But what would that look like in a real game? Can you name some example of that?
Again, it's hard to follow your thoughts, because I am not even sure how you represent 'stats' with sounds or purely trough 'visuals' - I guess you mean graphics and animations.
What people argue about here, is the difference between direct player input like minigames, first person combat and character skills like stat checks.
Animations, sounds, decals, sprites and so on. Again it's tedious explaining something so many times only for someone to overlook the comment and ask me again to explain it. Also it's a game, sometimes you can't visualize a concept until you have played the game.
What people argue about here, is the difference between direct player input like minigames, first person combat and character skills like stat checks.
There is no such a thing as a game without direct player input, what you're talking about is movies. You choose the role you want to play, you pick a movie and you watch it, you watch the character and you role play, no player input, no skill required when it comes to leveling up, conversations, combat and so on. Perfect RPG
But as I have said in my replies to Kohno, character skills can still be the focus just like in every standard RPG, but instead of just passing a skill check you gain strong advantages during gameplay and so on. Again it's not worth discussing it anymore, especially when someone is going to take it to the extremes and say something along the lines of "OH so you wan't no numbers?? More gameplay? Different way to visualize things? I see, you want 9/11, pure gameplay, vizualize that heretic" and get 5 upvotes because nobody bothers to read what I said and at this point it's just mob mentality.
Like when I said I didn't want to remove character skill progression but just do it differently (and then I explained how) and the next comment I see a person talking about how dumb I am for wanting to remove character skill progression. How do you argue with a person who skims over what I wrote or simply ignores it?
Now imagine me going super in depth about every single mechanic and animation system and so on, basically creating a game in text form, imagine how long that would be and how most of you will skip it anyway. I don't judge though, long walls of text probably aren't interesting to read.
Sadly I can't show an example because such a game doesn't exist (which I said many times), however there have been games in the past that have done some of what I have explained, like using animations to represent your skill in combat. Games like Gothic 1 come to mind, however they are quite dated and so the feature is not in depth, but still when you level up your skills with a weapon the character itself slowly starts to hold it properly and swing it properly as if he's using actual technique.