How about this.
A CRPG aims to create characters that is reflected by its own ruleset definitions. The characters proceed in the course of the game according to player defined attributes to the characters instead of player attributes, while the environment simulator changes accordingly.
An action game allows players to define characters by player attributes, while the environment simulator does not have to change accordingly.
http://en.wikipedia.org/wiki/Role-playing_game
"Aims to create characters that are reflected by its own ruleset definitions" just implies that the designer's intent is sufficient, so best just to leave that out. Nice job including character customization
and character progression inside the character skill > player skill argument. A little convoluted, but whatever works. Not sure what "environment simulator changes accordingly" is meant to imply. Do you mean that the gameplay changes to adapt to the character's attributes/skills? Also, I think someone has edited the wikipedia page you linked to. At least, I couldn't find a single clear definition of RPG anywhere on that page. A lot of tentative statements about different sub-genres, though, which is my point. Thanks for the assist.
The reason why so many can't define RPG well is because most younger generation were never exposed to the origin of RPG in the first place. D&D type RPGs has been considered by teens a nerd game for basemant virgins with no life. Even tho most D&D players are people with far better and happier lives than the video gamers. Because RPG gamers know how to separate things, they can easily define what is fantasy and what's real. While video gamers indulge themselves in simulation and never considered coming out of it.
The whole "younger generation" argument is bull, of course. I'm surprised that people even use it, since it's completely lacking in merit or objectivity. Even if there were any truth to the "not your daddy's RPG" argument, and a genre could be defined by its first instance (which it can't), the whole paragraph is just unbridled elitist twaddle. I doubt you could find any statistical evidence to support your bias. If anything, extreme simulationists are going to be
better at distinguishing real from unreal since they're highly motivated to make fine distinctions between what looks realistic and what looks fake. "That water looks so fake, it doesn't even use x, y, or z" (insert appropriate physics formulas here, since I don't know anything about physics). Go spend some time on a CG technical artist's forum. Those guys are far, far from being "lost in a cloud of simulation". I'm surprised they enjoy games at all since most of them are incredibly critical of them.
The very basic of RPG is IC (in character) and OOC (out of character). There's no such thing in video games, or at least in all those game manuals they all advertise the simulation part of it and never the RP part of it. You are who and who, what and what, not you rp who and who in what and what context. Cause that's boring to sound.
Companies advertise simulation aspects because simulation shows up in a screenshot, unlike more elusive elements, like gameplay. That's why they use bulletpoints to define the basic mechanics. The fact that they say things like "you can do x, y, and z in this incredible, living world!" instead of "your character can do x, y, and z in this incredible, living world!" is because they're aware of the elementary fact that players play games, not characters.
You're cutting corners here. Surely you understand that the general concept here refers to tasks where the is relative skill to determine the characters aptitude. If there is a skill governing general movement, then that should determine whether the character moves or not; if there is a skill for lockpicking, then that should determine the characters ability to pick locks. It's that the player makes the decision for the character to make an attempt at a task, and the character then performs as commanded, but succeeds and fails according to his/jher skill (instead of the players). Consider the player - technically - as the characters conscience, intuition or motivation (or what ever) and the character the physical vessel to carry out those tasks within his/her limits and capabilities.
In other words, RPGs are games where the character's physical mobility is determined by statistics, but everything else is up for grabs. So, if I take my brain and stick it in a digital body, that's RP? The problem is, who decides what needs a statistic and what doesn't? Is reaction time a character attribute or a player attribute? If character skill is responsible for 80% of my chance of success and player skill for the other 20%, is it an RPG or not? If it has to be 100%, then you've effectively removed the entire ES series from the genre of RPG. The only games left are turn-based. Any game with a RT element is automatically excluded. If I'm playing a warrior and I always use a certain axe and then I run into an enemy that I,
as a player, know is immune to attacks from my axe, should I be allowed to equip a different weapon? If you say 'yes' then you support player subversion, only you've substituted intellectual dexterity for manual dexterity.