Some of you may be asking: who's going to win the fight? Fortunately, there can never be an answer to such a general question. The stat warrior may kill his enemy by having +20 critical damage, and the skill warrior may break the stat's shield and quickly slash him clean with his trimmed blade. Nothing is certain...but the question remains: which warrior comes from a true RPG, and which one doesn't? And, hell, why can't they both be counted? Realistically, they both perfectly can be. Games such as Mass Effect have demonstrated the slow move towards real-time, skill-based combat...but even Mass Effect, in all it's glory, still clings to attributes. With the new combat article in Game Informer, I perennially wondered: where does Skyrim stand? Where should it stand?
Before we answer that, let's get general: There has been a reasonable criticism by many that Skyrim is a representation of RPG games in general: getting "stupid". Contemporarily, like Caesar and his once powerful triumverate, RPGs come in all shapes and sizes. From Mass Effect to Final Fantasy each game series partially represents who we are as gamers, and what we prefer. However, like Caesar again, only the smartes and advantageous leader will survive and triumph in the mainstream and charge into Rome with all the splendor. Only one formula of RPG can really dominate the market and, therefore, survive with time.
As of right now, the RPGs that have won have been the ones that attract a variety of audiences and part of their success has been in their combat. Ask any FPS player about Final Fantasy and he'll cringe in fear...but mention Oblivion, and he'll quickly recover from his trepidation. In his eyes, Oblivion is "that" RPG. Hell, he may even dismiss Oblivion and pick Mass Effect. One of his reasons? The combat, of course.
Ignorance? Maybe. Consider, though, that RPG's are extended as "Role Playing Games", games in which you generally assume the role of your choice. In that same sense, you can choose the type of person you are...what you buy, what you where and, ultimately, how you fight. To many players, however, the choice goes even further: "I want to directly affect individual attributes to fully customize my character". My question: Is such an assumption fair, that RPG's are losing their charm because of this departure from a point-allocating system? It's an honest question. Those like me, for example, would argue that skill-based combat better suits players: those who prefer to stay in the back are required to play an archer, while a warrior-type player naturally picks up the sword. What you're good at is what you'll be...what "role" you'll "play".
Fortunate for you readers, this post is getting way too long and I'm dying to hear what RPG players from both walks of life think about this situation. Should combat in an RPG be restricted to a certain regimen? Which combat system seems more like an actual "Role Playing Game", and what do you see as the future of combat in the genre?