Comment Re:worst shortcomings are usually crappy stories (Score 1) 241
What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game. When you have to think about how to play rather than simply play, all immersion is ruined.
That is certainly your preference when it comes to games. However, as a counterexample, I love the fiddly numbers in most games. In Starcraft, I had memorized the cooldown times, range, damage, etc. of every single unit. I could have run simulation battles on pen and paper... and I sometimes did. In Kingdom of Loathing (an MMORPG) I was part of a group that spent time working out the exact stats of every monster and the hit/miss percentages.
To me, numbers are fun, to you they are not. Yeah, you can make everything loot-based, but by having things being loot AND stats based, it makes more good numbers for me to crunch, which for me equals fun.
As a sidepoint, making everything loot-based would probably ruin the game due to twinking (giving new players super dooper loot)