Right on Llamaskull, I should have added that stats enhance the RP experience in my perspective, wasn't trying to set a rule or tell how it should be played. My bad.
The thing is, for me, it's not even about stats / no stats, but how implementing one of those two extremes can provide a more rich RP experience. I think the problem here is that we would disagree into what RP in a computer game would mean. For me, stats are a vital part in the sense of fleshing out multiple ways of interacting with the world.
You could argue that Skyrim does that in a lot of ways, and you'd be right. What I was "criticising" is how we're sort of forced to start from the same spot, sort of like a ground zero for every single character we create. For me that's almost a dealbreaker, even with the RP aspect being somewhat present in the choices we can make and how we want to explore the world.
The OP was talking about carrying equipment and weight, for example. For me it seems too bland to make it so that every type of character will start with the same strength, in the sense of how much they can carry. I preffer an experience where you can have a squishy, frail little mage and a bullstrong of a warrior being able to play the same game, in their own different ways, dealing with their weakness to overcome challenges.
Not to sound overly critical - I'm here after all, which means I care about this game - but I think the challenge factor is somewhat missing from the game, just seems too watered-down, or better yet, limited to how hard it is to win a battle.
Anyway, cheers my friend, hope it clarified a bit of what I was trying to say.
I definitely understand what you mean. A lot of the mechanics of the game are obscured to the player, even though I'm sure they're in operation "under the hood." I also agree that the concept of character creation has been pretty drastically shifted as it appears in skyrim.
In the past, from playing old tabletop ad&d, through baldur's gate, morrowind, etc, there was always the act of making a character- rolling, allocating stats, picking a class, an alignment, etc- really fleshing out who you would be in the world, before starting a campaign. In skyrim, the entire game is the act of character creation. In that sense, everyone starting out more or less the same makes sense, in that you begin as an average, if direly fated, person, and playing the game and building your character is the acting out of the story of how you become the character you want to make.
I'm getting a bit philosophical with this next bit, but it's as though playing skyrim is the prequel, telling the story of your character's coming to power.
That said, depending on how you play the game, you won't get to experience your fully fleshed out character until late in the game, whereas in earlier games that process would occur before you even started playing.
I definitely wish there was a little bit of math on the screen, or at least on the character screen if not in-game. For example, certain spells are described as being effective for targets of up to a certain level, but you can't see an enemy's level in-game. Or when attempting persuasions/intimidations- yes, potions of glibness raise the skill 30 points, but what threshold do you need to meet to succeed in a given situation? You won't know if you're wasting a couple-hundred gold potion or not until you try. Yes, you can just save right before you make the attempt, but a couple of numbers on the screen would make that unnecessary and help keep you in the game.
I'm also missing a full stat display on the character screen- I don't need the frontal image showing equipped gear or anything like that, just the breakdown. I'd like to be able to actually track how much effect my actions are having as far as strength, agility, etc.
That all said, the game is just generally so fantastic an experience that I can get by quite happily without those things, but the old-school rpger in me sometimes feels a little ill at ease that I can't quite quantify certain things that I know the game is certainly tracking.
I definitely see some dilution to the game mechanics as you do, and agree that the ui is largely centered around your character's ability to kill things. There is an abbreviation at play, for example, in the truncation and combination of the mercantile and speechcraft skills into one, or the absorption of the mysticism school into the other magic schools. I get, however, that this streamlining is intended to serve the greater good if clarifying the character upgrading process. I also feel like the placement of certain perks was really smartly handled to make certain cross- class skills easy to get for those not specializing in the skill they're part of.
I think Skyrim is really trying to hide so many of the stats and mechanics because they ant you to spend as much time as possible in the game, not in the menus. I just would like it to be possible to get at that information on a console (360).