You're suggesting that an RPG platformer is not possible?
You've just set up a game with different classes that determine your success in traversing the environment. Level design is branching, with multiple paths towards completing your objective. You can leap from structure to structure, outrun enemies, swim past obstacles, etc with greater or lesser degrees of efficacy depending on the class you've chosen. Fundamentally, how this any different than Deus Ex? I mean, there's some obvious perspective differences, but that's not what made Deus Ex an RPG. The stat system made Deus Ex an RPG.
I can't look at what you've written and interpret it as anything more than, "This game can't be an RPG because of technological limitations."
Any game can be turned into an RPG by adding more RPG 'elements'. The more you have, the more likely people are going to classify it as an RPG. I never said that a platformer couldn't be an RPG. I said that a game that only has one or two of the elements that you consider essential to defining the genre wouldn't be considered an RPG just because it had those elements. If I bought Robot Boxer and Hippopotaman because the box said 'RPG' I'd be sorely disappointed. As would 95% of the other people who bought them. (Well, actually, they'd still be satisfied because I'm currently RPing an internet character with mad game design skillz.

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If you can design a game using those elements and it isn't an RPG, then you can't say that those elements define the genre. You can say that they are the most ubiquitous elements, but you can't claim that they are adequate for a definition. You
might make a good case arguing that even if those elements aren't sufficient, and they can be found in other games, they're necessary for a game to be an RPG, and that any game that had
those elements
as well as several other supporting elements would be an RPG but I don't even buy that. I think you could design a game that most people would consider an RPG that didn't have those elements. It wouldn't be easy, but it could be done. My point is just that RPGs aren't defined by specific mechanics, but by how the mechanics that have been implemented support the player's intention to play a RPG.
Also, when did I say character identification is unimportant? It's absolutely important if you're trying to create a believable world and narrative that's interactive and has meaningful choices and consequences. Of course, those things are entirely separate from what constitutes an RPG.
I didn't say you did. I said in the case of a game like Hippopotaman it wasn't. Just as it isn't in Pacman. There's no essential connection between an avatar that has characteristics that overrule player input and a "character" in an RPG, which is a much more complex game entity.
Not really. It assumes there are different types of characters. It assumes that each type can do something another can't. I don't see how that's assuming much.
The concept of an 'RPG character' is fairly complex. An avatar, like Pacman, isn't a character in the same way that an avatar in a RPG is a character. Even if there are different types of characters to choose from, as in a fighting game like Tekken, these characters are not RPG characters if the only other game mechanics are match fighting. Different units in RTS games each do something that other units can't, or have statistical variances. Team Fortress has classes, but that doesn't make them RPG characters. Having avatars with different strengths and weaknesses is common to many genres.
I think framing this argument in this way is also missing the point. People aren't upset with the lockpicking minigame because it's a minigame, they're upset precisely because it removes character skill from the equation. Saying, "Well, it doesn't have to," is irrelevant because it does. And Beth didn't just invalidate character skill once, they did it multiple times. Oblivion and Skyrim being the most apparent, but even Fallout 3 leaves a lot to be desired (mostly due to hard lock tiers instead of a full spectrum of difficulty).
If there was truly a system implemented where character skill was important, you'd have no where near the level of complaints that exist now.
It doesn't remove character skill from the equation, it mutes it. I've already indicated that I think it's unsatisfactory and that it should be fixed. People who say that your skill and perks have no impact on your chance of success are ignoring facts in order to promote their preferences. The mini-game can easily be fixed to make character skill have a greater impact on your chance of success than player skill, or at least make it as important as it is in combat. Arguing otherwise is just being intentionally obtuse. That's not to say that people aren't allowed to have a preference, and prefer a strict character-based chance with no player input at all, only that the argument "it removes character skill from the equation" is patently false and indefensible as an argument.
Right, and infiltrating secure areas isn't just picking a lock. It's sneaking up to a door, making sure any hostiles in the area are unaware, picking the lock, removing the contents of the container or entering the newly unlocked zone, and finally extricating yourself. It's silly to compare all of combat (from dodges, to quick strikes, to power strikes, to blocks, to debuff spells, to buff spells, to summons, etc) to a singular action like lockpicking that is itself one step in a grander feat.
That's my point. It isn't lockpicking versus combat, it's lockpicking versus sword swinging. They are both singular tools that only serve to realize a broader action (that being infiltration or combat).
Swinging a sword requires aim and does damage. One is player-controlled, the other character-controlled. Why should picking a lock be held accountable to a different standard? If your character's skill determined the size of the arc, the number of tumblers, the chance of your pick breaking, etc., I don't see how that is in any way being less determined by the character than combat. A successful RT lockpicking mini-game is just a feasible (and a lot easier to implement) than RT combat. Why are players who hate having a player element interfere with their chance of success playing the Elder Scrolls? They've always been action-RPG hybrids and reflexes have always been important to your chance of success. If the lockpicking mini-game was a lot more challenging, there'd be a lot fewer people complaining about it.
Name some of these non-RPGs that have clearly defined character distinctions. Progression alone is not enough. There need to be distinctions. If the character simply gets better at everything over time then there's no difference between characters, only a difference in progress.
Please explain how Diablo is not an RPG. Preferably without using the same arguments you're apparently disputing in regard to TES.
