Yay it's the immersion vs true rpg mechanics thread!
I'm siding with Fallout 2.
I think it should be based on dice-rolls and statistics rather than some annoying minigame.
Well, I personally found the way Fallout 1 and 2 handled lockpicking to be annoying. Select Lockpicking skill, click on lock. Did it work? If not, try again. And again. And again. And again. Oops, the lock jammed because of my poor skill. Good thing I saved before I tried picking the lock! Reload. Repeat. Two minutes later - Yay! I picked the lock! RPG mechanics for the win! At least Fallout 3 saved me the time by telling me I couldn't possibly pick a certain lock at my current skill.
You see, I think rolling the dice based on statistics to see if a character can pick a lock is perfectly valid - if you are playing a pen-and-pencil game. Then the success or failure of the roll can represent any number of things, and it is up to who ever is running the game whether or not it makes sense for you to be able to try again. Or you can just say, "My character is going to keep working on this lock until they get in - even if it takes all day." The GM can do a time skip (possibly based on a dice roll) and everyone is happy.
That doesn't work in a video game, real-time or otherwise. Bethesda improved all the skills from a game design perspective (keeping in mind we are talking about
video game design). Fallout 1 and 2 were based off of GURPS initially, and chance of failure based on dice rolls based on stats was a direct carry over. But it is far better to have skill gates to determine whether you can attempt something, and then let the player handle the execution, or simply have the higher skill give greater benefits.
And skill "gates" are more realistic anyway. You can't accidentally hack a super computer if you aren't an expert in computers (or Science in this case). Just because I can pick those crappy Chinese diary locks doesn't mean I can pick a professional security lock - no matter how long I am able to try doing so. And you want to talk RPG mechanics? The skill gates force C&C on the player. If you didn't put the effort and time into your Lockpicking skill, you are just going to have to do without that loot behind Very Hard locked door number 2. In Fallout 1 and 2, you were almost a svcker if you put too many points in Lockpicking. Anywhere from 50-75% of the skill was good enough to pick any lock in the game with enough patience.
The lockpicking minigame is ridiculously easy in Fallout 3. While the hacking minigame can be long and drawn out, I don't see how the lockpicking game can annoy people. Few locks give me more than a two second pause, except Very Hard locks, which may take bit more time, but that is as it should be. It's no where near as frustrating as the Oblivion lockpicking game could be when starting out, and with the skill gates in place, it isn't exploitable either.
What I want to have go away is the lock breaking so it can never be picked. Sure, I can handle having the lock Jam so I have to get better at the Skill or better tools, but not so the lock is permanently broken.
That is there to prevent exactly what I was talking about before - the "try over and over again until it works" method of lockpicking, which players would surely do. Sure, they can keep reloading and do the same thing, the the reload is an extra step of annoyance that helps prevent the behavior.