There is a happy medium where a game can be made for the mainstream, and still have the needed elements for RPers. At least, for me anyway, I guess I can't speak for everyone, but the core issue for me with RPability is believability. Even if something is addressed to a small degree, that is good enough for me, so long as it is addressed, explained, integrated, whatever. The tedium of character sheets and all the other things that are slow, thought involved things in menus really isn't at the core of RP, not in my opinion. For example for this particular thread which is about character gen... as I've said before even though I like RP myself, dropping stats like attributes I think if done right can actually be an improvement or at least no worse for both mainstream and hardcoe players alike... but starting with no direction at all is totally unnecessary to cater to mainstream players now that they are dropping attributes.
I agree. I've stated many times in this forum that I predict that Skyrim's Character Build changes are going to end up being a very bad decision by the developer . . . on par with Oblivion's Level Scaling. I just don't get the decision to remove the initial character build (Classes, Birthsigns, and most of the Attributes) and replace it with Perk Bonuses, Fast Leveling, and Birth-stones. I view this a a very poor substitute. Skyrim appears to be focused on fast paced gameplay, at the expense of in-depth gameplay. I'm seriously bummed, and feel that they may have crossed the line in mainstreaming the game . . . at the expense of losing the core TES fans.
Picking a class and all your majors/minors and specialties could serve to put you in a box that could be hard to get out of later, and is boring to non RP/hardcoe players sure... but now that you have developed this more user-friendly and quick system of perks, why not leverage it to still give the beginning of the game one that makes sense, is intuitive and belevable along with real life, so that both the mainstream and RPers are happy? What I mean is, the old style of chargen made you make choices that would still be impacting your capabilities at the same degree they did at the beginning of the game at the end of the game... your majors are still your majors, etc. But with perks, low level perks are more negligible than high level perks, so instead of starting as a really buff but completely stupid and inept moron as an advlt who is a jack of all trades who is completely incompetent at all trades.... why not allow us to picka small number of starting perks? Maybe even just 3-5 1st tier perks.
If you supposedly know where you were "going" to put your perks in the first 3-5 levels anyway, why can't you do it at chargen? They said the levels would go fast anyway, so its not like you are forcing anyone to "think" too much more than they otherwise would have. And if someone really is going to complain that they could have been one perk higher up a different tree after they later decide they would have liked to do their perks differently, tough. They could have run into the same problem if the progression left them deciding it in levels 1-5 instead of at chargen, and your choices are going to have the potential to gimp you even if its streamlined so long as there are choices at all.
Perks are Skill Bonuses, not Attributes. A better initial Character Build could have been easy . . . all Beth had to do was integrate the way they made Fallout 3's SPECIALs work (with some minor modifications) and make that the basis for Classes, and improve the Birthsigns. And they could still have had Perk Skill Bonuses . . . this is my definition of the "best of both worlds."
This way, you get to actually have your character's background decided, but the perks are such low level things that it doesn't really force you into a "class" any more than picking them as you go does. I think this would make a lot of sense, and dare I say even be enjoyable and painless for the mainstream just as much as the hardcoe RPers.
You were not "forced into a Class" in Oblivion (or in Fallout 3) . . . you never had to take the "assigned" class . . . you could just distribute your own Attribute/Skill points. In OB, we had Major/Minors; in FO3 we had Tagged Skills . . . both are just a representation of the abilities that your character in more proficient at (your innate abilities). In my opinion, a good character build system would result in a player character that always has inherent strengths and weaknesses, which remain through the entire game (instead of being cancelled out when you level up). The problem is that most of the mainstream gamers are against anything that would impose a limit on their character. Remove the character limits and you weaken the RPG.