Can you provide a shorter and more clear example? I'm not grasping anything you're saying I don't see where what I said connects to what you are saying in your reply to what I said. Sorry, I gave it a very good try.I don't know, but I think that is mostly because the player input is cut off. It's like with Baldur's Gate, or the Original Sin games to name a more current title, and it is NOT my intention to bash on these games. They're still good games.
But, how much player input do these games have, aside from single clicks? Everything else, from combat or lock picking, to basically any skill that is used, usually only requires a single click. In that moment, the player barely has any influence on the outcome and just can hope that the characters skills are high enough. Basically, the player just juggles around with numbers, by assigning skill points, equipping gear to boost the numbers, and such. But when it comes to actually using the skills, then the player is left with single clicks and observing how it plays out. No further input required.
This is by no means bad, as long the game is tailored around it. These games usually pose a challenge by requiring the player to think tactical, carefully moving the characters to proper positions, deciding when to trigger a special attack for its full effect, etc, etc.
As I said, these games are by no means bad, they're just not very action oriented.
Now, in a more action oriented game, this can cause issues. Imagine Dark Souls gameplay, the player actively attacks and dodges enemies, with the skills behind it governing such things like damage numbers for attacking and invincibility durations during dodging. So, no matter how high, or low, his skills are, he will always be able to attack and dodge.
If the player would now find a locked chest, which requires a hard 8 in "Lock Picking", then the player will not only be disappointed, but might even feel cheated. It goes against what he already learned from the game, which is, actions can always be used regardless of the characters skill levels.
I hate to say it, but the elder scrolls games and newer fallout games kinda did it right. The player was, right from the beginning, free to try any lock, any terminal, as much he was free to take on any enemy, regardless of the characters skill levels. Success was a combination of character skill and player input.
The only thing they did wrong, was to allow the player to save and reload for infinite retries on the spot...
...but still, I am for allowing the players to try anything to their hearts content, right from the start, and have character skills just determine how easy/hard it will be for the player, not the character.
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And still you suggested slot machine mechanics... weird!
[Edited -- SigilFey]
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