I'm almost inclined to agree there but that rings more to me like "traditional rpg", where the characters stats determined everything. For example because the block skill is not in the characters control but in the players now doesn't make it less of a pure roleplaying game at all, might add action to the mix but doesn't mean you are roleplaying any less. Just my .02.
Ideally, you should determine everything. Action included. But it is hard to apply restrictions in a table-top game, so stats served that. In a video game all stats can be handled by the game world so you can be introduced to the action you deserve. Game world has all the rules needed. There are really so few restrictions left, the ones you want to apply personally like roleplaying a one armed person which you can achieve by not using one of your hands. Or someone hates gold and don't touch it. Demanding the game to stop the player from touching gold is silly though but it would have been cool if the game lets you change your physical appearance beyond normal, like a blind eyed orc(although I'm not sure what kind of gameplay restriction it can possess).
For some roleplaying turned into a job, it didn't even have roleplaying in it. It was more like this:
http://www.sz-wholesale.com/uploadFiles/upimg9%5CElectronic-Pet--Tamaguchi--_43379.jpg
Immersion became a curse word for them. They wanted to separate themselves from the character as much as possible, complete opposite of roleplaying. They were so bad at roleplaying, they couldn't even roleplay personality restrictions, they wanted it to be applied from outside sources.
When tabletops turned into video games, for some it didn't really work, they started to weight their preferences to a good story instead, trading story creating roleplay immersion to story reading immersion. And some game companies loved that because it is a lot easier to create linear games than an open-world ones. And the start of linear games begun with mechanics reminiscent of wargames.
At one point, all left was ancient mechanics and there were no roleplaying to be found. Right now even CoD has character progression... You figure.
Sad...
I'm more angry though because they're still arrogant to use RPG while they have only some G parts of old RPGs. The ancient mechanics adopted from strategy war games can be dropped now with the advance in computer technologies.
Bethesda should keep RP and redefine G part by using computer's capabilities to model a world better than few stats and basic formulas can. I fully support them in this course and thank them for not selling out roleplaying freedom for linear/multilinear storytelling immersion.
:tes: