Calling it an imperfection was in the sense of not yet being perfect.
It is a fact that RPG, Simulation and Strategy games share a big area of intersection already.
One type can benefit from ideas in the other two concerning technicalities related to engines, interface and memory management.
The heart of my critics is based on requesting the automation of manual tasks when such manual tasks are not true choices or that can produce obtuse results. Read the latest news on <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> and you shall notice that combat strategy had been added and that is where real choices would be enjoyable and fulfilling. By mixing in some simulation traits such as increasing specific experience points when specific experience is acquired into the field in which experience is being practiced then we almost have a “hands off” automated character development system which follows our choices we make already; so if you wanted to develop a mage the why would you be practicing with bows and arrows more than spells!
It is that simple really.
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