Stat's don't make a game an rpg. The Rpg game industery is not dying, its evolving to survive. Do you blame it? I dont. To me, an rpg is a game where you can come up with your own role, and play through the game without the game forcing you down a set path, or if that set path at least lets me play a good, bad, or greyish version of that path.
Rpg is changing, not dying. Evolving. It means different things to different people. The gaming industry has an insainly broad definition of the term, while other people feel that rpgs are only spread sheety turn based games. Neither side is wrong, that's their opinion.
Everyone sees stats and other numbers going down, while the action side is going up. Some people don't like that, not me though. I'm all for real in game representations of skills, to be honest. Why use numbers when you can see it instead? Skills are a number representation of what a character can and can not do. The numbers can play a big part of a roleplay, but they do not make the role itself. Hercules became a hero because of his strength. But when his strength was suddenly taken away, he still tried to be a hero. He was the hero, not his stats. Stats are important, but not everything to roleplaying games, because roles are not made by the stats.
Like I keep saying, rpgs are evolving. The healthbar, to me, is an old generation thing that needs to go away. The health bar represents how many more hits an enemy can take, or how many you can take. The reason it came into being was because games needed a way to show that you were dealing damage, and it needed away to know when something should die. In my opinion, it should become invisible now. Games now adays have the ability to show damage delt, instead of having a bar go down. In real life, if you hit someone with a mace, a bar doesn't pop up above their head showing how many more hits it will take to kill them, you see people bleeding and reacting to both the hit and the damage taken. We don't need old things like a health bar, because there is a more realistic way to show it in game.
This sums up my thoughts nicely and in real life I'm a professional RPG designer/writer. In the early days of PnP RPGs stats, numbers and dice were everything, since D&D had its origin from wargaming - and quite frankly those halcyon days in the late 70's and early 80's were parties of PCs going down dungeons and killing everything in sight. It was wargaming, just with more imaginative freedom.
Since then tabletop RPGs at least have evolved radically. We still have 'crunchy' systems where there are masses of rules and complex character sheets, but we also have very light systems which emphasise story-telling and have little in the way of dice rolling or stats.
I've been playing roleplaying games for almost thirty years, but nowadays when I game I spend most of my time in verbal interaction or listening to the descriptions, rather than rolling dice or mini-maxing attributes - the latter holds far less enjoyment for me now, compared to when I was a teenager just starting out on my first D&D scenario. Does this mean younger players more interested in numbers? On reflection I think not, it was merely that for my generation there was no other way of playing available.
As a guy who writes RPGs, the thing I love about TES is that although I have to sacrifice a great deal of 'freedom of action' the game engine is effectively doing all the GMing and dice rolling for me. This allows me to experience the world and/or quest with a greater degree of immersion because I don't have to fumble around for a dice - its there in front of me playing out in a believable manner. When Todd said that they are heading away from juggling numbers I thought 'Wonderful, another distraction removed from my immersive experience!'.
Now what people are overlooking is that all those characteristics, statistics and skills are all still there. They are a fundamental part of the game engine. However, I/we no longer have to mess about with them directly as they grow and improve in the background. That to me is a very positive step forwards. It allows players to achieve a greater level of verisimilitude with the game world, avoiding unnecessary number juggling. Skyrim isn't shedding them entirely, you still get mechanistic choices as to where you wish to improve your character (stamina, health, mana and perks) but I imagine that by TES VI even that will fade into the background and such improvements will
all come about indirectly/subtly by interacting with other personalities, by practice or via subtle extrapolation of your play style by the game AI.
Is that a bad thing? Not in my eyes. I dream that we'll get close to full virtual reality by the time I'm on my death bed, even if that means I end up writing plots and scenarios for videogame companies rather than PnP RPG publishers. In the meantime I hope that the developers continue to broaden the range of interaction one can have with the physical game world, improve the artificial intelligence of NPCs and ensure every choice I make in a game has consequences that affect later plots, quests and character dialogues. Each of which will improve the true
roleplaying aspect of TES.