It is an opinion. The reason why I think it creates shallow gameplay is because it is very one dimensional. If you are melee, you are left click or right click. Not much is situational. You do not really have combat abilities, which would create for more dynamic fights.
True but what does it have to do with attributes vs skills?
Attributes are a traditional RPG element. Itemization or equipment is a traditional RPG element. Removing those and instead making it solely or mostly hinge around player skill takes that RPG feel out of it. There should be character progression and it should influence your effectiveness. Not to the extent of a traditional RPG where the player accounts for a minimal portion in the equation, but enough to matter. Personally, I think that say fighting a Dragons, Giants, etc. should be stronger character checks AND skill checks. Because the AI and combat is shallow, I can be completely undergeared and take out any enemy with ease. I think it should at the very least be a challenge - which it simply is not.
True but that's not the problem here. Fixed or mostly fixed at birth attributes pigeon hole you.
Fixed or mostly fixed attributes do make you make a decision up front. The positive side to this is the "class" or character you are trying to make feels and plays like the character you are trying to make from the get-go, rather in Skyrim where only after you invest in Perks, get the correct spells etc. do you get that sense and the majority of the time everyone is just playing a generic class. I think you can have it this way, you just need to have the option of re-allocating your attributes at certain benchmark level(s) so esentially you can figure out what or how you want to play without restarting.
Now, this just doesn't make sense AT ALL. You'll need to explain yourself better how you can say that with a straight face.
How does that not make any sense? I killed a Giant at level 3 by running around and jumping off a ledge. I can completely negate enemies and never so much as get touched by just strafing. My armor value effectively does not matter because I do not get touched. My Health pool, does not matter because I do not get touched. 16 perk points or 0 in a skill I can do this. Lockpicking, can easily be cheesed with a Lockpicking skill of 1 to open any Master lock in the game. This stuff isn't remotely challenging and makes skills just a commodity and gives me more room for error and allows me to be lazy.
This doesn't make sense at all either. Attributes do not give you more spells or defensive tactics or ANYTHING. All they give you is bonuses to tasks.
Ok, from what I understand, you are saying that since Skyrim relies a lot of the avatar skills, then it directly translates into the game relying a lot on the player gaming skills and thus it is a shallow repetitive twitch gameplay game. Practically every single word in that sentence is wrong. Good job!
I said that Attributes are solely modifiers. Skills act as solely modifiers by raising them. Perks by and large are just modifiers and do not give you any new spell, defensive tactic, or combat ability. Perks, should grant you new spells, defensive tactics, and combat abilities rather than having Perks that are modifiers. These modifiers previously were what you would use Attributes for. Bethesda took the effectiveness Attributes had and incorporated them into Perks. This makes Perks too highly weighted. They need to split the two.
Much needed changes in my opinion. I enjoy more my RPG games with high chances to fail because it makes for a boring and bland gameplay.
Yes, high chances of failure are not fun. Being guaranteed success likewise is not. In Skyrim, I am guaranteed success because of how poor the AI is.
Err no. Attributes or not is completely orthogonal to everything you said.
What? Do you not see that the effectiveness of Attributes have been put INTO the Perks? Strength typically would affect your damage per swing with Melee weapons. Now, they put in Perks like Armsman that increase your damage by a %age. They did not just remove Attributes, the repurposed them and hid them. What attributes did for the most part is still in Skyrim, just under different names.