including perks to allow you to specialize in that style of play. In return, we got added depth in each skill, allowing characters to further specialize their characters within specific skills, making them far more unique than was possible before.
- The side quests have degraded into mostly 'go here, collect this, come back' MMO style quests. (Seriously. That's the extent of the repeat forever quests that were boasted about.) In Morrowind, you could have quests where you had goals all over Vvardenfell and ones that didn't involve killing things, and even in Oblivion, a lot of quests had some measure of mystery to them.
Maybe the radiant endless quests are like that, but the bulk of quests are anything but. "In My Time of Need", "Forsworn Conspiracy", "Escape From Chidna Mine", these quests and many like it are far from just "go here, collect this". Morrowind and Oblivion had plenty of these types of quests as well. This is just revisionist history.
- The intro to Skyrim is a direct rip-off of Modern Warfare's intro: Being taken to your execution in a vehicle. After that, you're pulled through a linear dungeon to learn how to play, whereas Oblivion let you decide very early how you wanted to play and identified a way you'd like to play. Morrowind did one better by setting up several quick quests early on.
Um... what? Really? Now you're just grasping at straws. Elder Scrolls has always had you as a prisoner in the beginning. Oblivion did not let you decide very early how you'd like to play, you had to go through a nearly 45 minute dungeon before you had an opportunity to begin to select your class and your skills. Morrowind just threw you into the world, which was just fine, and as far as Skyrim goes, once you get past a quick 5 minute interactive cut scene where you cannot complete any actions, you are able to start doing what you want to do. Straw grasping at it's finest here.
- Stats are gone, which have existed since Arena again, and also helped make your PC unique. As such...
Now perks are there to help make your character unique. Both accomplish the same thing, this is a matter of preference. I much prefer perks to attributes.
- The races are no longer unique as they were in Morrowind or Oblivion, or even Daggerfall.
The uniqueness of races has long been over exaggerated around here. I cannot speak for Daggerfall, but I can speak for Morrowind, and your racial uniqueness was an initial boost in a couple skills, a racial power, and some minorly increased attributes. That's exactly the same for Skyrim, minus the attributes, as races still have an initial boost in some skills and a passive racial ability and an active racial power.
- The area to explore has shrunk from 8 million square kilometers, to 65,000 square miles, and then to just under 16 square miles in Oblivion, and then less than 12 in Skyrim.
I don't know the specifics of numbers, but I will say this, Morrowind surely doesn't feel like 65000 square miles compared to only 16 for Oblivion. Morrowind only "feels" bigger because of a nightmarish run speed.
- Classes are gone, which removes the re-playability factor that comes with picking new classes for new characters.
Wrong. Classes in the previous games were nothing more than a label for a group of skills. You were still able to utilize skills outside of your class, and become just as good in them as you were in your own class skills. Classes provided zero limitation. Replayability is actually increased in Skyrim due to perks not allowing you to maximize all skills, but really only up to about 1/3 of skills tops.
- The Civil War sub-plot in Skyrim is a meaningless side issue because you're almost never shown ramifications of it. Whereas in Morrowind, you had the Dissident Priests/Tribunal Temple issue, where factions would hate you, and in Oblivion, you had the threat of the daedric invasions. The gates to Oblivion.
The gates to Oblivion were less of a threat than anything in the Civil War. The gates opens in their isolated spots, and the Daedra sat at their gates, never actually "invading". As far as factions hating you - I don't know what Skyrim you played, but as a member of the Imperial Legion, I could go into Stormcloak camps and be KOS to Stormcloaks there, because they hated me. And at least in the Civil War, you could impact what factions controlled what holds and what areas.
- The Perks system, rather than making things intuitive, breaks the usefulness of certain skills over it's knee.
How? Because I certainly don't agree with this. Perks are the best thing to happen to this series in regards to character development as far as I'm concerned.
- Many of the enhancements on armor are flat stat boosters, a-la fantasy MMOs. Wear this armor, your weapon skill goes up.
Enhancements? Do you mean Enchantments? Because you'd be wrong. Very very wrong.
- Number of armor set pieces in Morrowind = 9. The number in Skyrim = 5.
And? Were the left and right pauldrons that important to you to the overall enjoyment of the game? I admit that Morrowind did that better, sure, but that's really no big deal.
- The dialogue system also took some hints from Fallout: New Vegas, to which some NPCs just rattle something to you instead of letting you talk to them.
You never talked to NPC's in Morrowind. You just clicked on a topic and they rehashed the same dialogue as every other NPC in the town.
This series has been getting streamlined since Morrowind, and not in a good way. Why else do people want to retain the old systems through mods more than adopt the newer systems into the older games?
Do you know how small of a chunk of gamers those mods make up? Because I know many more people who prefer Skyrim's way of doing things than people who prefer Morrowind's way of doing things.
Of course I just wasted my time typing all of that up, because you're not the type who cares about someone else's opinion, you'll just dismiss my responses, put your fingers in your ears, and scream "STREAMLINED STREAMLINED STREAMLINED!!" while continuing to make false claims about the entire series.