Again with the argumentum ad populum. You did at least avoid "most people" terminology this time, but unless you have legitimate statistics from an authoritative source, or can demonstrate that you've been appointed as the spokesman for "most people", you're speaking for yourself and your personal tastes and preferences.
I only tell you what I've learned from game design courses and lectures. It's the concept of interest curves. It's proven design.
Besides, I can prove to you that more people like ME2 over ME1. That doesn't necessarily prove that they specifically liked the leveling more, but it doesn't seem like it was a huge problem.
ME1's system did not prevent you from upgrading skills in bigger chunks. You always had the option of saving up skill points from multiple level-ups to buy every step of a skill all at once, if you so desire. ME2-3's systems did prevent me from upgrading skills in smaller, more organic steps.
Sure, but who would do that? It's the game's job to apply the limits not mine. Without specific instruction, I doubt many player would even think to do this. The mechanics of a game should try to steer player's towards the most fun way to play.
ME2's P/R mechanics did heavy damage to role-playing. In order to get a persuade option, you needed to have some % of the total available P/R points up to that point. Since those negotiation options are needed to navigate some significant events later in the game, as a player, this mechanic compels me to:
-- Do a lot of the sidequests that reward P/R points, whether or not my character would be interested in doing them.
-- Choose mostly pure Paragon or Renegade responses and avoid neutral options.
... both of which are seriously detrimental to role-playing.
ME1 allowed me the choice and consequence of investing skill points in Charm / Intimidate. That gave me the opportunity to determine whether Shepard was better at negotiation or some other skill. It also required a party member to have skills in decryption or electronics in order to attempt opening anything secured. More choice and consequence, something that I've seen requested in RPG forums time and time again.
I never advocated the P/R system. In fact, I think it should be removed entirely. However, I'm still no fan of charm/intimidate. By separating the two, BioWare still urges the player to align themselves on a single side, and I don't like the idea of boiling down persuasion to a stat. The act of speaking should require artful navigation of dialog, active convincing, and not simple percent checking.
I'll admit, ME1 is better in this regard. Charm/intimidate probably shouldn't have been removed for straight P/R, but its absence doesn't totally ruin ME2. It was a minor stat the was rarely used. I can see how this one change makes ME2-3 worse, but not that much worse.
How so?
ME2-3 still had P/R mechanics, they just took the skills out of your direct control and made the process of earning those options much more convoluted. They did that behind the scenes so you wouldn't have to 'waste' your precious combat skill points on silly 'RPG stuff'.
In this case, I was specifically talking about balancing combat. Heavily leaning on skills and attributes like strength, agility, and accuracy in active combat can make things convoluted or downright unfair.
There were several places where you could engage different gameplay / options, depending on your Charm / Intimidate skills - including the Wrex confrontation on Virmire and getting Saren to off himself during the final battle.
Aren't those essentially the only two? Again, I agree that ME1 was better in this regard, but I don't remember it leaning heavily on passive skill for major decisions.
I would agree that the interrupts are a fun addition to an interactive movie / choose your own adventure sort of game, but find it difficult to justify them in role-playing - since you don't know what the character will do until you select the interrupt and see it play out.
Again, I agree. Interrupts should be a bit more obvious about their effects, but this is BioWare we're talking about here. Since the creation of the dialog wheel, they've never been very good with telegraphing the meaning of choices.
Another great reason to focus more on RPG mechanics than shooter level design.
A lot of the changes made from ME1->ME2 were intended to appeal to shooter fans and came at the cost of role-playing. It likely won them some new customers, but it also lost them some customers who didn't like the changes. Whether it was a net gain or loss is something we won't ever know.
Like it or not, Mass Effect is not an RPG. It is TPS RPG, and ME1 didn't do either of those very well. Yes, it was a better RPG in terms of some roleplaying aspects, but it was far worse in terms of its shooting. To achieve equilibrium, sacrifices had to be made. You might not like it, but the meat of the gameplay is combat, so that's where BioWare had to focus.
I would be thrilled if the Next Mass Effect improved its roleplaying aspects, but I can only say this because I know its foundation is strong. The basic principles of RPG and TPS are there and polished to a good degree. As long as BioWare can maintain that solid balance, I'll be happy, and so will consumers.