Ustwo - the effect of restricting the enemies and items to your level isn't dumbing down the game. Far from it - what it does, much like Diabo, it means you can do any quest, any dungeon, in any order you want (mostly - some are level restricted). Instead of getting awesome gear right away like you could in Morrowind and essentially making the rest of the game a total wank, now you have to work for it. If it's too hard or easy, there's the difficulty slider. Fast travel lets people cross the world without taking four hours to run.
The compass eliminates all the boredom associated with many RPG quests, and I can't imagine how mundane the game would be without it. Well, I can. As mundane as much of the previous Elder Scrolls games. You're ignoring the improvements over Morrowind, too - you can block yourself, and when you hit an enemy it actually hits the enemy. NPCs wander about instead of standing in one spot, they initiate conversation and react to what you do. It's much more of an RPG in the purest terms of the sense, role playing, and less of a stat-fest to get the über-armor as quickly as you can.
__________________
"'There's a tendency among the press to attribute the creation of a game to a single person,' says Warren Spector, creator of Thief and Deus Ex."
-- From an IGN game review.
|