The biggest problem with RPGs is that the name implies something they aren't. They are spreadsheet simulators and turn based genocide engines but they virtually never let you play a role.
Combat: The comment above about slight percentages being all that matters is one example but the very notion of combat is the problem. In Mass Effect over the course of, what a few weeks tops?, my character murdered hundreds of sentient species. Not only does he exhibit sociopathic levels of remorselessness but no one else around him seems to mind, either. And we're not talking about kill-or-be-killed scenarios, we're talking about some side quest where a rival gang lord essentially hires you as an assassin and you never bother to ask the underlings to surrender.
Levels: Again, I'll use Mass Effect as an example. I start the game and I'm allegedly such a bad ass special forces type that all of humanity is putting me forward as a Spectre candidate. Yet I can't hit the broad side of a barn with a sniper rifle. Yet somehow, miraculously, a week or two of gametime later and I'm a super sniper extraordinaire who has (in his spare time) also mastered hacking and electronics. If a couple weeks is all it takes to progress to this level of competence why isn't EVERYONE in the universe this good?
Side quests: Side quests are generally ridiculous. In and of themselves they are ridiculous but the notion that someone would take time out from saving the entire universe from complete and total destruction to run a side quest destroys all suspension of disbelief. Heroes have priorities. When I played Baldur's Gate 2 I happily let me friend languish in prison for months on end while I ran side quests. Because that's what real people would do, of course.
Skill trees: Everyone knows that if you learn how to shoot a sniper rifle (or use a bow) you are forever after incapable of putting on "heavy armor".
Parties: How can I play a role when I'm micromanaging an entire party (usually under ridiculous party size constraints... why can I only have 2 (or 4 or 8) people in my party?).
Combat: The comment above about slight percentages being all that matters is one example but the very notion of combat is the problem. In Mass Effect over the course of, what a few weeks tops?, my character murdered hundreds of sentient species. Not only does he exhibit sociopathic levels of remorselessness but no one else around him seems to mind, either. And we're not talking about kill-or-be-killed scenarios, we're talking about some side quest where a rival gang lord essentially hires you as an assassin and you never bother to ask the underlings to surrender.
Levels: Again, I'll use Mass Effect as an example. I start the game and I'm allegedly such a bad ass special forces type that all of humanity is putting me forward as a Spectre candidate. Yet I can't hit the broad side of a barn with a sniper rifle. Yet somehow, miraculously, a week or two of gametime later and I'm a super sniper extraordinaire who has (in his spare time) also mastered hacking and electronics. If a couple weeks is all it takes to progress to this level of competence why isn't EVERYONE in the universe this good?
Side quests: Side quests are generally ridiculous. In and of themselves they are ridiculous but the notion that someone would take time out from saving the entire universe from complete and total destruction to run a side quest destroys all suspension of disbelief. Heroes have priorities. When I played Baldur's Gate 2 I happily let me friend languish in prison for months on end while I ran side quests. Because that's what real people would do, of course.
Skill trees: Everyone knows that if you learn how to shoot a sniper rifle (or use a bow) you are forever after incapable of putting on "heavy armor".
Parties: How can I play a role when I'm micromanaging an entire party (usually under ridiculous party size constraints... why can I only have 2 (or 4 or 8) people in my party?).