> You have 10 seconds to explain why Oblivion and Skyrim didn't have Mount & Blade-tier horse combat, as well as realistic melee combat in general
Main reason - it's difficult to implement on a cross-system game. While the controls for mount and blade are acceptable on PC (albeit quite hard to get the hang of and very hard to master to the point where you actually feel you can do the moves you want to) the controls would not transfer to a console controller.
The key point with console controllers that most people don't appreciate isn't so much that scrolling/looking/aiming is slow (although it is) compared with a mouse, it's more that movement in the Y axis (that is to say up and down) is much harder than with a mouse.
Slightly off topic, but this is why modern fps games are almost completely 2D in the sense that arenas are not multi-levelled with people shooting down and up - compare that with the PC arena shooters, and even some of the multiplayer maps on the first halo. I could talk a lot about how consoles have indirectly killed the classic fps, but this isn't the place.
Coming back to mounted combat, the issue is that it would not be feasible to aim properly up/down to hit enemies on a horse on a console.
Also, in general terms, the combat in ES games is always a weakness, so finding the mounted combat to be below par is hardly surprising.
> Why is cavalry so largely absent in TES?
From a lore point of view, maybe horses are just less common in tamriel than they were in human history, or maybe its a cultural thing, riding a horse is dishonorable, or maybe horses flat out don't like certain races as you get with some horses not liking some smells in real life?
From a game point of view it's probably a combination of them knowing the horse combat was below par, and it just being generally hard to implement, especially on consoles where too many objects at a time messes up everything.
> Where are schiltrons/phalanxes/pike squares? Why don't NPCs fight in formations like testudos/shield walls/phalanxes?
I've actually put more complicated/tactical/teamwork based combat on the wishlist for ES6 in another thread, like I said there I just don't know how do-able this is from a programming NPC's point of view.
I also think that the focus of ES games is very much on the one-on-one combat, there would not be room in the caves for enemies to do complicated formations and so on.
From a lore and realism point of view, I suppose it's also a bit implausible that a bunch of bandits hiding out together in the woods would have the training and general awareness to be able to organize themselves into formations when I imagine most of them are petty thieves that have run away from town.
It's also a bit implausible to think you could take on a whole cohort/unit/regiment of enemies single handed. This comes back to the "ES is a one on one focused combat game rather than armies/formations" point from earlier,
Team-based tactical fighting is definitely something I would like to see, but I think that rather than proper military formations it would be more relevant and fitting for say a pair of bandits to do things like duck and cover behind each others shields while shooting arrows, or standing side by side in a narrow corridor so you can't flank them.
> Why are the "longbows" in Skyrim not high powered English warbows that loose bodkins?
If you mean in terms of the range, I guess its' just not practical to shoot 300-400 yards as you cant see that far away and there are trees and stuff. It's also not really possible to aim properly with 45 degree arced shot at a single enemy - this works fine if it's a proper medieval battle when you're shooting at a fairly large block of men, but less so in an ES type encounter where you would be shooting at one or two people.
And from a game-play/fun point of view do we really want to see archers become even more OP?
> Are Bethesda completely ignorant of pre-gunpowder combats?
Maybe a little bit, but I think this is more of a fun vs realism argument, with a bit of hard-to-implement thrown in, and a side order of the combat being one-on-one oriented rather than pitched battles.