Look to Cloud, Cloud is Cloud regardless of the player actions.
Except the menu choices he has in combat are completely determined by which materia the player equips him with.
He looks the same, he ends up in the same places, and gets out of the same situations in the same way but these things are not part of the
game. They are part of the disconnected adventure. This is because there is very little
game to be had in CYOA (as I explained above), so they avoided it and made the
game about the combat, of which the player has a lot of meaningful control over (crappy encounter design in FF7 aside)
Which started to disregard the consistency of game mechanics and lore decades before was common among WRPG's...
And it's a good thing.
Necromancers are considered undead, so healing magic damages you? Depends. In combat, yes. In menu, nope.
And that's a good thing too.
Fallout 1 and 2 are heavily inspired by GURPS which is the most detailed ruleset ever and ... Is a amazing game. Mount & Blade
Well, we just have very different tastes. I find Fallout 1 (which you can beat in 5 minutes once you know what you're doing) horribly uninteresting. Worse yet in all those 5 minutes you can never screw up, it's just a matter of clicking the right places on the screen at your leisure. You just have to invent crazier and crazier handicaps to get any fun out of it. Oh look if I limit my STR to this number and INT to that number now it takes 10 minutes instead of 5! How fun!
Mount and Blade is the kind of pointless economy world simulation game that is the logical conclusion of simulationist approach. Others I mentioned are Chris Roberts' Star Citizen and Garriot's Shroud of the Avatar.
When computing power was limited, I guess the Western simulationist school was forced to make good games. Hence why all the best cRPGs are from the 80s - Wizardry, Might and Magic, Pools series, Krynn series etc. The Japanese took the gameplay loops from these games and specialized and refined them into some of the great titles I mentioned earlier.
What did the great Western RPG designers from the 80s end up doing? Well they forgot about games altogether now that they are free to go all-ham on the VR. If you like this sort of thing all the power to you, they're probably great second realities. Me? I enjoy
games in this reality.
If "you can't make a bad decision or a decision which is extremely unlikely to work" is not the "everyone is a winner mindset, IDK what is.
We agree here. I guess you seem to think "guess what the developer was thinking" makes for fun decisions. Me? I prefer to work with builds, tactics, resource allocation etc.
Also of note is you have the whole VN sub genre if you're into CYOA, but they don't often combine it with dungeon crawling AFAIK. There's
Devil Survivor 2 on the DS which combined it with SRPG. Maybe you would enjoy this game? Probably not because you'd get all butt hurt why you can't use some demon ability in the VN sections or something stupid like that, because the game is still made using Japanese game design sensibilities where disparate types of games in the one product interact in very strict protocols.
Is that the game fells extremely repetitive
Dude, you don't even know how to play the game. You thought one of the top tier classes was useless. Maybe learn how to play it first and approach it in the right way and you'd have fun. These aren't everyone's a winner Western RPGs.