Ok a few examples of how stats can add depth to the game (and note that when I say stats, what I basically mean is numbers as used to define your character; not necessarily just the labels that are visible to the player):
- If I make two characters, and both of them walk into the same ancient dungeon and find a really old book written in some kind of ancient language, one of those characters might possess the knowledge to read it, while to the other character it's just nonsense. How does the game determine whether a character has the knowledge? Through numbers / stats.
- If I go and hit an NPC, leave town for a week, then return and speak to the same NPC, will they remember and take a hostile attitude towards me? Again, stats are necessary to determine this.
- If I make several characters, and all of them need to break into the same castle, each one might try and enter in a different way. One might bribe the guard, one might try and climb the wall, one might overpower the guard and take his key, one might sneak in through a back entrance, etc. Stats determine what your character can and can't do, what their strengths and weaknesses are, etc. Which in turn has an impact on their actions.
In an ideal RPG, i'd want everything the character can possibly do to be determined by stats. Every single thing about them should be uniquely defined to make them as complex as possible... and to make their interactions with the gameworld as complex as possible.
I was agreeing to a certain extent to everything you were saying until I got to this post. To me this angle of playing RPG's seems very lazy and unimaginative. Maybe its more down to you being ingrained with the classic DnD system thats the issue. Either way Every so called 'choice' that you say has to be made by stats, could also be just as easily be made by the playing character. I could argue the contrary and say, a 'lack' of stats leaves more room for the player to choose wether his character would be able to do said thing or not. Make it his own thing entirely rather than being restricted by a statistical inevitability.
While some people may need to rely on stats to make decisions for them. Other people like to make it their own fantasy and simply play the role of the thief climbing in through the roof, or battling in through the front door, simply as a choice of role play without the need for a 'statistical backing' that for all intents and purposes only applies 'license' that said character would be able to do so.
Maybe some people are just arsy about how rigidly they stick to the self supported suspension of disbelief. In my opinion the consolidation of the character progression system and streamlining of a lot of the game mechanics has made for a more fluent and fulfilling gameplay experience. But thats just me (and I'm an old school RPG fan).
In complaining that Skyrim feels a lot more 'dumbed down', are you failing to give credit to the depth and integration of ES lore into this title in the series? The unique crafting of each interior and the whole of the exterior enviroment, the more engaging side quests and exploration random encounters/backstories and more? To me, this title has bought back the feeling of a living and breathing world that Oblivion lacked. Bought back the feeling of Tamrielle, the racial and political strife, the theological discord. The underlying
narrative and attention to detail within the narrative and continuity of the world.
I do feel like I'm back in tamrielle again, something Oblivion direly lacked. Yes the stats system may not be so 'player driven' any more, but it's still there. Now, instead of having to manually choose what goes where, which always follows a specific pattern anyway, now the system does it for you, if you use magic a lot, you become more powerful with magic and can learn better spells. You can use what you want to, how you want to, when you want to and the system will automatically evolve you character based on your actions in game. What about that don't you like? Its as far as i can tell
exactly the same as it used to be, except with the middle man cut out, not to mention actually fixed now and logical as opposed to the illogical levelling system in previous ES games.
Playing a Stealthy Illusionist, Enchanter Alchemist is Still perfectly viable. The only thing they've 'removed' in my opinion is a
broken stats system that required you to have to 'work' the system in order to make sense of the character you wanted to actually make! ( We all remember having to put things we were never going to use as our majors purely as a means of leveling efficiently ).
Those days are gone, and the redundant system has been replaced with another system that works just as well in terms of character development, in my opinion. I'm really enjoying Skyrim, like, majorly enjoying Skyrim. You should really try not get so hung up on this 'purist' stuff, the game is amazing.