That Dude With A Face said:
Freakout456 said:
What is a rpg without stats....just a hack n slash and we don't want that.
Stats just are appropriate in rpgs unless you have like 7 pages of stats that might be to long. But you don't want to be as strong in the beginning as you are in the end because that would be boring *cough* Halo *cough* and it wouldn't feel like you've accomplished anything.
Try *cough* Halo *cough* on *cough* Legendary *cough*.
I'm pretty sure he wasn't implying that halo is too easy or a bad game, but its a good example of a "A-B-C" FPS, where there are missions, you get to the end, next mission. Your character doesn't progress, the only difference is you pick up different weapons along the way. In most cases, it isn't a case of "this is the best gun", it tends to be more situational. If you're fighting something that's far away you might want the sniper rifle instead of the shotgun.
The core difference a RPG has is in the statistics, if you were to change the guns in halo so that you could upgrade them, and they had a limited number of upgrades, with bonuses and penalties, then it would fall into the same idea of statistics - choices that effect how you play.
That's the reason I love RPGs, even cross-genre ones like SystemShock2, Deus Ex, and Dark Messiah. You look at a stat/item/ability, and weigh it against OPTIONS. Choice is the flavour of life, and for me it's the key element that I love in my games. Nothing beats meaningful cuztomization imho.
Edit: Come to think about it class choice is an important step in customisation, how do you differenciate classes? Statistics.
Weather they are hidden or visible, they are there. TF2 has stats, like health, run speed, and each weapon also has rate of fire, ammo, damage, reload, accuracy. I'm all for making it more obvious, and maybe taking it away from the good old fashioned character sheet design of D&D. But choice is the key to an RPG (or else it's an action-adventure where your role is chosen for you).
I tend to prefer games where I can choose the bits I like and discard the bits I don't, like the morrowind/oblivion class creators I can choose the skills I care about. D&D itself it also perfect for this, I can choose whatever race/class combination I want to try, and make my own story for it, and later on multi-class into other classes to create whatever synergy I want with skills, feats, spells, abilities, and equipment.