» Tue Jun 12, 2012 2:12 am
What a lot of these "SM is gone, get over it"-posters don't realize is, that the spellmaker enriched the game. It was an optional tool that could be used or ignored. Roleplaying is about doing stuff in your own style, in your own way. Most people have to play pen&paper to really do what they would like to do in a fantasy world, influence the setting etc. The removal of the SM caused the TES-Series to drift one step further away from this ideal "i can inprint my own ideas onto the setting". The spellmaker is a small step in this direction, but every step helps to make the experience more endearing.
Also, the spellmaker was one of the thing that made the TES special. Now it's gone.
About the dual casting:
It's really easy to fix. You just have to integrate using the same spells a prerequisite and assign 2 oder 3 possible effects from which you can choose one. For example: higher effect, longer duration,etc.
Then you chose one of these, spell finished. If you want another version, with another dual casting effect, make another one.
About killing the balance of the game:
No offence, but the smithing does this in an even more effective way.
You can walk around in a full deadra suit of armor at level 20-25. Integrate some enchantments, and you are nearly untouchable.
You also forget that you can balance spells in a lot of ways. Higher mana costs, limited area variables etc. There are a lot of options to keep the magic system in line without sacrificing anything.
These "arguments" are just an excuse for being lazy. I've developed magic systems and balancing factors in my spare time for three different P&P-systems with a friend and Bethesda has a LOT more intelligent people available.
There is no one smart or creative enough to pull this off? Come on! Invest 2 weeks for this, and believe me, you will figure something out!
@The Todd-Argument about limited console resources:
That Todd used this "excuse", true or not could be a good thing.
The next TES game will be released on the new consoles, so he can't use this "excuse" again.
For those of you, who don't miss the spellmaker:
You don't have to use it, but by supporting the players who complain about the simplification of the TES series and the loss of the spellmaker, you actually doing yourself a favor.
The more people complain about these things, the higher the chance that someone will listen, and take these wishes to heart. If we lay low, and be little, nice consumers the next thing we will see is the integration of quick time events, or some other BS.
So even if you don't NEED the spellmaker, supporting this notion or any other to increase the complexity of the future TES-games, you are supporting a game that could be more fun and has a higher replayability.
Just my 2 cents.
@FailedtoOpen
You are missing one thing: Shouts are hardwired, so you can't change them to your liking.
Potions are consumables which can be combined to have some strange effects, and you have to use up ingredients to brew them.
So while you are technically correct about the redundancy of the effects, the big point is: You have VERY limited control over them, and can't combine them in the way you might like.
That's the WHOLE point of the spellmaker: To give the player the freedom(within the confines of the magic system) to create spells with effects HE likes, in a combination HE wants.
The freedom and choices to do things your way in a game should be increased, not reduced.