Aah yes. Trying to
extract criticism from the fans now, since we're tired of the praise.
Ok, sure, I'll bite. Aside from the clunky, unintuitive and sometimes buggy UI (which is a pretty major gripe from PC users, btw, not sure why it's not enough for you guys), I would say that Skyrim suffers a bit too much from some of the cancerous modernization features that we've seen afflict almost every major RPG over the past half decade or so.
Mainly:
1) Level scaling. Not nearly as bad as it was in Oblivion, but its still there, and still manages to make the game feel less "free" and limitless than it should be. In terms of flaws that a game can have, I rank this pretty high up there. IMO one of the single best features in an open world sandbox is the freedom to stumble into a cave or area that you're simply not ready for - where the enemies can utterly squash you like a bug. And with level-scaled loot, the reward for gettiing in over your head and miraculously succeeding.... is not there either. I mean sure, in Skyrim, you could, at level 3, wander over to the giant camp near whiterun and get squashed like a bug by a Giant in one hit. But that's about it: Giant camps. Everything else - All the caves, ruins, dungeons, forts and other enemy camps are strictly level scaled and the loot in them is as well, meaning they can be tackled at any level and rest assured, the precious "game balance" that Developers work so damn hard to maintain (for some reason I've still not figured out) cannot be broken.... until you're too high of a level to care about it anymore. (you will never, for example, find a Daedric Greatsword at level 3. Ever. Even if you beat unsurmountable odds and *earned* it.
2) Randomized Loot. This is a double edged sword, and more of a design choice than a flaw. But IMO, randomized loot drops are best done sparingly, not: almost
every single time, with every single enemy and in every single chest, like it is in skyrim. But again, I see the validity for both sides of the "set vs. random" loot dispensing argument. On the one hand there's replay value in, say, named bosses dropping something different every time you beat them, on the other hand, I like the way loot is distributed in games like Baldur's Gate 2. because you can plan your builds better, and the loot doesn't feel trivilized and arbitrary. For Example: Firkraag Always drops Carsomyr, so if you're a paladin, you know where you have to go, and who you have to beat.
And that's about it. I found no other notable flaws with Skyrim. The game is otherwise remarkably Amazing. Genre-defining, even. Mark my words. All big budget RPGs in the near to distant future will have to contend with being compared to Skyrim, feature by feature. And in most cases, they will ultimately suffer for it. People will point to their dungeons and say: "Hey, these dungeons are not nearly as cool as Skyrim's" or "Skyrim's music was better". Skyrim did dragons better".... "Skyrim did Archery better".... "Skyrim did Stealth Better"..... Skyrim's Alchemy System was better" etc. etc.
And an important sidenote. The trump card here, really: Even the three flaws I listed above are remedied with Mods.... Funny how that goes, eh. This game has a tool kit, which means discussions like these are a moot point.
Modifié par Yrkoon, 24 décembre 2012 - 12:10 .