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I disagree.
The character's development (ideally a committed development), should restrict what the player can do in an RPG ~because that's the role they have selected.
I think differently. I think the game should restrict the player in natural ways like physical limitations. In personal things, more freedom is better. Good roleplayers won't need the game limiting themselves in personal choices, they can apply the roles themselves. Game posing personal choice limits(any number of choice is also a limit) will hinder the roleplaying possibilities.(assuming there are sandbox possibilities.)
But the idea of Roleplaying is to react (choose) what they would choose to do in that situation ~different characters... different choice; but if I'm playing stats that define an introvert, then taking extrovert options is actually playing out of character.
So an introvert turning into an extrovert, that never happens? If you want to roleplay a lifetime introvert then don't play out of character. I would blame you for getting out of character, not the game. (But you would blame the game for letting you get out of character, if I assume correctly. I find it weird what can I say. Is it a need for consequences? Make no mistake, I would love to see any natural long term or short term consequences for a decision like that.)
I would just want the classes returned.
I can't realistically expect that to be modded back into the game; it would affect every quest in Skyrim. But IMO classes are the best way to go in an RPG.
The removal of classes in favor of perks leaves a sour taste at the thought. It just goes counter to accepted norms in society. Back then (and even today), people tended to be especially good at something and would be known for it. When the town was attacked, they would go get the warrior; when the child was sick they would send for the healer... Damaged cart? send for the blacksmith or cartwright. Wall collapsed, get the brick mason.
Imagine an entire town of 'jack of all trades' (of varying skill level), and no label on their shop services ~its just wrong on so many levels ~aside from being unnatural. Would you let a plumber operate on your intestines? Let a surgeon tinker with your water pipes? Adding lines and (and surely adding leaks). Would you let someone do both because they have dabbled in each?
The concept of classes in RPGs is to define the PC's inherent aptitudes; such that this person [specific] is a 'natural' at a given profession (or at least has had sufficient training for competence). They can learn other things, but they excel at what they love or are at least very familiar with ~their element (as opposed to one being "out of their element").
Ideally this should mean that a mage who takes up sword play, could become skilled at it, but it would take far more effort than for a squire to become equally skilled; (and the reverse ~were the squire to try their luck with spell craft). Some people just learn (and enjoy) one skill better than another. Still, that mage would be a mage that knew how to use a sword ~not a Warrior that can cast a few spells.
Classes reflect the PC's past skill choices (what that guy did for the years leading up to the start of the game). To start as a veritable (virtual) infant with no aptitudes and no prior education , trade, or appreciable skill.. is IMO the worst kind of beginning for an RPG.
Let me tell you how I play Oblivion.
I like "use it to gain it" approach so much but I thought this should be taken to the next level. I wanted "abandon it and lose it" aspect, the real deal: use it or lose it. More realism, more immersion and more restrictions.
I hate artificial limitations, people often think I'm against all limitations. For removing every and each artificial limitation, I would like to see more natural limitations, even harsher ones.
So I requested this as a mod. Tejon replied with Skill Decay, the author of nGCD.
nGCD
nGCD is a smooth character advancement system. As your skills progress, your attributes and level are automatically increased using a complex formula. Every skill counts, so you can just play the game without worrying about multipliers
or being interrupted by the Level Up screen. As a result, characters tend to be more unique.
This pretty much nullifies the need of seeing attributes. You're what you play.
With skill decay mod, you're what you play even more. With great restriction comes great freedom. As a side effect, after some time your chargen abilities... they disappear if you don't use them. :lmao:
These mods spawned AnyClass:
With Anyclass active, your character class automatically changes to match your current highest skills. Characters evolve over time, and sometimes your initial class concept does not reflect your skills at level 10 or 20.
Now we're talking!
I think Skyrim is reflecting this spirit. Some people don't like the sound of skill decay but 50 perk limit will impose a similar restriction without the downside of losing skills. I will still mod it though(which will give me tremendous freedom this time, ironically).
Now for all we know, they can be using this system without showing it to player. Maybe classes are still there(I'm %99 sure that NPCs will still have classes). Maybe even attributes are still there but removed out of sight with a system like nGCD. Radiant story giving missions based on archetypes(mage, warrior) and skill sets is basically showing the game actually acknowledges your class. A class is your skill set in the end.
There is also perks which I want to touch here. They can represent attributes better with specialization.
If you have 15 perks under archery skills.
4 strength perks.(hold more, shoot far..)
6 dexterity perks.(shoot more, shoot faster,)
5 intelligence perks.(recover more, critical strikes, ignore wind)
I'm sure there is a system like that in use somewhere.
In the end, you want a set character or a blank state character. A blank state is a viable option, especially in this game. If you think genetic aptitudes, we play a special person in TES games who apparently have aptitude for everything.
If you think about it this is a great way to make a roleplaying game but was working incorrectly in previous titles(start unique, end same). Now they fixed it with proper limitations(start blank, end unique). Also if you noticed, pure or set character roleplaying is/can be a
subset of this system.
Although, I would like to give the option to choose level in chargen so you can distribute everything as long as the maturity of your character will be reflected in your level. Start the game at level 50, have your pure thief, suffer in other areas. Have your "head start" as much as you want. Freedom!