I have to agree with this. The fact is to paly most games well takes time and familiarity with the game.The argument that making a game for the casual player is okay doesn't sit with me. Are games like Civilization (which, if you're a new player, requires a pretty intensive manual reading session before you even start) going the way of the dodo? What about things like Starcraft? What, just because some retard can't figure out that marines are easily slaughtered, we're suddenly going to remove some of the more advanced units in the game, take out some of the variety and dumb it down, and all this just for poor little Johnny?
So what... are you saying that I should be able to close my eyes, pick any two traits and tag any three skills and the character that results should be equal to all other possible characters? I don't agree that this should be a goal of the game design.That's the person who tags Doctor, Gambling, and Outdoorsman with Skilled and Jinxed as traits. Is it their fault that they chose those skills and traits, or is it my fault as a designer for making them suck so badly compared to other skills and traits?
Yes, all skills should have a usefull use in the game, but they should not all be exactly equal. A player will need some experience to learn what to do. When I palyed Freedom Force for the first time, I didn't know what powers were the best, same goes for Deus Ex, Age of Wonders, System Shock 2, Prelude to Darkness, Avernum, and any other game with skill, powers or different kinds of units. Also, some skills will work better in concert with other skills, all combinations SHOULD not be equal.
As far as perks go, I don't think they should all be equal either. Most should be somewhat equal as far as their power in the game is concerened, but some should aslo be fun unique things that are not neccisarily made for "powergamers".