Duckroll, a few years ago I would have agreed with you on the whole "no choice, no interaction, no expression, no exchange" ways of the current Diablo 3.
Currently, however, I recognize that what we called interaction was simply the option to fail miserably - when not doing the "proper builds" in Diablo 2, for example, no matter what patch it was -, and the option to do the builds that were proper.
There are games out there with deep, good customization systems. I love those simply for being what they are. I never felt like what Diablo has offered as customization was anytime proper or "astonishing". The series's gameplay was always what caused the awe and awesomeness - and yet, even within the D2 structure, you could not really "customize" anything except for messing up. Either you played for "fun", meaning that you put points into a badly scaling, nightmare/hell useless skill, or you did not, and saved up for the proper synergies and went on with the boring 1-2 basic skills until lv30 at least. THAT is horrible design.
But no one here is asking for a system that is exactly like Diablo 2. This strawman defense makes no sense. We are not talking about Diablo 2, but Diablo 3. Improvements are expected of a sequel, especially one from a developer such as Blizzard. If the argument is that Diablo 2 had crappy skills which no one would normally put points into unless they were stupid or deceived by the usefulness in the description, I totally agree. Diablo 2 had a bunch of CRAPPY ASS skills for many classes, which if you were unfortunate enough to dump your points into, would be a waste and result in a weaker character.
The solution here is not to replicate that just to give players "false choice", but rather to not create crappy skills to begin with, and put more thought into making each and every skill that is in the game useful in some way. But this is a part of skill design, and it has nothing to do with how players actually end up getting these skills. That part of system design falls on character development. I have already presented a simple system above which showcases how the player can be given real actual choice while leveling, without overloading the player with so many choices where the majority of options are to basically fail harder.
All this goes away. Yes, you can say it is interaction and exchange, communication, expression, choice - whatever. The point is: you either had a useful build or you did not. Anything else was just a bad coverup of that. In Diablo 3, you can have the same. You can experiment or you can follow the "optimal" setups. Sometimes hardcore players would be amazed how easily beginners or even advanced players do not see the hole or the flaw in their skill setups in games like this, and does not adjust immediately, but after hours, days of mediocre damage-dealing and frustration. This is present and clearly visible in WoW as well.
The solution to this is to have better descriptions in what skills do when you give players a choice, and also not to design crappy skills which often have no actual long term usefulness, like I just said. Furthermore, players who are not as familiar with the game systems and might need to respec their characters later on should have an option - possibly at a cost. This would not require a player to completely replay a new character and grind through 60 levels just to create a useful character again, but at the same time the cost should be such that the player is aware that there is a penalty for poor decision making.
Decision making is part of gameplay and should be fun in itself, with the right balance of risk and reward, without it being overwhelmingly punishing, players should be motivated to make better decisions while playing a game, and feel that there is a true sense of achievement in doing so.
Regardless, I respect that you feel that you have been stripped of meaningful freedom when it comes to character customization, with only Passive choices being "meaningful", and even they are reversible, as I recall. But I maintain that that freedom was illusionary in the first place, and the main power always came from proper gearing and proper skill-setup, the same still existing in Diablo 3, yet not hidden behind meaningless "barriers".
There is nothing illusionary about freedom. We are talking about designing valid choice into games, and Diablo 2 is not the only example out there. Just because the previous game had less meaningful choices in character building does not mean that the sequel should instantly remove all player choice instead of trying to improve on the system to make the choices more valid and meaningful. That seems defeatist in thinking.
I would gladly accept it if we're talking about a weak developer who might not be able to design worthwhile systems to give meaningful choice in character customization, but instead wants to focus on the more "fun" aspects of the game because they're shit at proper system design. But we're talking about Blizzard here. Is Blizzard that sort of developer? Actually I don't know, maybe they are now...
Needless to say though, the runes as drops would still had been good, even if it is pointless as well: you can just sell the one that you do not need in the AH and buy whatever you need. No real choice again.
Again, if you notice, I haven't said a single thing about rune DROPS being better or worse than runes being part of the UI. My beef is with how scripted the entire process is where you get a fixed rune at a fixed level no matter what. That is without a doubt poor design meant to streamline things in an unneeded way.
In all honesty, can you tell me that the runes for each category are definitely stronger or weaker than each other? No, they're just different and provide different effects. Since that is the case, why are they divided across levels specifically? Why not let players choose which rune they want to unlock at each level? Is that choice meaningless? Not at all.
And how about skills? Can you definitely say that the skills you get at each increasing level is meant to be better than the one before? Definitely not. In fact, the balance is such that almost all skills are not better or worse than another, but instead serve different benefits. This is good skill design. But if that is the case, tell me why we cannot choose which skills to learn earlier as we level up? How is that "meaningless" choice if given to us?
I would love to hear a detailed response to this.