» Tue Dec 13, 2011 1:55 am
I believe with most of what the OP said, but let me try to 'polish' - for lack of a better word - a little: simplicity is good where things need to be simple, and only there.
The best example I can come up with: Daggerfall's Character Creation. It is just the most interesting of all. Here is where you can actually do what you want. This gives each character his own life - weaknesses, strengths, personality, etc... (obviously, lets assume skills are not bugged, eh?).
Now, simplicity could play a role in Daggerfall (or Oblivion, much criticised for) in level up mechanism - instead of having Primary, major, minor, misc. and a 'complicated' formula, just divide these in 'class' skills (= major) and 'non-class skills' (minors). Each ten point rise in class skills = + 1 lvl. Distribute attribute points in fixed amount of 6 (e.g.) any way you want.
This is simple, and easily done, and one way to keep one excellent aspect of one of the best games (versatility) untouched, while simplifying another aspect where no one wanna do the math or other reason....