That's because the Deus Ex series is presumably getting more casual-friendly, and far more action-heavy and less RPG-focused.
Let's take Oblivion, for example. Fighting works in real time, your ability to hit enemies and avoid being hit is entirely dependant on the player's skill (unlike Morrowind, Mass Effect or Alpha Protocol, for example). Sure, this makes for engaging gameplay, but it makes absolutely no sense in a role-playing game. Why should my pathetically weak mage, who has never so much as handled a dagger before, have the same ability to hit things as my orc barbarian, who has spent his entire life training to be a good fighter? Similarly, why should my highly-trained orc barbarian be a crap fighter if the player controlling him is crap?
RPGs should be focused on the skills of the characters, not the players (it defeats the point of roleplaying if they don't). Your different characters shouldn't all be perfect shots with every gun, and variation and specialisation keep these games interesting and replayable.
Having said that, even as an RPG Alpha Protocol's gameplay is a bit bland (although you can still aim perfectly well if you put heaps of points into them - I rarely missed a shot later in the game) - but it's not abysmal, nor should it be compared to something like Splinter Cell or other shooters, which are almost entirelyfocused on player-skill.
Planeforger
Honestly, I enjoy the way that the previous poster described the new Deus Ex's way of handling - which seems to be similar to the way ME1 handled the system.
Honestly, I have to agree with those saying that its not a legitimate excuse to say its an RPG, so of course the PC's aim starts off very bad. The main character of AP, from what I have heard, is a member of the best group of spies/assassin/whatever you want to call his profession - he should start with pinpoint accuracy. You should learn fundamental firearm skills in basic training - the government's not going to send you on missions if you can't master their weapons.
It makes sense to distinguish the beginning PC from the end-game PC, but RPG-developers are going to have to get a bit more creative than simply making their super-spy soldier begin with immersion breaking ineptitude with his weapons and skills. Give him passive/active skills, improve the rate of fire and decrease the amount of time it spends to reload, or give some type of increased functionality, but don't give me the crutch excuse that this seasoned veteran can't hit a nearby target because he doesn't have enough points in firearms.
If developers want to avoid such criticism, they shouldn't create characters whose backstory supports their skills and then gimp the character in game. Either that, or start of with a character who would realistically demonstrate a big difference in performance in the beginning and end of the game.
As for your example, an mage shouldn't do as a well as a combat oriented orc. It doesn't make sense (In Morrowind's case) that anyone misses a point blank slash with a knife. Even an untrained women flailing wildly with a knife is going to get some cuts on an assailant. I could understand my attacks missing the guards in Morrowind, saying, well, maybe he's just moving. he's a fighter afterall. But I could repeatedly miss even rats and diplomats if I hadn't leveled the appropiate weapon enough. That's just unrealistic to think someone could miss an axe swing on a rat directly in their face.
In the case of the orc, each hit should do more damage, every hit should flow into the next one, and he should be able to block some attacks with a dagger, seeing as how he trained and specializes with it.
This isn't a judgement of AP as a game though. I haven't played it. It's just my idea of how RPG makers need to evolve and stop relying on excuses to limit their gameplay/world
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