Personally, I'm looking forward to seeing how the new "no attributes" system works.
Why?
Because playing Oblivion was always an exercise in metagaming, mostly centered around getting +4 and +5 attribute bonuses whenever you leveled (so that you didn't "fall behind" in power and end up crippled). All sorts of silly crap descended from that pursuit of stat bonuses - trying to "control" your leveling by picking Major skills you wouldn't use, standing around in your house doing "training" actions (like casting custom 1-pt spells for half an hour, or auto-running into a corner while you read a book), keeping a skill chart by your keyboard so that you could mark every skill gain as it happened (so you'd know how many skill gains were built up for each stat at all times).....
...it was annoyingly "spreadsheety"
. And it really "broke immersion" :whistling: and kept you thinking about game mechanics & numbers, instead of what was actually going on on-screen.
So, yeah - while I have a few worries about no stats (how can I stack strength so that I can packrat lots of loot?!?!?!), I'm still looking forward to how it works.
--------
re: "spreadsheety" & RPGs
Every time I see the word 'spreadsheety', it makes me think they are just trying to appeal to people that probably dont even like RPGs.
Here's the thing. Yeah, pen-and-paper RPG players frequently seem to love their number crunching. (Hey, I'm guilty of that - and I've played some of the most number-intensive pnp RPGs out there - like Rolemaster
)
But the idea behind making computer versions of games (from hex-and-counter wargames, to simulations, to RPGs) was to make all those numbers transparent - you had the computer to do all the rolling, and chart checking, and cross-referencing! Progress!
So, to say that reducing the number-crunching is anti-RPG..... eh, seems wrong.