"Less realistic" does not imply "better" either, and sometimes, an ideal of realism (although not complete realism, which is totally absurd) can make a better game, whatever the hell that's supposed to mean.
Well, obviously. What I was actually trying to say is that realism should not be your ultimate goal. You should be making the game more realistic to achieve something else, ie. the game being good. Not every game would benefit from an injection of realism. And while you weren't saying that realism was "good" and non-realism was "bad", piecewise was.
My old nemesis....we meet again!
It is good to be arguing with you again, Nenjin.
I think we're disagreeing at a pretty deep level here. You seem to be saying that the character advancement system should be an interesting part of gameplay, whereas I believe that it is usually a pointless gaming abstraction that should be made as unobtrusive as possible.
I suppose you CAN make the leveling engaging by itself, rather than just something that you have to do in order to proceed further in the game. If you try that, you would obviously be going for a complex system. Not
realistic, mind, but
complex. Like the one in The World Ends With You. For killing enemies, you get experience, which makes you level up, granting you stat boosts. At the same time, the your
pins gain
"PP", making
them level up and become more powerful. Turning the Nintendo DS off also gives PP, as does interacting with other NDSs, and depending on which kind of PP the pins get, they can evolve into different pins. Slain enemies also drop more pins, and the types of pins and the drop rates can be changed by adjusting the two separate difficulty sliders. Pin power is also affected by local fashion trends, which are in turn affected by which pins you use in battle. Unneeded pins can be sold for money, which can be used to buy clothing (that grants stat boosts when worn) and food (which grants stat boosts when digested). That took a while to explain, and I think it's a pretty good example of a fun and interesting character advancement minigame. It couldn't be used in any other games I can think of, and works on its own, internal alien logic that doesn't give a damn how the real world works.
On the other end of the spectrum, I think the first Deus Ex did a pretty flawless job at making skill advancement not get in the way. You get skill points for completing various mission objectives, some of them optional, as well as exploring hard-to-reach nooks and crannies. The points accumulate, until you decide to spend them on purchasing a new level of skill in whatever craft you think you need. You don't have to specifically work to get skill points, as you get them for completing objectives. There is no way to grind for them, other than thoroughly exploring everything and solving all the sidequests. And while the skills are helpful, they're not strictly NECESSARY. Lockpicking is a matter of having enough disposable lockpicks. First aid uses up medkits. You can use any gun without having any skill, and leveling up just makes it easier. Hacking is pretty much the only thing where you need the skill to even just try some things, but it's never the only way to solve the problem at hand. And then there's the augmentation system, which is realistic in that you are given an in-story reason why you suddenly have these superpowers. For those who never played the game, you had to hunt down these little cans filled with nanites, and then get a medbot to install them, while making some strategic decisions about which of the mutually exclusive abilities you would take.
Neither of these felt grindy. In Deus Ex, grinding was simply flat out impossible, as there were no renewable sources of neither experience nor nanites. In TWEWY, I was grinding like a slave in a treadmill, but I loved it. I was only trying to become more powerful so I could defeat some enemies with harder difficulty settings so I could get pins I didn't have yet. I could have breezed through the game at any time by just switching to easy mode. I was leveling up just to see more levels, neglecting the plot, which I guess is what happens when you have a fun minigame. Screw Ganondorf, I have fish to catch.
I don't really see how a learn-by-use system could NOT be grindy, unless you made every aspect of the game, from shooting dudes to picking locks to treating injuries to talking to people so fun and engaging that you would do it
even if there was no actual reward for it. Which is prohibitively difficult, but not actually impossible, I guess.