The start of the game should start everyone off on relatively equal footing, so that certain types of characters don't become inherently "better" than others. You no longer have to worry about matching race, gender, class, and birthsign to give yourself a good start in your skills. Everyone starts low, and moves up their own way.
I don't think it should be like that... The whole point of attributes is to establish where they 'stand', and its not always equal footing ~that's the point. Certain characters
should be inherently better than others at specific things (or tasks). Its bad IMO that every orc starts out with the same stats ~no one starts out as a blank slate on equal footing, unless they are a clone with no childhood.
But that's the thing, YOU decide your characters backstory. Trust me, your back story was limited in every game including Skyrim and you as the player filled the gaps and completed the backstory. In Arena, you were imprisoned because you decided to not go along with Jagar Tharn in his plot. In Daggerfall, your sent as an emissary to Daggerfall to exorcise the King of Daggerfall's spirit and then you crash. In Morrowind, your a prisoner that was sent to Morrowind by the order of Emperor. In Oblivion, your a prisoner that ends up being freed when the emperor walks through your cell. In Skyrim you were captured as you passed into Skyrim and were imprisoned and slated for execution. I just don't see how attributes are supposed to set up a backstory, especially since all attributes are the same to people at the very beginning with only slight variations depending on race. Then you go on for a little bit and pick a sign (or have a sign picked at the same time as your race, it depends on the game) and even then the variation in attribute is very small and it will be the same in Skyrim. Some people have it in their mind they won't have any variation when in reality they will have more and it's not going to be only later in the game when your character is differentiated but there will be just as much variation and just as earlier as there was in the previous games.
I have all of those games, and does the story not get slimmer with each? This is not something I like in an RPG, as no RPG to date is capable of intelligently acknowledging a completely custom character. I don't want a PC with no past, or a PC with an irrelevant one.
Except, that is for pen and paper RPGs. You can already have the unique psychology and biology represented in visual and audio values in a video game. If someone is strong, you can see that by their muscle tone. If someone is intelligent, you can tell that during the conversation with them. If someone is insane, that's not even an attribute but a conversation with them in the game can reveal that.
You cannot see what a person can lift based on appearance (and none of the other attributes are visual).
Strength is not pure muscle either... A weaker person that knows how to use their own body can lift a weight that a stronger person perhaps cannot. (Granted... I've played RPGs that state in their rules, Strength is a Deadlift; but realistically strength is not just pure muscle).
Everything that you and others have said you wanted out of those attributes can be covered by the game and actions that NPCs are now able to do.
But we don't want that. :shrug:
I want clear values that define the bounds of my PC in the gameworld; Stats.
...
Anyway, I just wanted to offer a different perspective on how to think of attributes, such that getting rid of them is not an unnatural move.
Its plausible, but not something that I would enjoy (for the reasons above).