Diablo is not intended to be anything more than a dungeon-crawler. You pick a class, that class gains experience and progresses, you explore dungeons and collect loot, and that's where the relationship ends. It's just a really sophisticated version of Pacman. Aside from the RT action element, it's no different from a board game. If the only criteria you use to classify a game are mechanics, and you define genres by their most common elements, then, yes, it's an RPG. That doesn't mean it supports RP, which is a special kind of activity separate from game mechanics. All of these arguments are based on two different kinds of people: people who want to define a game based on its mechanics and people who want to define a game based on the kind of gameplay that those mechanics actually support.
A game allowing you to assume a role is not an RPG. You can "assume a role" in anything. An RPG forces you to choose a role and it compels you to abide by that role. If you attempt to play outside of that role you are penalized. If you are not penalized through failure when you act outside your role, you aren't playing one. You're simply playing some dude who arbitrarily decides to do/not do things. That's your character's personality (something that is rarely ever stat driven and almost always up to the player).
Let me fix that for you: "An action game forces you to choose a role and compels you to abide by that role. If you attempt to play outside of that role you are penalized. If you are not penalized through failure when you act outside your role, you aren't playing one." Congratulations, you've just described characters in an action game. Role-playing is only possible if its possible to act in different ways. If your 'role' forces you to act the same way every time, it's not a RPG because there's no choice involved.
For example, let's say you're playing a character who's deathly afraid of iron. He hates it's sheen, the texture, it's weight. You can say that since this character has an iron-phobia you'll never use iron weapons. But that's only pretend. You could play the same role in a first person shooter and make up some reason for your character hating pistols. If at any time you decided to equip your character with an iron weapon, nothing would happen. He'd be just as effective as if he were using an elven weapon (barring any obvious stat differences between the weapons). Now, if the game actually recognized this phobia, say as a selectable trait at character creation, it could then impose a penalty on the character when using iron weapons. This could range from drastically lowered effectiveness (less damage, slower, more easily staggered, etc) to outright inability to equip.
If you have total freedom in how your character plays at all times, then your role is meaningless. Or to be more accurate, your role does not actually exist.
Your example is just another caricature. The fact that you can RP in any game is irrelevant. I don't recall making any elaborate arguments in favor of games that don't have consequences. RPGs are games designed specifically to support RP. If you RP a character that has an iron-phobia in a shooter, your intention is not going to be supported by the gameplay. That's why you don't call it an RPG. That's pretty much my definition: if the game doesn't support RP by providing consequences for your decisions, then it's not a RPG. An RPG is a game that supports your intentions. Support means that those decisions have consequence. That's what makes them real and maintains the illusion that you are, indeed, playing a role.
That's why, if you're playing a game and choosing one faction over another causes the other faction to retaliate, you've used a RP mechanic to support your intention to RP. Your decision had consequences. If you just make up a faction in your head and pretend that it exists, that doesn't have any consequences. Because it has no consequences, it will not support your intention. These 'pretendings' can be useful supplements to RP (for example, by allowing you to create a back-story for your character), but they will never serve as a substitute for real mechanics. People don't RP in action games because those games don't have any mechanics in place to support their decisions.
Incidentally, freedom and consequence are not opposing forces. They are complementary. If you don't have any freedom to choose a course of action, there are no consequences. Consequences arise from player choice. Having total freedom over how your character acts is the only way to implement total consequence. No freedom = no consequence. In action games, you don't have any choices. Consequently, none of your actions have any consequence for your character. The only 'choice' you get to make is whether to shoot the bad guys.
No, it simply offers a better gaming experience. This seems to speak more to your idea that other genres can never offer depth surpassing that of an RPG. If one does, you simply reclassify that game as an RPG despite there existing none of the mechanics required. Is Farcry 2 an RPG? Is STALKER? You're conflating depth and choice and engaging narrative with the essential structure of an RPG, but they aren't. Certainly they go hand in hand with the experience most RPGs are aiming for, but it is hardly a requirement.
Just as all you've done is reclassified games that are obviously not RPGs (Robot Boxer, Hippopotaman) to fit your theory. Only you've done it based on mechanics. In my opinion, character > player and character progression are not sufficient or necessary for defining an RPG. You need a lot of different elements to create a game that supports a player's intention to RP. Any game that imposes consequences for player choices does that regardless of whether or not the success of taking certain actions is player-based or character-based. If choosing to join a faction changes the options available to a player, the locations that they visit, the compensations that they receive, the NPCs that they form relationships with, and the outcome of the narrative, you have to do some pretty fancy rhetorical sleight of hand to reclassify that experience as a non-RP experience. You have to say ridiculous things like: "Role-playing games are not about role-playing." It's not hard to see why there's so much confusion on the subject.
Um, you just described classes. Attributes are just one way of defining character distinctions. I've never claimed it's the only way, or that other methods necessarily result in a shallower RPG.
So your political leanings are a class? How do they define your chance of succeeding at picking a lock? Do you get a bonus to your strength for choosing one over the other? That's just nonsense. You can change your political leanings at any time. It's nothing like an attribute or a class. In a game that has been designed to give that choice meaningful consequence, however, you've created a RP mechanic that has nothing to do with character skill or progression. It's entirely dependent on player choice. Who cares if my ability to hit a target is based on my manual dexterity as a player if by choosing to join the slymarians I end up being a freedom fighter on Globula 9? How is my running speed more important than my decision to hook up with a Globulan prosttute and get dragged into the middle of a gang war in the streets of slymaristan? Combat statistics are details that can be used to enhance or detract from the RPG experience, but they don't define it. All things being considered, I would rather have the attributes, skills, specializations, and all the other trappings of traditional RPGs because they enhance the experience. To argue that the enhancements are the core of the experience just seems like mistaking the means for the ends.