You brought them up. I assume it was for a reason. Video games can never truly emulate what you want. They have limitations, and that kind of experience would not appeal to the casual audience, of who most developers and publishers are after.
I brought them up as exemples of games based around looting. Not as RPGs which they are clearly not.
In many RPGs, your entire character's progression is based around gear. I've played very few where gear doesn't matter, and honestly the sense of achievement and worth in those games tends to be a lot less. There needs to be a sense of purpose in an RPG. If you aren't becoming better overtime, it's difficult to justify that you continue playing.
I do not deny the existence of games based around looting. It is the easiest way to show progression. It's harder to give a good enough attributes and skill progression or a satisfying story.
Then you have never played a sandbox MMORPG from ten years ago. Before WoW released in 2004, most MMOs were sandbox and had incredible depth. Ultima Online and Star Wars Galaxies are two notable ones. Everquest to a lesser extent and Dark Age of Camelot for its unconventional PvP. EVE and Darkfall Unchained are modern day examples of sandbox MMOs, but they are largely drowned out by the casual, pointless, money-grabs that WoW turned the industry into.
Nope, I don't care for MMO. They are way too far from a real RPG experience for me. When I heard the next KOTOR was going to be a MMO I lost all interest in the project.
Not really. To a point, yes, but video games are about player interaction. Sure, I can receive a new shiny set of armor or a weapon during the story and BioWare can explain why I obtained it, but that will only have a limited impact. It's very different from Guild Wars 1, or Star Wars Galaxies, when I was the first to achieve a new armor set on the entire server. That wasn't from story, but through hard work and time. That's not to say this was all done through looting, but certainly killing a worthy boss or obtaining the proper resources to craft a rare piece of gear brings a large sense of achievement. I'd much rather earn something on my own merit rather than be given it in a pre-determined script. That's a broad assumption you are making there.
I would differentiate crafting from looting. Two reasons, first it does, require more involvement from the player, second a good crafting system do require more attention from the designer. A well designed crafting system is something I do respect way more than a well designed looting system.
Is it by BioWare? If not, I have little interest in hearing third party opinions about why it was removed. I can guess a few reasons why BioWare did it. Too ambitious. Too tedious. They wanted to appeal to a larger and more casual audience. They wanted Mass Effect to be more of a shooter and less an RPG. They wanted players to focus on the action rather than being encumbered by picking up gear. BioWare had a lot less time to develop ME2 and ME3 than they did ME1. There could be a variety of reasons for its removal.
It is from Bioware and it does show how the bad reception of their atrocious UI was felt as a rejection of the very concept of inventory.
To me they confused end and means. The use of guns or swords should always be a mean not an end. During the rise of the FPS genre I did dream of adventures and story told through this very involving new style (System Shock 2 would be a good example at the time). Unfortunately most developers got bogged down in the shooting mechanic and the gaming aspect and forgot about the power first person view can give to a well told story or a well built universe.
There was absolutely no reason why good shooting mechanics couldn't be a part of a well done RPG.
The sad part is by blaming the inventory mechanic itself they did not examine the faults in their UI and they are to this day still making generally poor UI and poor mini games (mining in ME3) and gaming mechanics (pinging in DAI).
I'm sure you'll likely argue because loot is bad in games.
I never said "looting is bad". I find it less involving that character progression and story progression but I do not deny the appeal of finding a rare item.