It's a failure of an abstraction because the game is already expecting you to use your reflexes to aim in their general direction and then undermining it.
It's not a failure of abstraction because aiming with mouse is quite a bit different from aiming with actual gun, it's also much easier.
If I (or any reasonably competent FPS player) could aim IRL as well as in games I would be able to hit anything large enough to register on my retina provided the weapon would allow that, because aiming with mouse allows for pixel accuracy in non-consolized games.
And since thanks to the interface using mouse and KB as input devices there is an inevitable layer of abstraction in any, even most simulation-heavy (obviously not DX1) FPP game in existence there is always room to put accuracy/melee stats in it without messing anything up.
Plus waiting seconds for a reticule to close has never been enjoyable, ever.
Neither has been dying, healing, failing quests, getting injured, running out of ammo, buying ammo, repairing your weapon, etc.
Mechanics does not have to be enjoyable to have a point in game and does not need to be enjoyable on its own to make the game enjoyable.
Fallout - tactical view, you command another person, you tell him to use his skills, you need an indication of those skills.
Deus Ex - first person, you control yourself, you're aiming, player skill.
You still need an indication of some sort. Aiming IRL gives you a whole lot more feedback than just having a gun-in-hand model in the lower right corner of your view doing idle anim.
So, you are a retarded person, then.
Because that sounds a lot like real life. I aimed my gun at the bird 100 yards away but I didn't hitted it! How can such a thing happen?
Of course if you fail at DE even a little you're already hopelessly retarded anyway, but you really take the cake boy.
This is funny, particularly how I already mentioned that "realistic aiming" is dumb as a goal, and how having to wait before you fire doesn't make it any more intelligent than any other shooter. It just means you have more patience.
It's hard to have patience when you're being shot at, or when what you're trying to do relies on moving in and shooting the target in quick succession. It's also hard to have patience between shots from automatic weapon.
It doesn't make DX "a more intelligent shooter", but it imposes limitations on your playstyle depending on your stats, which is the whole point of having stats in the first place. In other words, it might not make DX a more intelligent shooter, but it does make DX an RPG.
I've also completed all those games and they're some of the easiest things ever.
And this proves what?
They are about having a meaningful model of your character's skills, forcing you to play around your limitations until your character develops, completely appropriate for an RPG.
The "You're playing a character, not you" ship sailed as soon as they decided to make a game where your reflexes matter when it comes to aiming and dodging. You're not playing a character, you're playing a handicapped version of yourself.
The "You're playing a character, not you" ship sailed as soon as they decided to make a game where your intellect matters when it comes to strategy and tactics. You're not playing a character, you're playing a handicapped version of yourself.
Therefore the ideal RPG is non-interactive right from the beginning of chargen, to avoid involving player's skill.
Could you people please stop being retarded? RPGs are not made by what they aren't (like "no player's skill"), they are made by what they are - they are games where your character has stats that determine what they can do, those stats can differ between characters, they cannot be changed freely and in consequence determine how the game can be played. DX fits this definition.