Many of the complaints come from a "strategy" background. It really takes no strategy to enjoy Skyrim, where the other games took planning and care to make those plans work out. Skyrim let's you do pretty much what ever you want to do. There's no real reward attached to careful planning. In Oblivion, careful planning was needed in order to "max" your character. You had to level the right skills at the right time or your character wouldn't get all the stat boosts that someone who planned and acted accordingly would. Some like the old dynamic. I personally hated it. It made it feel like a strategy game rather than a rpg. Skyrim just lets you do whatever, and you'll end up with the same stuff someone who max/mins his way along would get. I'm ok with that.
I agree to some extent here.
In the "olden days" games did not have "auto mapping" , "adventure markers" or "fast travel". The player had to WALK/RUN everywhere and draw in their MIND (or on paper) what the world looked like and where everything was. Large worlds were simply a PITA to navigate through. On the way to finding some undiscovered place you'd spend more time dealing with countless NPC villians, trolls, rats, wolfs and the like - often times getting killed multiple times and getting side tracked onto dozens of other quests/adventures and forgetting about what you started out looking for. Playing often involved having a group of friends that were playing the same title and compairing notes on where things were and how to do things.
Players had to be ether very very LUCKY, consult with a number of friends as to what worked for them, play the game multiple times or purchase a gamers guide to not only find out where everything was but what quests ought to be done in what order and what/how the countless interactions with NPC's effected the game play.
If you wanted to maximize points, objects found, a charater stat, cash or playtime you'd have to develop a "plan of attack".
YES - decisions were almost always game changing. Instead of simply having "stormcloaks" or "imperials" to join (which for the most part have very simular quests and the game plays out the same) there were a 1/2 dozen to a dozen "factions" that mostly did not get along. Joining "A" faction might lock you out of (and unknowingly cause you to battle with) "B" faction but would allow you to still join "C" faction but not "E" & "F".
If I unknowingly made all the 'wrong decisions' my playtime might be much less than someone who made all the "correct decisions".
Gaming was a frustrating PITA in those days. The modern TES games have come a long way since the early days of gaming.
- I don't have to make a bunch of 'game changing decisions' (personally I've yet to play the 'civil war' questline as I'm not interested in it)
- I don't have to remember where everything is (there are markers and a map that guide me)
- There are multiple websites/online forums that have walkthroughs for each and every quest (if needed)- no need for a guide book.
- I'm not having to repair my weapons/armor after every use (PITA)
- There are not 10gawdzillion stats which you have to decide which to add to or not (and which ones are usefull or not before its to late)
IMHO: what we've lost is the
requirement to play the game multiple times to be able to enjoy it. I'm having a blast on my 1st play through.