Hyperbole is cool.
Strictly speaking, though, you're wrong. They are improving something -- namely production values and accessibility to the masses.
Neither of which I consider necessary to a game. Both are double edged swords. Accessibility is good, I love an in game tutorial (done well) but all too often it results in the game having little to no challenge, and no cerebral depth. Production values are more curse than blessing, since they inevitably require more work and resources for less actual content.
And Oblivion has both in spades, featuring mainly the negative aspects. The built in walkthrough, GPS, constant handholding and across the board simplification really cruel the game for anyone desiring complexity or a need for intuitive thought.*
The full voiceovers resulted in a lot less dialogue, zero-dimensional NPCs (at least Morrowind's were one-dimensional) and other "production values" such as the graphical tech resulted in a game with a far smaller scope and much lower quantity of content than Morrowind.
My hope is that if games like Oblivion succeed and bring more people into playing CRPG's, it'll expand the overall market, which will make room for niche games that are less "accessible" but have deeper and more involved content. <snip>
That's true to an extent. I seem to remember cutting my teeth with Dungeon Master, a real-time, first-person dungeon crawl, and discovering "true" RPGs from there, and I will freely admit that Oblivion probably would have knocked my socks off I was ten years younger and dumber, but...
It's a very different market climate these days. Theoretically, RPG newbies might then discover more complex games and enjoy them, but who's going to make the more complex games? It's not hard to see why Oblivion is successful, and it's those trends that publishers will follow.
For all our bitter ramblings here of how flawed Oblivion is (and even the "wailing and moaning" over on the ESF) Oblivion is a complete success. Rave reviews, 1.7 million units
shipped, so why take a chance on a niche title?
As for small outfits gaining wiggle room, I don't see how Oblivion ultimately helps in that respect. Oblivion is all glitz, with no substance, and it sells on the back of a marketing push and core concepts that are beyond the reach of small dev houses.
And it helps to usher in the motherfucking chocolate milk generation who will draw inspiration from the critically acclaimed "best RPG ever". Fuck, there are already too many developers around now that haven't cut their teeth on the classics.
Besides, there was progression. The characters gained reputation. They gained money, and with it, the access to better goods. But even without the reactionary psycho-capitalism of cyberpunk, you could do this. None of the basic enjoyments of RPGs necessitate levels or even advancement.
I think this is probably one of the more interesting concepts being bandied around the place at the moment. Character
development vs character
advancement. I think as long as actual development is approached intelligently, then traditional models of advancement are redundant. I also think it's probably a very healthy and mature step to try and dig RPGs (and electronic entertainment in general) out of the fucking skinnerbox rut that it's in. I don't think the whole capitalist idealism ethic is doing anyone any favours.