Now recently there was a thread, still active, about RPG mechanics. Now what this thread was about doesn't matter, however I noticed that a lot of people do not understand the benefit and, if I may say so, of character statistics - especially the +1 str/dex/end. ones.
How to say this - imagine that I and three of my friends, let's call them Peach, Duke and Mandork start playing a single player RPG at the same time, the four of us are warriors. Now let's say, for the given example, that there is a group of goblins we all meet at one point. Based on those stats every single one of us would experience the game differently, here is what would probably happen.
Peach is using a warrior with high strength and moderate dexterity who wields two blades. For her the battle is about dodging the enemy, splitting them and dealing damage.
Duke is a two-handed warrior beefed up with high strength and moderate endurance. He charges in and deals more damage than they do, he survives, but is on low health and needs to rest.
I am a sword & shield warrior with moderate strength and high endurance. I fight them longer than my friends did, but during the battle, due to the shield, high armor and endurance, I was able to overcome my enemies before they killed me.
Mandork is also a sword & shield warrior, however he is developed like Duke, with high strenght and moderate endurance. He overpowers his enemies, however because he doesn't have the high damage output of Duke or my endurance he had to use a potion.
All of us engaged in the same battle, with the same enemies, however when we meet we are able to tell different stories. If I decide to play a warrior again, but develop my character in a different manner, than that battle would provide a completely foreign feel.
Furthermore, stats allow you to create your character and those numbers are way more character-defining than any backstory made by a developer. I can decide whatever my character is strong, intelligent or fast.
Forgive me for the comparision, but if we take Shephard for example, if you pick vanguard you are stuck charging at enemies with a shotgun, if you pick Infiltrator you will shoot with rifle and nothing more. In contrast even after you picked Revan's Jedi class you could still develop him to use blaster or gadgets and still had the choice whatever to use a single blade, two sabers or dual-blade. You see, Bioware provided me with a backstory for Revan, they left little to the imagination, however because I can give him the stats to play the way I like it I never, for a moment, doubted that he is my Revan. In contrast Shephard, despite having three backstories to choose from, is not my character, he's Bioware's.
And this is why stats matter. Mind you I am not saying that every game should have them, just saying that they play a great role in helping the player customize their character beyond appearance (despite not having any control over the backstory, gender or outer appearance of The Nameless One you've never heard anyone say "That's not a RPG!"
Some common points raised in this thread.
"Real" vs Fictional character
We all create something for out character in our head - this is great, this is what roleplaying is. However statistcs allow us to transfer some of that into actuall gameplay.
Stats = DnD
I would like to clarify - statistics doesn't mean dice rolls. For example Dragon Age and The Elder Scrolls don't use dice rolls to determent the way numbers work. If I dare insert my own opinion into this the Dungeons and Dragons Dice system is bad for video games, mostly because we can take advantage of massive computational power and use a system that is easier to understand (for example World of Warcraft - you see the number - the bigger the number the better).
in fact I am not advocating DnD style RPG's nor am I against Action RPG's( in fact Action RPG's can be quite good - M&B for example). I am just saying that statistics enrich the gameplay expirience.
How to say this - imagine that I and three of my friends, let's call them Peach, Duke and Mandork start playing a single player RPG at the same time, the four of us are warriors. Now let's say, for the given example, that there is a group of goblins we all meet at one point. Based on those stats every single one of us would experience the game differently, here is what would probably happen.
Peach is using a warrior with high strength and moderate dexterity who wields two blades. For her the battle is about dodging the enemy, splitting them and dealing damage.
Duke is a two-handed warrior beefed up with high strength and moderate endurance. He charges in and deals more damage than they do, he survives, but is on low health and needs to rest.
I am a sword & shield warrior with moderate strength and high endurance. I fight them longer than my friends did, but during the battle, due to the shield, high armor and endurance, I was able to overcome my enemies before they killed me.
Mandork is also a sword & shield warrior, however he is developed like Duke, with high strenght and moderate endurance. He overpowers his enemies, however because he doesn't have the high damage output of Duke or my endurance he had to use a potion.
All of us engaged in the same battle, with the same enemies, however when we meet we are able to tell different stories. If I decide to play a warrior again, but develop my character in a different manner, than that battle would provide a completely foreign feel.
Furthermore, stats allow you to create your character and those numbers are way more character-defining than any backstory made by a developer. I can decide whatever my character is strong, intelligent or fast.
Forgive me for the comparision, but if we take Shephard for example, if you pick vanguard you are stuck charging at enemies with a shotgun, if you pick Infiltrator you will shoot with rifle and nothing more. In contrast even after you picked Revan's Jedi class you could still develop him to use blaster or gadgets and still had the choice whatever to use a single blade, two sabers or dual-blade. You see, Bioware provided me with a backstory for Revan, they left little to the imagination, however because I can give him the stats to play the way I like it I never, for a moment, doubted that he is my Revan. In contrast Shephard, despite having three backstories to choose from, is not my character, he's Bioware's.
And this is why stats matter. Mind you I am not saying that every game should have them, just saying that they play a great role in helping the player customize their character beyond appearance (despite not having any control over the backstory, gender or outer appearance of The Nameless One you've never heard anyone say "That's not a RPG!"
Some common points raised in this thread.
"Real" vs Fictional character
We all create something for out character in our head - this is great, this is what roleplaying is. However statistcs allow us to transfer some of that into actuall gameplay.
Stats = DnD
I would like to clarify - statistics doesn't mean dice rolls. For example Dragon Age and The Elder Scrolls don't use dice rolls to determent the way numbers work. If I dare insert my own opinion into this the Dungeons and Dragons Dice system is bad for video games, mostly because we can take advantage of massive computational power and use a system that is easier to understand (for example World of Warcraft - you see the number - the bigger the number the better).
in fact I am not advocating DnD style RPG's nor am I against Action RPG's( in fact Action RPG's can be quite good - M&B for example). I am just saying that statistics enrich the gameplay expirience.