I shouldn't need a source, have you even played them? anyone who has played both on PC would testify to this. its a painstaking chore to drop items en mass, which is something I regularly had to do in a game that has both a multitude of items and a weight system.jboking said:Do you have a source for that? Is it simply because Oblivion and Fallout 3 were on consoles? Because you realize Morrowind was as well, right? You also realize that a good developer would take the time to make two interfaces if it truly benefited one of their core audiences, right?RadiusXd said:no, fallout 3 and oblivion have bad interfaces because they are designed for gamepads.
Morrowind had a MUCH better user interface/inventory system then it's successor, but they had to simplify it so the whole thing could be navigated with one or two unweildy miniature joysticks, and thus the phrase "dumbing down".
Morrowind had a nice big 2 dimensional display of your inventory, whereas in Oblivion you had to scroll down through vertical single file lists. Basically, Morrowind was a PC game who's devs went "what the hell" and ported to Xbox. Whereas oblivion was designed from scratch to be multiplatform, and it's inventory system was built with that in mind. Thinking about it, making two separate menu systems would've been nice, but the dev probably figured modders would do it for them (and they have).
EDIT: I actually can't speak for fallout 3, I was really referring to the eldar scrolls. however, the principles are sound. you couldn't get an rpg system like the witcher has to work well using a gamepad. It's developer recognised this, and didnt bother trying.
bethseda however, had systems slightly more open to "streamlining" (aka either removing features or making usage of them a confusing-and-more-difficult-then-it-otherwise-would-have-had-to-be experience), I and many others maintain the user interface suffered greatly at the hands of the gamepads limitations.