I would like to contribute my vision of what an RPG should evolve into, and what I believe we are actually seeing with Bethesda's decisions to this genre as a whole including especially the
rearranging of superfluous skills and the like. Many see this "simplification" as a means to an end, that it is removing depth and power and intelligence from this game. I am here to voice my feelings and understanding on the matter and to dutifully refute the idea that simplification is the same as reducing depth, because that is not true and a deception in the mind of anyone who believes it.
As for the evolution of RPGs I would like to see I have written elsewhere and will quote (a bit out of context) myself:
To talk briefly about what we are all looking for in a traditional rpg is nearly impossible. But I will sum up my personal conclusions without another wall of text.
In the early days you had rpgs with little sprites you could barely make out were some kind of humanoid walking around an "overworld" getting into unseen random battles and fighting other sprites who had a set amound of "HP" or a number that, when reaching zero, meant it died. Why did we make a game like this? Was it because we thoroughly enjoyed number crunching? The short answer is no. We played our games this way because of the limitations involved in making a game that you could actually play. What we really wanted was a cool game where you could get measurably more powerful in an enriched fanciful version of reality (fact: level 4 is bigger than 3, therefor it's better and measurably more powerful). What we had to sacrifice to do this at the time (starting with table games like D&D) was the detail work of combat. Instead of trying to work out a large complex number system (which actually some games have done in the past) and trying to figure out what an attack on somebody's arm meant, or leg, or head or how the battle would have gone in a sea of detail minutia, we invented one overall value called your "Health" or "Health Points" and your character "Attacked" that pool of health until it was gone. Our imagination made up for the rest of the details of how the battle went (hence why you could even "miss" an apparent attack at all).
Or did it? I have seen a strange bastard child rise out of this HP and Attack formula that doesn't seem to be aware of its origins at all. It's almost like the idea of HP/MP and just bland statistics are holding rpg gamers in a trance and they need to be slapped to get out of it. We never wanted a system of numbers. We only like "levels" because they are a way to measure increased strength and ability. The reality is, if we had the technology and resources we would create a believable world with a believable battle system that was not reliant on a visible number system. Visible numbers substitute an otherwise impossible way to measure an increase in an avatar's skill through use. We want this to feel as much like real life as possible, while still granting us measurable success and power. To illustrate: If you are watching a movie like Lord of The Rings, a well written fantasy realm where power is tangible and battle with evil is more physical than spiritual, would you not notice if say Legolas fired an arrow straight through an Urikhai's head and he simply didn't die? Better yet, wouldn't you notice if that particular Orc walked about completely unfazed (because his HP isn't zero yet, it's still 5) and then after he is sliced by a dagger on his bottom left calf he keeled over and died, wouldn't you snap out of your 'suspense of disbelief' trance and say "that is stupid, this movie isn't realistic at all". Of course you would! You know it. Well we are at this point in video games, especially starting in games like Oblivion, where we really need to start shedding our outer shell of numbers and embrace a more realistic approach to the suspense of disbelief. I'm not saying visible numbers won't play a role, but I am saying that a greater effort needs to be done to incorporate realistic game-play with a measurable increase in power, balancing the two out until the day we can shed the visible number system some believe to be the crux of the genre.
And another paragraph out of context about class systems:
Take the common rpg classes and look at the most successful rpg games today. You will find that there is the "warrior" the "mage" and the "rogue". For a game designer interested in making money and willing to use a proven system will try their best at balancing each class type and allowing each class to have their own forte and piano attributes. In a progressively realistic rpg we run into some problems with this right away, and you can see some of the balancing difficulties in a modern game like Oblivion. One problem is keeping your audience (like me) in a http://en.wikipedia.org/wiki/Suspension_of_disbelief while balancing the damage done by different weapons used by different classes of attacker. It is common for game designers to make sure that a bow and arrow user is not inherently more powerful than a warrior, or else the people cry "imbalance".
But what is the reality? Sorry to say this, but using distance to attack your enemy is always going to be preferable. That's why you see the evolution of weapons like it is today. Police are not carrying around light sabres, but actually guns and plastic sticks. A Jedi and sword user may be a romantic (pun intended) way of fighting, but it isn't the evolution of fighting. My point? A warrior needs to encompass the real benefit of using a bow and a sword. If you can shoot your enemy in the head with an arrow before he can see you that will always be preferable. Close confrontation isn't as preferable. The sword is used in battle because in a real war close confrontation was often unavoidable, and the sword's durability for repeated use was needed. You can kill many enemies with a single sword, but only one with an arrow. However, arrows were used. In the rpg world it is not uncommon to see game designers foofoo the bow and arrow system to make sure the warrior-sword class isn't seen as an inferior option, when it actually is (for small fights, which is what every rpg to date is based on). This bleeds over into other areas too, and you often see unrealistic "damage" systems in place for every conceivable weapon type (long/short swords, knives, axes, warhammers, heavy/light armor etc). In the old world the Roman army was an incredible fighting machine, and they used a select amount of weapons. Fanciful options were for show and often used by Gladiators and not in real world application (hence why I laugh everytime I see a "bandit" running at me, when I have a bow, with a giant 'war-hammer'. Maybe better luck in the next life?).
