I gave you enough examples of lots of reasons why meta-values of a human-being could not be measured into strength, intelligence, wisdom etc. You just gave me a statement saying that "All items of personal value can be grouped together into some sort of meta-value." with nothing to base it on.
Strong is a practical word for "Good in a specific physical activity." and an intelligent person is not a person who knows everything in the world, but possesses great knowledge in certain areas. A wise person is powered by logic, when you say "Wise" you mean he knows his way in life through several areas, some can be street-smart while others are strategic-smart like in chess. WHICH MEANS THERE'S NO SUCH THING AS ATTRIBUTES but measures to certain and specific areas of expertise.
Come on...I am talking constructs and you are gibbering on about minor details. There are many people that have little understanding of system design. By your statements you are one of them. Unfortunately, it is what I do for a living. Your statement above is comparable to someone trying to explain to me that there is no such thing as mathematics (or trig, calculus, differential equations, etc.) because there exist things such as numbers, plus signs, and minus signs. You are telling me that cities don't exist because it is the streets and houses that are "real."
There are all "real" constructs that are used for very real and very important reasons. They help us group, quantify, and make sense of an infinite amount of minutiae in simple ways. This is attributes. If you are unable to understand why something like this would be so important for design....well....all I can say is I sure as heck hope you are not involved in this game...(but, if you are.... it would explain a lot about the things we are hearing...)
The importance of attributes for gaming is best described by drawing. Take a sheet of paper. Draw large circles in the following order:
1. center of page - (write in
attributes, then list: attribute 1, attribute 2, ... attribute n)
2. left of 1 above - (write in
stats, then list: health, magicka, ... stat n)
3. above 1 - (write in
derived values: balance, sight, regen rate, speed, jump height, ... derived value n)
4. right of 1 - (write in
skills: one handed, destruction, lock pick, ... skill n)
Now, draw three arrows. Each going from the center circle to one of the outlying circles.
Last, draw a dotted circle around skills and inside that write
perks.
All you have left is to create the connections that determine the interactions. A few base values in attributes can be used to guide and govern the whole of the simulated character. It is as simple a design as you can get that allows for infinite complexity.
Now...your turn....explain to me in a similar format that I used above how what you are talking about looks like as a system. While I am very full of myself I am more than willing to admit that I am wrong. If what you come up with is good I will gladly admit it (and maybe steal it for my own nefarious ends). Please, pretty please, I eagerly await.
Cheers...off to enjoy my holiday... :foodndrink: