Charisma makes you into a person people like
That is nonsense. If that were to be the case, then it would translate into a simple and stupid loved/hated, hot/not kind of distinction, which can't serve any purpose short of giving NPCs varying tolerance or favour levels to have them interesting and not carbon copies of each other. Once you are willing to go that far, high charisma=loved, low charisma=hated is too simplistic and absurd in an environment full of other complex variables.
If we go by the dictionary definition for charisma, which says "a personal attractiveness that enables you to influence others", it's a general modifier for social skills at best, and that's how it's usually been done in games, and it works, much more so in some games than others.
However, I think the stat mechanics would depend on the kind of game you're aiming. Take Call of Cthulhu. Now, I didn't play the pc game nor the table top one, but I know there's a stat which affects how much stress you can take before you start to get dizzy or lose control. Close Combat series had troops which wouldn't listen to your orders if their stress level hit the floor, and would do stupid things or not do anything at all.
Generally, I thnik such mechanics could work well for most CRPGs as long as they are there as a part of character creation only in the form of side-stats, like the advantages and disadvantages in Daggerfall, perks and traits in Fallout and backgrounds in Arcanum (though they were quite limited in my opinion).
High empathy is the equivalent of being good at 'charming' people, since you can read them well.
Another non-sense. Being empathetic is about observation and insight, which is mostly passive, as opposed to "charming" which requires action, in the form of gestures, speech or what have you.
You can exploit people through communication. You can exploit them better if you are empathetic. Same goes for "charming people". Exploit or charm part takes other things to accomplish. Doing things right, a total stupid, unempathetic asshole can initially charm a girl too, and not just the dumb girls. You can be very empathetic and still be a total asshole or disgust people as well.
Ego may be another useful stat. It's possible to be ugly and awkward yet still have a big ego.
True but unnecessary. Ego is about character. It's a part of what affect motivations. If you had an "ego" stat, you can just as well let the game itself and watch it. In an RPG, ego is supposed to be an emulation the player does. Otherwise, what purpose a high or low ego could serve in the first place?
Someone calls you a name, and you can choose to do something about it or ignore it. Now this may be a wrong example but, a "big ego" person will most likely go after whoever called him names. This is a direct choice. In a game, it has to be the choice player chooses to do. Form of those choices can vary depending on the stats though.
The problem is, to get to a deeper system means more stats - and this may turn a lot of people off of a game
Exactly. In my opinion, you can have all the stats in the world to simulate a character for NPCs, but only for NPCs, and that is if you are going after a sand-box model. Finally, if you aren't going to have a randomized (randomization to save time for creating NPC characters with motives) and "emergent" (emergent as in characters having enough complexity driving them through the world, they will carry out certain social activities on their own without everything preset by the developer -reason for the randomization) world. Otherwise, all this complexity is totally uncalled for. Games with limited scopes have been doing already for how long. Unless you want MSRPG (for massively single-player). Additionally, such complexity could find its usage nicely in a MMORPG model as well.
-frame ... you talk to a member of royalty in the palace and you are unequivocally in their frame, no matter how self-confident or extroverted you are
Unnecessary. Been done without the complexity. Factions, reputation, disposition, consequence of some quests or the former factors combined etc. In one simpler form or another, it's been and still is around.
It makes very little sense to have "personality" attributes. Personality attributes don't define a character's physical limitations. A character isn't incapable of doing something because his personality is one point short, as opposed to having a CPU that doesn't satisfy minimum requirements, not enough RAM, or too small of a hard drive. In most cases, they aren't even real. Besides, isn't the player supposed to be supplying the personality?
Indeed (for the last sentence), however it's not wise to write the whole deal off. Even if you create the über realistic omg-teh-graffix-so-rael!!1! game with realistic everything (moves, gestures, mimics, voice, speaking tone and all the shit in the world), you simply can't expect the
players to notice such differences on their own in an RPG.
The player
character has to have the qualifications to notice when someone might be lying, or what might be the perfect things to say to a person in a certain mood. You, as a player, can not commit such observations. Once these options are given to you as a part of your character's insight, then you can choose to be an asshole and say the exact wrong thing on purpose, or say something irrelevant.
Lots of good ideas/discussion here. One of the reasons I've been thinking about such things is that I wonder if adding more of a psychological bent to character development would in result in a more interesting, mature and in-depth CRPG.
Might work only in an randomized & emergent sandbox model.
Throw out Charisma and replace it with a leadership skill that allows you to
You said it yourself: leadership
skill. Charisma is usually an
attribute. Realistically, leadership is something you can learn. Charisma is not. General direction of your actions might lead you to behave different in a natural way as to lead others to think you are charismatic. But it's not something you
learn, as with a skill. A leadership skill might be affected by a charisma attribute however, and that is a different story.
It could add a new level/dimension to the game, as long as it affected the NPC's accordingly
I'd say as long as it affected the NPCs
only.