Amadeus, I agree that games have become progressively easier since the mid 90s or so (worth noting to those who act like this is a recent change - people below 20 should bear in mind that the games they found more difficult in their childhood may have seemed so because they were *younger*) - games aren't as harsh as they used to be back when I was little, that's for sure. My problem is not with people making that general complaint, but the complaing that "Skyrim holds your hand too much" - not "games these days aren't harsh enough". Vampires should die if they stay in the sun for, say, forty or so seconds, but I would describe the lack of extreme damage as it being "too easy" rather than it "holding your hand". People are getting quite general on this topic, and it's all worth hearing but I really did want to know about that one frustrating term that some people use so freely.
Streamlining/Dumbed down - <<>>
Hand-holding - The Compass shows you exactly where to go. There is more gold in this game than you could ever possibly need. There's no worry about missing out on "that really OP item" because "that really OP item" is always self-made via crafting. Quests never have real consequences. You CANNOT kill anyone involved with ANY quest. You can't fail, basically. The only place this game lets you fail is in combat. Why can't I fail in quests?
FFS, it's to the point where your imagination has to decide your character's morality. Like as an example, if I blow up Megaton in FO3? Yeah, I'm probably evil. The game takes a stance and says "hey, you're evil." This is GOOD. Again though, Skyrim is SOOOOO phobic of taking stances on anything that the quests provide no information on what's going on. I have to go beat someone up as my job. Why? I don't even [censored] know. I suppose I'm supposed to fill in that blank, but the problem is that when I fill in that blank, there's no point where I get a quest that DOESN'T fit my character and I get to take the stance of "no, I refuse! It goes against my honor!" I do a quest to find a missing person for someone. They accuse the missing person of being a criminal, the missing person answers back and says the group hunting her is actually an evil group of assassins. I think "omg wonder who's right" and make my choice to see who was right.....and the game doesn't tell me. The side I chose says "thanks" and then the game says "THE END LOL NEXT QUEST." Are you serious? Are you THAT phobic of hurting my feelings? Let go of my hand, I'm a [censored] big kid, I'll get over it if I made the wrong choice.
Maybe some people prefer this type of gameplay, where their imagination fills in the blank, but I don't. If I buy a book from the store, I don't expect to open it up and read "Once upon a time, a dragon captured a princess and a prince tried to save her! Then the issue was resolved somehow in what may or may not have been a good resolution. The end!" I expect no less from Skyrim, but sadly, that's truly how most of Skyrim's quests and stories are.
You make some good points here, but only the later one really relates to [groan] hand holding.
The compass can be turned off. If the guy at the drive through asks "Do you want fries with that?" and you don't like fries, do like they said in the 80s and "Just Say No".
Yes, it's very easy to make money in this game. It'd be good if there was more incentive to sell junk to make money, but then that's not really a viable option unless you steal thing. They could have worked this out better somehow, and they should have - but it's not holding your hand, it's just bad balancing.
Being able to make strong weapons etc. (if you have the skills, which are easy to gain due to an exploit due to poor balancing issues) does make strong weapons less valuable to find, but again this is not
holding somebody's hand. Come on, unless people just have some kinky thing about talking about people's hands being held, please stop using the term to describe things that just don't fit with the anology.
Essential NPCs are a bad idea, there should just be a message like there was in Morrowind. This is one of two valid 'hand holding' examples I've heard so far in this thread.
The dialogue element of this game is really quite shoddy, I absolutely agree. Once again (say it with me)
this is not an example of somebody having their hand held, it's just the game not having enough outcomes to events. It's interesting that you mention Megaton in Fallout 3 as this is frequently referred to as one of, if not the
ONLY example of important consequence based decisions in that game. If you'd played the original Fallouts, you'd know that this is a
FAR bigger criticism of that game than anything that's been thrown at Skyrim - Fallout was all about decisions and consequences, and that game had next to none. Different discussion, I know, but it must be said that Fallout 3 is a terrible example of a choice based game (which The Elder Scrolls have never truly been) done right.
-RiC