Jabberwok
Mildly Dipped
From that video, I see some of what you're saying. But simple systems can be better but it's really dependent. His view on player skill vs character skill is a good one in my opinion. Like in the modern Fallout games, if you aim at something and know you hit it, it feels bad to not hit it. That's just how our brains work and probably should work!
If you're going to give players that much control over their aim, you have to let it be player skill. I know RPGs are more liking to character skills as they should be but that's something you have to sacrifice if you control the shooting. Morrowind feels weird when you first play it (at least in a modern sense) because when you HIT the enemy with your sword and you miss it feels really weird and wrong. I prefer the character skill for RPGs but in first person it doesn't feel as good as it should especially at the beginning of the game.
And simple doesn't always mean easier. It just means it's not complex. But I do agree that he seems to favor some streamlining in some ways I'm not sure how I feel about it until I see it in practice. Could be better could be worse. I guess we'll have to see.
Just got to the random vs feeling random part, the feeling random part has been in practice for awhile. I think they had to implement it in Destiny because people were never getting loot after too many runs of the same boss. If it feels random but rewarding, it's good.
IMO, the original Deus Ex already nailed this. Melee weapon skill only affected damage output, but ranged skills changed the size of your crosshair.
I love seeing these guys talk about the game, but man it drove me crazy when he walked right past the body at the beginning without searching it. Then when they were trying to switch weapons I was practically shouting at the screen. "Ohmigod, just push the red button!"