![morrowind boots of blinding speed morrowind boots of blinding speed](https://i.redd.it/u08h80tffms31.jpg)
That means a lot for a franchise that has had overworld exploration as their de facto selling point since MW. That means that at least some thought has to go into the process of traversing the world. Playing blind with no metagaming you have to mind things like armor durability, non-regenerating health and magicka, the fact that you can't fast travel, etc. Not any single aspect of Skyrim or Oblivion gameplay, be it player agency, challenge, exploration, variety of gameplay elements, strategy, role-playing, cumulative cohesiveness.I guess maybe balance, or imbalance rears its ugly head at some point in MW, which is highly important, but a few abusable systems doesn't trump the rest of everything else being better pal.Ĭlick to expand.I wasn't trying to argue that the combat or the dungeons were challenging, but rather that there were actual mechanics to the exploration, which means it is inaccurate to describe the game as a "walking sim", and even if one grants that it isn't, Skyrim and Oblivion are even worse in this regard. But if I recall you also argued Bioshock had better gameplay than System Shock 2, which is basically the epitome of retardation. You're seriously a bit thick if you think Skyrim and Oblivion have better gameplay. The vast majority of everything else gameplay was pure dumbing down, removing the RPG, removing the strategic depth and replacing it with absolutely nothing of value. That and clamping down on some systems that were open to heavy abuse for better balance, though outright removing said systems (e.g magic crafting or enchantment) rather than doing your job properly in the first place and making them adequately balanced is pure bullshit.
![morrowind boots of blinding speed morrowind boots of blinding speed](https://i.ytimg.com/vi/Dv-3RvyXs6E/maxresdefault.jpg)
The best thing the sequels ever did was enable simultaneous use of magic alongside melee. Base hit chances for NPCs and player both should have been a lot higher, more akin to Underworld and other classics.purely to save from those degenerate moments of sitting there for minutes on end swinging away without a hit. I'd never design game that way myself, core combat should be good, but since it's not in Elder Scrolls the stat system helped add meta depth and strategy where there was little otherwise. Sure, the sequels may have made combat less annoying, the odds of a hit were ridiculous in MW, but all you're left with is awful, awful "chopping wood" combat that is not in any way better. It's all the stat systems hiding how shit the combat is. It's the puzzle elements that aren't like the copy-paste kindergarten picture matching in Skyrim. It's having to actually think and strategize regarding how you're going to build your character like a good RPG generally does, unlike the sequels. Click to expand.No, the "best" gameplay is exploration as a whole, such as non-linear dungeons featuring diverse gameplay (even frequently platforming and swimming) rather than Skryim's linear loop dungeons designed for the lowest common denominator.