Why did I bring this up in a thread about superfluous skills? Because I feel like Bethesda is heading in the proper direction for role playing games. Many feel like having a large amount of skills to choose from is the foundation of an role playing game. Perhaps they are right. But you must consider that Bethesda has a limited amount of resources and interest even in making a playable game. They must balance these things properly along with producing a product that will yield a return for their investment. If this wasn't considered than the product (Elder Scrolls) wouldn't exist. I believe they have done very well giving us a foundation of 18 skill arch-types (because that is what some are, arch-types like the "one handed weapon") and still keep many of the major role playing avenues open. With the new perk system in place you will be able to specialize from an skill arch-type into more depth than ever before in previous Elder Scrolls games.
Some believe that removing visible attributes and other values from playing a dominate role in your character is giving the game less depth. In the paragraphs I quoted I talked about how as RPGs move towards a more realistic system they need to shed their number and attribute system in favor of something believable. I think that Bethesda is taking a bold and improved approach to combat by simplifying the old exterior and visible number system and making the depth and reality of combat deep and less "spread-sheety" and more intuitive like a battle would be in real life. Are you a skilled warrior in real life? When in battle you won't be contemplating the knicks in your sword from combat or the general stature of your enemy (like sizing up a monster in RPGs based on level alone), you will be looking for tactile advantage. You are in battle! Do you have the high ground? Is your enemy wearing armor? What weapon does he have? When you finally meet face to face your ability as a sword user will prove who is the master of the fight, not just your general age and racial proportion. Perks I believe will fill this role, where instead of having a skill that is of the value "50" you will have an ability granted you by a perk that will give you a new sword move, perhaps a swifter recovery from blow and the ability to parry a thrust in combat.
Make everything as simple as possible, but not simpler. ... -Albert Einstein
The question, "Complexity, but how?" can be answered by taking a look at the reality around you. Reality, that is apart from our own contraptions and machinations, is in many ways "simple". Think about what you need to live. You need to eat food, sleep and breath. Eating the right food is not hard, it's simple. But is that the end of the matter? Eating and digesting complex proteins is really a very wonderfully complex matter, not to mention the way the body uses this fuel to manifest new living cells and replace old ones. Everywhere we look in life things always get more complicated the more we look into them. There is a saying that some have, "the ignorant have deceived themselves into believing they know much about a matter, it's those who understand that admit they know very little". The point I am trying to make is essentially what Einstein said, and reality has a wonderful way of being supremely complicated and yet executed in its simplest form.
In a videogame the goal should be just that, to have a simple concept, something that is implemented to feel natural, yet if we wanted to know more or use an element in a more complicated way we could find and do exactly that.
For example you could have sword-fighting as a game element. If you are a casual player who plays a few hours here and there you will not want to open up your skill statistics and see 15 different kind of sword skills each with a set of leveling and possibilities. It's just too overwhelming! Instead having one skill that says: Sword-Fighting, knowing that it well represents your ability to use a sword is very satisfying. But what about those of us who are more interested in immersion? What if we want to be able to use a dagger more proficiently? What if we like katanas or long-swords? Well how does this work in the real world... If you are to become a swordsman you might start out learning some basic physics to swords. Even though there are many kinds of swords, the physics behind them is relatively the same. When you start out you know almost nothing about swords, and in a sense it would be like that casual gamer looking at his one skill "Sword-Fighting". Now lets say you want to advance your sword-fighting abilities and train under somebody else. You would probably do research and learn about other sword-fighting styles.
Which brings me to my next point, that rpg game developers seem to be on a 'dumb down' mission so their games are more accessible to a larger audience. But what exactly needs to be dumbed down? If you wanted to take basic sword-fighting classes in your hometown and had no interest in advancing because it's just a hobby they wouldn't need to stop all advanced sword fighting knowledge and implementation around the world on your account! And if you wanted to learn better fighting skills you would probably need to find and relocate yourself to train under the appropriate master. The same can be true for games. They can have a core set of simple rules in place that govern all your statistics, but if you are the 'hard-core' gamer and want to increase your skill in long-swords etc. it would be possible! There would be a sub-skill under the main element "Sword-Fighting" that you could find and train. But only if your looking for it! Just like in real life. You usually don't stumble upon a sword master at market, or a master iron worker at town and one thing led to another and you have an apprenticeship in their trades.
There should be the 'gloss' of simple understanding that does not need to go any further if one does not want to in games, yet have all the elements role-play gamer craves when he sits down to play. Deep leveling system and skill-trees. The ability to customize your character and plan out your avatars future as if he were the body of your soul, the complexity in place like it is in real life without detracting from the simplicity of normal gameplay.
You wouldn't have a giant sheet of statistics initially for the player to look at and get overwhelmed with. Just like reality often eases us into a greater understanding of the universe as we make progress from birth to old age, things should start out very simple and continue to get deeper and complex.
I believe we are seeing a system much like the one proposed above, where the workers at Bethesda games are starting you out with 18 skills, some that are "one handed" and another that is "two handed", yet they get richer and deeper as you choose to improve your character. The new simplified user interface and the new branching skill system seems to be doing exactly this.
So as it is obvious, to me the new skill system is another fantastic step in the right direction for RPGs. Bethesda may make another historical game with Skyrim, and hopefully be a leader in evolving the RPG genre into the destined future of simulated reality.