I'm not talking about what I would like to happen tomorrow to my favorite franchise. I'm describing what RPGs are, what they've already attempted to do and in what direction they're going (actually, all video games point to ever deeper and wider simulation, ie, an RPG). By "virtual reality" (did I use this phrase?) or simulation, I didn't specifically mean VR technology, though I should have pointed out the blockades are not just logistical and economical, but technological as well. I simply meant: to produce the illusion of experiencing something, in a convincing way to one degree or another.
Also, I'm not a game designer. They're the ones that have to figure out how to make blacksmithing fun.
Rank bullshit. If you don't have stats and everything has to be done by the player in a show of player skill, you will end up with a game that REQUIRES VR to work. How is clicking on a hammer show the player's skill in forming a blade?
As you are not a game designer, you are not concerned about how fun your product is and therefore how appealing it is to the target audience, which is why you come up with your vomitous shit.
Nah, it's possible to create blacksmithing gameplay that wouldn't require VR and also isn't simply abstract object-creation through menus and skill checks, though it would probably be enhanced by VR. Also, you're getting very hung up on this detail. Blacksmithing was only an example.
Edit: Btw, who says an implementation of blacksmithing needs to challenge the player, in the sense of testing the player's reflex or motor skills?
If you are not challenging the guy behind the toon and you flatly reject using anything close to numbers to model how good the toon will be at blacksmithing, what are you doing, exactly, to calculate the pass/fail criteria of whether the attempt is successful?
I wonder how often blacksmiths rly "fail" at making whatever they're making? Maybe a interesting simulation of being a blacksmith wouldn't rly revolve around determining whether a specific object is successfully crafted? Anyways game are not about perfect simulation and, like you've said, I'm not a game designer. I'll just say that it doesn't seem relevant to me to make blacksmithing gameplay revolve around skill. In a way you already agree with this--stats exist (partially) for the purpose of abstracting from skill. But unfortunately stats also distract from the illusion of the game, and feel completely artificial and nonsensical. I should also say that I'm not against numerically quantifying characters. We're talking about software after all. But the centrality of numbers to role-playing is a convention that RPGs will inevitably move beyond (ie, it's possible to make numbers "invisible").
To make a more general point, not mechanic in a game needs be a game itself, meaning, challenging and "failable". To give an obvious example, no game i know of calculates a "trip check" against the "walking skill" whenever the player character walks to determine if they're going to trip and neither is walking implemented as kind of "challenging" minigame (except in that one flash game, I forget it's name).