I´m sorry to say it, but you sorely lack in the imagination department
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Well, it was a bit of an exaggeration for effect
The selection is not that small.
Also, note the amount of utility spells usable in situations other than combat.
I know the selection, but my experience with all TES - is that you end up with quite a limited selection of spells that you "scale" as you grow in power.
There´s still a solid variety of spells even if you don´t engage in customizing.
However, if you´re playing a mage-y character some research and experimenting with spell effects kinda makes sense from a roleplaying perspective, don´t you think?
Oh, it makes sense and I love the concept of being able to make my own spells.
I also loved the concept in Alpha Centauri of doing my own units.
The end result, however, is that I always end up with a few basic designs that serve their purpose. I know I'm not the only one, because I used to play Alpha Centauri in LAN sessions, and most people did the same thing.
We did have a guy who was pretty creative and "gamed" the system, as I recall - though.
So maybe it IS my imagination lacking.
Personally, I simply prefer having pre-made spells that a professional has done the art for, and I MUCH prefer the kind of meaningful variety you get with hand-made stuff.
Another problem with the TES system is that the spell effects LOOK so very boring. It just doesn't feel like you're "slinging" magic. It's because they always go for the simplest way out. Just like they handle their loot mechanics and character mechanics.
Everything is boiled down to the most basic stuff, completely lacking in flavor. The item designer is the same way. So…. systemic, you know? I don't think they're lazy or anything. I just don't think they're interested in game mechanics that might upset balance or disturb the whole "flow" of doing whatever you want whenever you want. They don't want to make the player sweat over choices.
So, if they put more effort into making the spells look like spells, and did something a bit more interesting than "range, damage, area, duration" - then the system would probably fantastic. The most obvious thing to do would be to allow the player to COMBINE the core effects, and let them affect each other in interesting and unique ways.
But that wouldn't be Bethesda. That's just not what they're about. They're all about the big picture and the first impressions.
Ok, maybe that's harsh - as I found Fallout 3 a lot better. But at least as far as TES is concerned, that's been their approach so far.
Also, credit where it's due: They're FANTASTIC at the "big picture" - in terms of letting you do what you want and roam free. No one else comes close, really.