I'm not saying removing statistics completely, I'm sayng letting you determine the success-failure rather than a random dice. Dices simplify things, sure, but frankly they're overdone. I'd rather see a hybrid between "Do it yourself" and "Let the computer figure it out" - The balance isn't what Bethesda came up with, but to me it is a step. If you want me to get into it, I could - I have a good idea how I'd like to see things.
I just want something that says "You can try your hand at it, but at that skill your character has? you're more lilkely to shoot your eye out, kid." If roleplaying is playing someone else, then I'd rather play that person rather then just determine what he says and who he is. It's a simplified system that worked well back then, but today we have tons of games going off stats alone and letting the computer play the game for you, you just decide what lock to pick or what stat to raise.
Frankly, the best Stat-based game I've ever played was Quest for Glory
Per said:
nemetoad said:
Fallout 1/2: Again, somewhat linear main quest. Has more options to handle things throughout it, but you still have a limit of three end results (You failed, you were evil, you were good mainly).
Is that what "linear" means?
I look at it this way: Fallout 1, you start out as the one chosen to look for a water chip. Halfway through, you need to bring that back and go after the Master, or the game ends. You beat the master, blow him up, whatever. It's the same no matter what you do, or you get the game over of you becoming a mutant. The only thing that majorly changes depends on what you did OUTSIDE the main quest. That's where the freedom reigns.
A comparison would be... Chrono Trigger. You go through the game, the ending has many ways you can do it, but the end result is still the same with a few changes.
Or Halo as a shooter. Throughout levels, you have many paths you can choose from, but the end result is still the same. Linearity with choices along the way.
I really can't speak much about Fallout 2's because I haven't beaten it yet, but there's still the linear and static events that cannot ever change, cutting back on your freedom to about the same level as Fallout 3. The only difference is side quests and the number of ways you can avoid blowing someone's head off. And note: This isn't because it's isometric of first person, it's how the game was set up.
It makes me think of Soul Reaver, which you can consider a third person adventure game of course. "Free will is an illusion."