There are a few different discussions happening here.
Firstly, some people doubting the value of FPP. Well, imagine for a moment you have a desk covered in physical objects. You can pick up any object on the desk, examine it, drop it, throw it, break it. You could add it to your inventory for selling, or crafting, or whatever else. You can click and drag the mouse to open the drawers in the desk. You can get as close as you want to anything in the game.
Now, compare that experience with TPP. You are zoomed right out steering your character around, the act of merely selecting a specific object on a cluttered desk would be impossible, not to mention the rest.
I always thought the classic stats based RPG model was just something borrowed from pen and paper to approximate what couldn't be properly simulated in video games. All the old RPG's were simple point and click types. These days of course combat can be more fully simulated and players can be given complete agency over the outcome, but many people hate that because they don't want to be transported into the game per se, they want the relaxing old school experience of guiding and shaping an avatar of their design. It's the difference between the RPG purists and people who think about RPG as "the best we can do to simulate an alternative reality and transport ourselves into it." The manifestation of the latter concept is going to be constantly evolving with new technology, one day most new RPGs will be VR exclusive, and you will get people crying out for the classic screen experience.
Firstly, some people doubting the value of FPP. Well, imagine for a moment you have a desk covered in physical objects. You can pick up any object on the desk, examine it, drop it, throw it, break it. You could add it to your inventory for selling, or crafting, or whatever else. You can click and drag the mouse to open the drawers in the desk. You can get as close as you want to anything in the game.
Now, compare that experience with TPP. You are zoomed right out steering your character around, the act of merely selecting a specific object on a cluttered desk would be impossible, not to mention the rest.
I always thought the classic stats based RPG model was just something borrowed from pen and paper to approximate what couldn't be properly simulated in video games. All the old RPG's were simple point and click types. These days of course combat can be more fully simulated and players can be given complete agency over the outcome, but many people hate that because they don't want to be transported into the game per se, they want the relaxing old school experience of guiding and shaping an avatar of their design. It's the difference between the RPG purists and people who think about RPG as "the best we can do to simulate an alternative reality and transport ourselves into it." The manifestation of the latter concept is going to be constantly evolving with new technology, one day most new RPGs will be VR exclusive, and you will get people crying out for the classic screen experience.