Was delayed in getting back to this...
Fenixp: Stats are good as long as they are well-implemented and do something.
Yeah. The gist of the argument I posted was that you'd have things like Strength that is used to determine Damage and Carrying Capacity. His argument was why not just drop Strength and have Damage and Carrying Capacity as primary stats.
The writer wasn't arguing against stats in general. He wasn't against stats like Swordsmanship, Lockpicking, and Fast Talk. He was arguing against D&D-style "primary" stats that are meant to be the core of your character with all other stats being designated "secondary". Where each primary stat tries to do a bunch of things at once, few of them really well.
It's like how we often distinguish between stats and skills. I assume the writer would have looked at this distinction and asked..."Why?" Because it is kind of an artificial distinction mechanically.
He was also arguing against stats being planned before the actual gameplay was designed, causing mechanics to be shoehorned in to make each stat useful. That's where you get games that have a Charisma stat, but it's never actually used anywhere beyond fiddling with shop prices. He was arguing in favour of having the gameplay designed and implemented first to be sure you only show stats to the player that are actually relevant.
Also, the discussion was primarily concerned about roguelikes, which have different priorities than either Skyrim-likes or Fallout-likes.
orcishgamer: Frankly the label RPG itself may be a terrible label. As Extra Credits pointed out last week, Call of Duty has leveling and the like and no one would call it a RPG.
I'm starting to believe that calling RPGs "RPG"'s has been harmful, as they have resulted in several widespread false expectations in what these games can be. We're never going to replicate the tabletop experience unless we manage to create actual game master AIs that ship with the game, and Dwarf Fortress is likely going to be the only full-blown world simulator we're going to have for decades. These impossible expectations, and the games that regularly fail to meet them, has resulted in us accumulating communities of angry, bitter men.
Edit: Actually, the guy that wrote that article wrote the roguelike
POWDER, so I guess it'd be interesting to see how much of his philosophy gets into a working game.