Melee can't incorporate "usability" because the skill involved is far too abstracted to have significant effects. I mean it's doable, but it would have to break down a sword swing to multiple parts and keep variables to control it, giving you a weapon stats of +10%upper movement arm swing and +30% wrist turning speed. In contrast to guns which are fairly accurately reduced into a point-and-click gameplay.
Most gun-shooters try to go in a more realistic route, so having bullets that twirl around, or weapons designed for planned obsolescence with embedded explosives aren't an option. How much can you do with a gun considering most games don't even cover ammunition types as separate entities? Damage falloff, rof, reload speed, clip size, recoil patterns, fire mode, velocity, reliability which everyone hates(FC2).
Speaking of components. What borderland does is use the old school D&D style of customization wherein alteration between similar weapons is permanently embedded into an item as "special properties". While most of gun-gaming has opted for a component based approach of a range of selected weapon types that can be accompanied with a selected range of modifications. Most notably scopes, but also suppressors, extended magazines, flashlights, whatever. While the selections are limited compared to random variable ranges you will be hard-pressed to convince me that a difference of +-10% damage is a significant enough difference to be considered a relevant feature.
A large part of why random loot had been phased out of gaming is player behavior. Games are now developed to a much larger audience now and the masses don't often handle that kind of stuff well. Component based systems offer a far safer option of requiring players to earn attachments and use them when desired, instead of requiring them to farm three different variations of a weapon to be effective in more than a few scenarios.
Even BL had predecessors for random stat FPS games. A notable flop was Hellgate: London, yes it is an FPS, developed by some of the people who worked on Diablo. And if you don't remember the borderlands marketing campaign that well, there was seemingly more commercial hype about their procedural generation of the look of the weapon, rather than the random stats which was just a big number Randy liked to cite as a showcase of how huge their pile of guns was.
Most gun-shooters try to go in a more realistic route, so having bullets that twirl around, or weapons designed for planned obsolescence with embedded explosives aren't an option. How much can you do with a gun considering most games don't even cover ammunition types as separate entities? Damage falloff, rof, reload speed, clip size, recoil patterns, fire mode, velocity, reliability which everyone hates(FC2).
Speaking of components. What borderland does is use the old school D&D style of customization wherein alteration between similar weapons is permanently embedded into an item as "special properties". While most of gun-gaming has opted for a component based approach of a range of selected weapon types that can be accompanied with a selected range of modifications. Most notably scopes, but also suppressors, extended magazines, flashlights, whatever. While the selections are limited compared to random variable ranges you will be hard-pressed to convince me that a difference of +-10% damage is a significant enough difference to be considered a relevant feature.
A large part of why random loot had been phased out of gaming is player behavior. Games are now developed to a much larger audience now and the masses don't often handle that kind of stuff well. Component based systems offer a far safer option of requiring players to earn attachments and use them when desired, instead of requiring them to farm three different variations of a weapon to be effective in more than a few scenarios.
Even BL had predecessors for random stat FPS games. A notable flop was Hellgate: London, yes it is an FPS, developed by some of the people who worked on Diablo. And if you don't remember the borderlands marketing campaign that well, there was seemingly more commercial hype about their procedural generation of the look of the weapon, rather than the random stats which was just a big number Randy liked to cite as a showcase of how huge their pile of guns was.