Personally, I see two aspects as essential to RPGs in this area:
(1)The player must have a wide choice of character options to start with.
(2)The character must change over the course of the game.
I don't think anyone disagrees with (1). Some might not agree with (2), but I think that is necessary. What is not necessary is achieving it through stats. It is also not essential in my view for the character to be making "progress", or to be getting better.
Increasing stats is an easy and fairly inoffensive way to achieve (2) without needing to think about it much. It's tried and tested, it works and it's safe. It's not the only way though. What is necessary (IMHO) is that the player's idea of his character changes in interesting ways. Stat increases provide an easy cue to change a player's perception of his character - i.e. he's becoming a better swordsman / mage, or becoming stronger... Stat increases aren't that interesting though. Each one usually has fairly small, predictable implications.
A player can be shown the changes in his character in different ways. E.g. through dialogue decisions, story events... It's probably hard to keep this up for long though. Stat increases might not be that interesting, but they can be constantly present - preferably in the background.
There's also no necessary reason that stats / skills need to increase. An RPG could be based around a story where your character is slowly dying. Things start off easy, but as your character becomes less capable, problems become more challenging and require more creative solutions... It could be done, but would be hard to get right: players will more easily forgive a reward happening at an odd time for no predictable reason, than a penalty. I think it could be interesting, but it would have to be well designed - it's certainly not a safe premise.
Stat progression is useful as a clear (though uninspired) indication to the player how his character is changing, and as a gameplay device to provide more options (or fewer). Both these things can be achieved in other ways, but stat development is an easy way to do it. Personally I like character progression to be part of an RPG (usually in any case), but I want it very much in the background, or connected to the game world. If I make a character progression decision, I want it to be a character decision:
E.g. Gaining the potential to learn a new spell from a powerful mage, and picking one - fine.
Allocating my 3 points for this "level" to strength because I want to be stronger - stupid.
(1)The player must have a wide choice of character options to start with.
(2)The character must change over the course of the game.
I don't think anyone disagrees with (1). Some might not agree with (2), but I think that is necessary. What is not necessary is achieving it through stats. It is also not essential in my view for the character to be making "progress", or to be getting better.
Increasing stats is an easy and fairly inoffensive way to achieve (2) without needing to think about it much. It's tried and tested, it works and it's safe. It's not the only way though. What is necessary (IMHO) is that the player's idea of his character changes in interesting ways. Stat increases provide an easy cue to change a player's perception of his character - i.e. he's becoming a better swordsman / mage, or becoming stronger... Stat increases aren't that interesting though. Each one usually has fairly small, predictable implications.
A player can be shown the changes in his character in different ways. E.g. through dialogue decisions, story events... It's probably hard to keep this up for long though. Stat increases might not be that interesting, but they can be constantly present - preferably in the background.
There's also no necessary reason that stats / skills need to increase. An RPG could be based around a story where your character is slowly dying. Things start off easy, but as your character becomes less capable, problems become more challenging and require more creative solutions... It could be done, but would be hard to get right: players will more easily forgive a reward happening at an odd time for no predictable reason, than a penalty. I think it could be interesting, but it would have to be well designed - it's certainly not a safe premise.
Stat progression is useful as a clear (though uninspired) indication to the player how his character is changing, and as a gameplay device to provide more options (or fewer). Both these things can be achieved in other ways, but stat development is an easy way to do it. Personally I like character progression to be part of an RPG (usually in any case), but I want it very much in the background, or connected to the game world. If I make a character progression decision, I want it to be a character decision:
E.g. Gaining the potential to learn a new spell from a powerful mage, and picking one - fine.
Allocating my 3 points for this "level" to strength because I want to be stronger - stupid.