Fenixp: Let me put it this way - I'm really excited by the idea of Doom being an RPG like it was supposed to be back in the origins of its design, but that doesn't diminish my enjoyment of the game.
That's good.
What I did was support the kickstarter to see what Obsidian would be able to do without a publisher hanging over their necks. And I got to see a glimpse of that in the early beta release. I was very happy that Obsidian had pulled it off. Before it was quickly changed to something more linear and streamlined. To the point where really nothing is left. While a gigantic second helping of somewhat disconnected writing was piled on top.
I don't think people understand how much time Obsidian spent on making the game less interesting either. Time that could have been much better spent on actually fixing real problems (that also weren't fixed until after the release, or else made irrelevant due to changing the mechanics to something significantly less complicated, or by making the mechanical problem "obsolete". The turn and sequence system, for example, is like that).
That time instead went into systematically removing every element of the game that made it unique. Of which there were many. And then instead creating a D&D+ system with fun active abilities.
Fenixp: It does take a lot after DnD, certainly, and that's not surprising given its target audience (in other words - it did not surprise me by being that, so I wasn't disappointed) - I will say, however, that this is a bit of a shame as some bits of the mechanics seem to adhere to standards set by DnD just for the sake of doing so.
Yes. And many of them literally have no purpose other than just being there. You don't see this very clearly from playing the game now, but the entire appearance with the familiar two-dimensional stats (that often even don't make sense in pnp either, except when you have fewer battles and opportunity to focus on some strength or other that a character has with some GM creativity) - really doesn't reflect what happens behind the scenes. The significant stats have simply been moved from the character sheet and into the class-tables that we can't edit.
Basically, the first thing that happened in the beta was that they added twice as many ability points, to let people max-min their characters without penalties. Because penalties were difficult to understand for mortal minds. Really, that wasn't how a power-fantasy should work! So when that wasn't good enough, they just removed the stats altogether, and replaced them with something else. And that's what you have now. Pointless character stats that largely have no effect compared to the class variables. Several of the stats in the stat sheet actually don't affect any of the derived stats (that rolls are made against).
In the same way, the turn/sequence system used to be dependent on a few more variables. The derived stats were fairly simple to calculate after that, but they fit together. And it was things that would have made, say, a blind monk that can only defend on close range - but in return is then supernaturally perceptive - a viable character mechanically. It'd make complete sense. Instead of like in D&D, where you will then just make something technically impossible, or just bad. Or in the current system, where what you have playing on the screen just demonstrates the dissonance between the names of the stats and what they actually do in the game. At least for anything with a narrative behind it that isn't explicitly a might-based character: "I have big muscles, therefore I can cut things in half really elegantly with this curved sword, although I have no inkling of an idea what "centre of percussion is". I also hit things harder and with more damage regardless of situation, ambush, flank, buff, sleet or snow, because BEEFCAKE! AAARGGH!".
That's what the character system is like now.
Fenixp: and I'm not entirely sure what is the purpose of putting those XP rewards into the game supposed to be - but even without all that XP, you'll reach max level well before end game, if you finish quests. But yes, some quests do require killing.
On the other hand, the engagement system and the AI essentially guarantees that you will fight everything near the screen. And also that any scouting skills are pointless, any tracking skills have no bearing on how you play the missions, while stealth is reduced to an active "blink" ability in battle that allows the rogue to backstab for free (if you can micromanage enough). You see, none of this active ability spam bs was there in the game until six months after the game was, to quote Josh, "pretty much complete".
.. and sorry about the rant, and so on. But I'll tell you exactly why the xp-rewards in between are in the game. It was explicitly put in because 5 guys on a forum thought that otherwise there would be no incentive to "explore" ("explore" in this case meaning: "farm xp for the sake of farming xp, because I'm a completionist to the point where I would have a diagnose if this was about any other interest than video-games). While no xp for kills was laughed off as some weird primadonna convention forced in by design so the game would appear sophisticated. Etc. That was the level of the discussion, and Obsidian's community team embraced it.
What was in the game, though, was something like this: pretty much every area had some ceiling you needed to break to pass through it. This is pnp 101. You put in a threat in the scenario that the players have to overcome. And you make it so that they have to struggle hard to get past it, so they have a feeling of possible failure, and a sense of accomplishment when they get past it. This may or may not involve painful retreat, severed arms to be sewn on again back in the village, temporarily lost loot, alternative strategies, scouting parties, sabotage, undercover orc work, and so on. But that's the baseline for any good GM when you set up a story.
And PoE had areas set up so that you could - if you wanted to - explore and fight your way to the end of the dungeon (with a tough boss-encounter, for example. There was an optional sidequest-ish dungeon in the beta set up like this, it's the one under Dyrwood). But depending on your approach, you could be struggling by knocking down the front door, battling your way through all the minions and cultists, and then barely scraping past the boss if you were really lucky. And very likely you would fail at that on the first attempt, take too much damage and spend too many spells and resources. So you would have to retreat, camp, and get more supplies. Perhaps do some other quest, until trying again - or another approach to the dungeon would appear, that allowed you to bypass certain parts of the dungeon. Then again, maybe you would join the cultists after having seen the error of your weakling ways. Or you might just.. not fight the boss. Or his guards, if you were clever about it. That's what made Obsidian recognizable as a studio: this way to manage to translate world-class GM scenarios and stories into computer games. Because no one else does that.
And then you'd complete the scenario, and get some xp and level up, and get some new abilities and spells.
But, of course.. that wasn't good enough. This wasn't enough to "reward" "progress". So that's why the dungeons are full of bs exp gain, along with non-stop active trigger ability spam in a non-stop stream of pointless engagements. Because that's what "gamers" think is popular, according to whatever.
Because make no mistake about that the way the game seemingly caters to "hard core rpg-gamers" is a huge sham in the worst of all possible ways. It has the appearance of an rpg, with all the right labels and functions any GM will recognize as exploits of the intended use in pnp. Down to the pointless rest-spam, the frequency of potions, the healing magic inflation, and on and on. And all of that is in the game now. On the other end, the game made all the mechanics that actually were interesting completely transparent to the player - actually to the point where the mechanics are so invisible they make no difference to anything. Since the way the game is played has been changed until you don't make strategic choices based on the situation, but instead work hard to figure out the "optimal" sequence to open with to win any fight. Which you then spam until you have to rest.
It's diablo 3.5 with a pause-button. And the game was literally a completely different one six months before release. With a much more tactical approach to battles, where the way you fought them could vary a lot from one to the next.