I'm having flashbacks to my debates on the Crimelike thing on how skill increases would work.I'm with the school of thought that realism sucks.
My old nemesis....we meet again!
I'm ok with the whole experience point pool, killing people = pure life experience juices.
If I had to pick my ideal system though, that gives me the most intellectual/immersion/replay bang for my buck, it's the learn by doing system. It's far more prone to problems and creating grinds to achieve a desired goal, but it's a system that makes me feel like it has something left to explore. Systems that don't leave anything to the imagination, the one that you understand perfectly from the tutorial description, always tend to suck the life out of my enjoyment. That's not say I don't enjoy Crawl and its system and all the non-skill learning stuff that's wonderfully deep. I do. But just looking at the system out of context, it leaves something to be desired for my tastes. People need their systems to be holistic both from a programming and a gameplay standing. That leads to good designs. It can also lead to shallow designs, based on the game and what the developer was going for and what the player was looking to get out of it.
Take Fable I for example. You can see exactly what the system is going to ask of you, and all the rewards, right there in front of you. Colored orbs go into pools, pools spent on abilities in trees.The only real mystery to explore is how the abilities change when they're powered up. (Which you get a convenient animation to SHOW you once you've bought it.)
Good, tightly written design, or cop out? If you accept Fable as an arcadey, RPG-lite console experience, it's a tight design. If you want it to be more, it's a cop-out.
The times I get most disappointed is when talented developers, who promise deep experiences, use a "holistic" design as a way to REDUCE potential options, instead of one that opens them up. Because options = work, and they have deadlines to meet. You don't set up a system that implies a whole bunch of stuff you're NOT going to do. So rather than developing a bunch of crap and feature cutting when it's clear they won't make release, leaving gaping holes in the game play, they go for a streamlined design approach. Create something simple and holistic so it's at least somewhat fun, it doesn't swamp your coders and it works. When talented developers with vision end up putting out games like that, it kills my faith that anyone has enough time, or confidence from their financial backers, to really try something more ambitious.
And that's why I love indie games. They don't work in the same way as AAA companies, so they produce games of a totally different scope. Even Blizzard isn't immune. How do they solve the health potion issue of D2? More colored orbs.....I swear the colored orb has become the most heavily relied on video game trope in history. The colored orb sets up SO MANY FREAKING DESIGNS. I'm playing Overlord II right now. Colored orbs there end up defining how many Minions there are (4) and the whole system is built up off that concept.
I want games other than DF to wow me with their design and to make me feel like I _don't_ get everything from the outset. If DF is too uber an example, I'd want more games to be like Dominions 3 in how the rules don't fit into a nice, neat little box. Because those are boring after 20 minutes.