Ninjat_126 said:
STATS AND LEVEL GRINDING
[spoiler: Stats and Level Grinding]
I don't get the obsession with stat building and level grinding in RPGs, particularly in MMORPGs. Upgrading your attacks makes sense to me. Altering your gear layout to suit your playstyle makes sense to me. What I don't understand is why there are so many different stats to level up.
In Fallout 3, you can upgrade your Lockpicking skill to unlock doors and containers. However, you'll need to upgrade your Science skill to use computers to access information and open doors. To avoid being seen while doing this, you'll need to use the Sneak skill.
If you get into a fight, you'll need to have your weapon skills at high levels. These include Small Guns, Big Guns, Energy Weapons, Melee, Explosives and Unarmed. To use a pistol effectively, you'll need Small Guns skills. To use a laser pistol effectively, you'll need Energy Weapons skills.
From what I've heard, the original Fallout games had even more, such as separate skills for gambling and stealing. But to me all that means is more time level grinding. I hate spending hours leveling up my skills in sneaking around to complete a mission/quest stealthily, only to find that I should have been putting points into lockpicking and computer hacking.
[/spoiler]
COMBAT SYSTEMS
[spoiler: Combat Systems]
Another thing that just bugs me about RPGs is that in many of them combat is based around numbers. In particular, the idea that no matter your skill level in other games or your elaborate strategies, the outcome of the battle will come down to whoever's invested the most playtime and has the highest numbers.
In a game like (gasp!) Call Of Duty, player skill is more important than player level. A seasoned pro with a crappy pistol can defeat a n00b with the best gun in the game 9 times out of 10 if they use their skills and tactics to their advantage. Whereas in a game like WOW, a low level player just can't injure a high level player since their damage output is so low, and any cunning plans just fall apart. [/spoiler]
To address both of your points in order:
Stats: A fundamental part of RPG games is that your character has limitations: that they cannot do everything. Stat grinding only occurs when a player fails to understand this and tries to get every skill to 100. The whole point of an RPG system is that each character you play will specialise in only four or five given skills, and will have to work around his/her deficiencies. You're right, the earlier Fallout games had more skills than 3 or NV,
but no single character could ever max them all. In RPG games you have to decide what you want your character to be good at and what they don't know shit about. That's integral to the charm of RPG games.
Combat: Combat in RPG games is meant to be all about character skill with a little bit of random luck thrown in, as opposed to player skill. Please try and see the difference here. The whole point of RPG combat is that for a character to be good in melee
that character must have a good strength, be agile, and skilled with a blade - rather than the character being totally hamfisted but the
player knowing how to abuse the combat system. Case in point, Fallout:NV has an iron sights option which I now switch off. I play quite a lot of FPS games and went through my first playthrough of F:NV taking out enemies at long range with headshots like I was playing Hardcore Team Deathmatch in the Favela - but my
character only had a Guns skill of 20. Even though
I could pull off those shots as a player my
character shouldn't have been able to! Do you see the difference? That's why RPG combat is like it is, and why many RPG fans (myself included) were pissed at Bethesda for swapping out Morrowind's true-blood RPG combat for Oblivion's half-baked hack-and-slash bollocks.