Hory said:
The few innovations that a few wargaming pioneers brought to the table are clumsy and insufficient.
Depends on which innovations you are talking about.
Here is one gaming innovation that I think is quite worthwhile.
Wizardry 6's skill system.
Now, I was once reading the Gamespot review of Arcanum (haven't played it), which said, "experience in Arcanum is gained not from defeating enemies, but just from hitting them". That's a very bad system. The incentive given to the player here is in just attacking the enemies, and not actually beating them.
But I think I understand the reason for it. They want to give you an incentive to use the skills that you use in killing enemies. Not in killing enemies themselves. Whatever they were trying to attempt, Wizardry 6 had handled it better 10 years earlier.
In Wizardry 6, if you have atleast one point in a skill, then using that skill frequently allows you to increase it. But the increase in skills only come after you level up. And to level up, you need the experience that you get from actually killing the enemies.
Voila! Problem solved! Except the solution was there before Arcanum created the problem.
Here we have a game that already strikes the balance between use-based and point-buy systems. And unlike Arcanum, where quickly gaining experience using just one skill allows you to level up, and hence increase ALL skills, you have a system where the most majour increase in a skill comes from using it, with only 1-10 skills points given during level up (this is based on your attributes), for you to spread in your skills on your own. So if you think that you can just use your rogue to do direct fighting, avoid using his stealth abilities in combat, and then up his stealth skill when he levels up, you can't. His stealth skill will not increase at all that way.