1. As said, it works the same.
Being able to do more complex caluclations realy isn't that big an advantage.
3. that only proves you don't roleplay as much. Basically, you are limited to roleplay roles you know you can fullfill. Like with a computer there is limitations on what you can do, in this case you are the limitation.
Not realy, I mean to a point. It's actually not that hard to learn the skills I used to get into character (aside from combat, I've trained in armored combat for ren fairs for about 8 years now).
4. Really, by what standard? It sure isn't when it comes to playing roles since you are youself a limiting factor. It sure isn't about gameworld unless you play in "our world". Obvioulsy the amount of people being involved is another limiting factor. that you can't actually have real fights is another one. i could list more...
Well It's alot more fun, and a much cooler experience. There are limetations, but pretending that you're in weird mystical enviroment when your sitting at a table rolling dice is no worse than pretending your in a weird mystical enviroment when your in the woods and swinging a foam-padded pipe.
Pen and paper games also are limeted in the number of people involved, at least before things get grounded to a halt. But I've been in some good sized 30 person LARP battles, and they are plenty big enough. As for real fighting, you get enough of a fealing from swinging a boffer, most people wouldn't want to do actual fighting, armored combat is brutal enough, and we use dulled down blades.
5. Thinking isn't limited to LARP.
True, but the type of thinking realy dosn't factor into P&P as much as a LARP.
No one in my D&D group memorizes icantations or writes a book of potion recipies, there is no practical way for a theif to be in the exact light/shadow/sound enviroment, and there is no way to get into that fealing of taking advantage of your oponents opening, blocking at the right moment, ect...
Now in no way am I saying that you can do all that with a computer, but you can do
some of that with a computer.
6. Wether you feel a role or not is hardly the point. I can go around my apartment and "feel" how I am the worlds best lover, but that doesn't make it so.
Well thats your problem
Seriousely though, it dosn't matter if you actually are somthing or not. Getting into character is a good thing. Fealing like your character definetely helps.
7. Had it been that simple then I would have changed profession to a thief.
It's an example, I find it so annoying and downright moronic when people take a quick example as a main argument.
8. Ah! you agree with me and most others here then, that they surerly don't try to make it as good as possible. sure, some things is about taste, but most often it is about not going the full way.
Completely agree. Course sometimes this can be funny and/or annoying. I remember a text based adventure with somthing like 40 options for each room or encounter, somone had alot of free time on their hands.
9. I agree, a human will be superior to any AI for at least a couple of hundred years more. At least when it comes to the flexible aspects.
AI will never be as good as humans, or at least when it is, it will take over the earth and we will all be slaves to the robots.
10. The problem with realtime in a game is that it is not even your reflexes coming into play, at least not in a realistic way. Also, it is not the character you play that learns as much it is you that learns "the secret" combination needed to beat everyone and everything. Basically it is YOU that is becoming better at the game than any character becoming better... Otherwise, I direct you to my other post where I explained how I wanted ranged combat to be in a realtime game. Oblivion obviously don't really use physics more than partially. It doesn't even matter where you hit someone with your weapon.
True, tapping your finger is not the same as swinging a sword by any standard.
As for the skill thing, that may be true for a PURELY skill based game. However oblivion isn't doing that. When I swing a sword, the damage the sword dose is based on my character's stats. When I block, not all the damage is negated, some of it is absorbed. So if I'm real skilled, yes I'll have a bit of an edge, but I'll still be dead mean when faced with a dremora at level 3.
11. I never said anything was perfect. I already suggested one thing and I can suggest many more in how to make the combat more realistic, engaging and more into a roleplaying experience.
There are several ways to make combat more engaging. I personally think OB is taking the right direction.
12. a physics engine is a computer limitation, it would be cool if I could do those things in oblivion. Now I directly ask myself, will the AI be able to handle it? Will the arrows stick into the table? Obvisouly, closing a doorway is something most computer RPGs can handle.
Well OB has havock physics, and it has been confirmed that arrows will stick out of soft (like wood or dirt) surfaces and efect their weight realisticaly, and bounce off of hard surfaces like stone or metal. There will be a way to push things around and throw them (weight limet based on character strength). The AI seams like it will be pretty good. In one of the test runs some skelitons ran away and got out some magic weapons to use against the player. I think it will be pretty good, and I hope they worked out the imfamous gaurd melees...