But that's not the point of my argument at all, it's the exact opposite. TES games aren't about mechanics that can be absurdly complicated or dumbed down. It's about what makes TES, well, TES. Races, places, the lore, the familiar sounds and smells as it were.
What do you mean pointless garbage? How does anything they have introduced in Skyrim help you roleplay? The terms you use are broad and I think a bit misleading and misinformed.
Let's use some examples shall we. How has the removal of Spell Crafting added to your "RP" experience? How has the removal of Guild Ranks added to your "RP" experience? How has the removal of Factions added to your "RP" experience? How has the removal of item slots and the homogenization of both equipment and skills added to your "RP" experience? Being a roleplayer and obviously disregarding the fact that games are built around mechanics and rules, you should be able to still RP just as effectively in ANY sandbox environment no matter what options you have available in terms of character progression, combat mechanics, etc. I mean, is this not the argument so haphazardly slung around on the forums by self-proclaimed RPers who "love TES" that the game is about self-control and the player is in control of their own experience, so things like Smithing and Enchanting should just "not be taken as perks" to create a more enjoyable experience? I find it rather hypocritical that it does not work the other way and these "RPers" are vehemently against the inclusion of anything that does not fit their mold of how they themselves think TES should be experienced.
Bam.



).
). Still love the game, and the series, but it's becoming RPG-lite.