Another thing I don't understand is why all RPG's revolve around killing things. In most of them the main way to gain experience points is to kill other people! Why am I learning how to forge armour by killing other people?! For those rare games that don't hand out experience points for murder, you still usually have to murder tons and tons of people, but with the difference being that the murders now feel even more meaningless since you're not even getting any experience points for them (Bloodlines comes to mind)..
I once played a CaRPG (lame name, I know) called Road Trip. In it, you were actually a small, talking car.. But that wasn't the genius (hrmm) of it, it was the way you levelled up and 'battled'. You had this huge open world where you could move freely (as long as your car could take you there), and you could drive from town to town and race various other cars. If you won the race, you gained experience points (money). When you had enough experience points you could go to a store and buy more expensive parts for your car, thus making you faster and able to win tougher races. Otherwise you solved quests and explored as usual. By the end of it you were a F1 contender. Great little game!
I've often wondered why no other games dared take this approach? Why must every game revolve around killing when there are so many other activities that you could do? How about a football RPG? One that plays like FIFA (or a slightly simpler version of it), where you have control of ONE character in a persistent world (and series). You'd have to win matches (or at least play well in the matches you lose) to level up your character so you can run faster for longer, be more accurate with your shots, become stronger etc. Then you'd advance from division 8 in the countryside all the way up to international level and Premier League or something, all the while managing your life and finances/sponsorships.
I'm just so sick of always having to kill things.