In that case, then, it's just a number. It doesn't actually do anything for the character.. it would be completely non-functional. Your character would be just as dumb or smart as you let them be regardless of their 'intelligence' rating.
True character intelligence can be handled by perks (though whether or not it will actually be remains to be seen). But if the attributes are just left in as redundant methods of upping your skills, it makes it harder to keep skill progression under control. See how easy it was in Morrowind and Oblivion to exploit attributes and make your character a living god, or to manage them improperly and seriously gimp the character.
Since the effects can still be handled, and be handled in a more controlled way, and leaving them in while removing the redundancy would make them do absolutely nothing except increment a number... what's the point in keeping them?
Alright, let me clear this up for you.
My point was that the people who want attributes to stay do not argue that the simple effects have been removed, which the most likely haven't. This doesn't mean we want attributes without effects.
Arguing with the flawed system in previous games is just wrong, because you blame its flawes on attributes themselves instead of the system.
Let me ask something to those who think a skill tree can replace attributes: Have you ever played a game with skill trees and attributes?
You know what's the difference between attributes and weapons/magic? One is a number that barely gave a small bonus, and the ot her is an actual gameplay-changing element (you know, the thing that reminds you that you're actually involved in something, A choice that acutally matters because it makes a much bigger change than the number of tries you need or the chance of failure.
I know it's still a matter of choice, but seriously, having more intelligence for example, pretty much only gave you the option to say "oh look, even though my character is as intelligent as a 10000 year old wiseman, I'm still the one making the choices for him!"
It doesn't show, but I'm feeling just as strange as you do about the removal of attributes. It's just that to me, it's never made a deep character anyways. I prefer to simulate things myself, so that I can even simulate deficiencies or learning difficulties, than to be bound by a number that tell me that my character has the exact same potential as anyone else.
Exactly.
Gave. Past tense. Attributes played too little a role in previous games, because you basically had an unlimited amount and some weren't as viable as others.
I swear, I have been reading the same three arguments for weeks now, and once I point out why one doesn't work, the discussion shifts to another.
#1 Argument from redundancy: We don't need attributes because the effects are redundant.
They are not redundant when you implement them in a meaningful way. Also, redundancy is not necessarily a bad thing when it increases complexity. And a complex system is what we want.
#2 Argument from effects: The effects are still there!
The argument is not that effects have been removed, but that they are not portrayed in a realistisc and complex manner. Also it is argued that a skill tree (perks) can not replace attributes satisfactory.
#3 Argument from previous systems: In Morrowind/Oblivion attributes were this or that, thus they should go.
We don't want the old system back.