You`re reading too much into the forum-style syntax, methinks. I mostly just think out loud, not aiming the comment at anyone in particular (unless I do of course .
When will I ever be good enough for you, akeley? When?!
No, really, I didn’t take what you said seriously at all. I was just being melodramatic when I said that you thought I was "weird". Although, if you didn't before, you probably will now.
In this case it just seemed strange to me that we should be stuck on "how many attributes on a pin`s head" conundrum when there`s so many other avenues to pursue realism (plus, as you admitted yourself, attributes are not necessarily connected to the issue at hand)
Well, part of reasons I keep coming back to attributes is because it is so hard to answer basic questions about them. Why is seven the magic number? Surely a player can comfortably interpret and manage more than seven numbers.
Why are we so much more tolerant of large numbers of perks and skills than large numbers of attributes? Is it because the function of perks and skills is clearer? That would make sense, but I’m not aware that anyone has mentioned that yet.
As far as my definition of realism: I feel like “realism” means the game is an accurate simulation of reality. It involves modeling the game world in a way such that outcomes of fictitious events there are the same as the outcome of the corresonding real events in the real world. We do make exceptions for things like magic, of course, but as people have previously alluded to in this topic, even magic can be made realistic, in a sense.
As a result, I do feel like attributes are connected to the issue at hand. A realistic set of attributes (one that allows for an accurate simulation) are certainly not all you need for realism, but they are a good start. The PC can't interact with the game world in a realistic way if they themselves aren't, in some sense, "real".
Another question is "what's an attribute?". Clearly you mean something like "numeric scores representing intrinsic ability to perform various actions", but the function that kind of thing performs can be replaced by other systems (e.g. traits as Vanguard points out) or as often the case in action games, removed entirely. DDA has less than a handful of attributes (4), but a large number of skills(28), and a huge number of traits(195).
The problem is that proficiencies at different tasks are intimately interrelated. If the PC has the perk “strong lifter” which allows him to pick up heavier objects than normal, this increase in strength should rationally affect his ability to perform in other circumstances (like combat).
So, it’s tempting to say that all you need are “output” stats, things like to hit, damage, carrying capacity, etc, but because these things all influence each other, it makes more sense to have some sort of more fundamental number that influences all of them.
Incidentally, that's probably how I would define attributes: as the most fundamental numbers that determine who the player is, the input that influences all other numbers generated about the PC.
I'd be very interested in building a system that has *only* traits, possibly arranged in a hierarchy of prerequisites. I don't see anything particularly unrealistic about that approach. Some might be "attribute-like", like "strong", "very strong", etc, but it's not absolutely necessary, for example if you have multiple "trees" of trait dependencies, the lower-level traits can provide all the functions of attributes in other games. Perhaps you have a tree of strength-based traits, and your effective strength is the sum of traits in that tree, so each time you chose a complimentary trait the related ones become more powerful.
The idea of trait trees/webs sounds good, I would just incorporate attributes into the game also. If you are going to have a tree of strength-based traits that sum, why not just have, well, strength? Like, the attribute? It seems like ultimately, avoiding attributes lead to more complication than just including them.
The answer to "why numbers" is simply "so you can plug them into formulae", and the answer to "why show the player the numbers" is "so they can predict the outcomes of the formulae". All other purposes can be filled some other way, such as boolean trait checks instead of threshold or RNG based checks, or descriptive labels.
Can you please expand on this idea, Kevin? What do you mean by Boolean versus threshold checks, and by descriptive labels?