Steve Butts said:
We thought it would be needlessly pedantic to jettison the current genre labels and would actually be working against the purpose of the chart.
And I'd have completely (and yet grudgingly) agreed. When it comes to pinning down a more accurate term, it seems as though that ship has sailed. There's too much baggage and tradition wrapped around that term to address its inherent inaccuracy at this point. Damn.
(Of course, that won't stop me recommending the change when I get the chance!)
Exquisite! Here comes some, just for kicks--
For me, RPGs are primarily about: 1) stat-based character advancement, 2) rules-oriented combat, and 3) story consequences driven by player choice.
1) Yep, that's the "character-based strategy" element I'm thinking about. You're planning out and executing something according to a sequentially-oriented set of options, most often along a branching chain. It's just that the "something" is a character/party instead of a city or base full of dudes.
2) Isn't this one really just the logical extension of #1--I mean, you've got all these fancy stats, so it only makes sense that combat would be based around the manipulation of those stats. (You could also argue it works in the opposite direction, and that the stats are based on the type of combat rules you plan to have. Either way, I think these two can be collapsed into a single concept.)
3) Now, this one is
clearly in the realm of presentation. Plenty of games that are clearly widely-accepted as RPGs have a linear story... and there are some action games in which the flow of the story can change based on player choice (Hell, the arcade
House of the Dead games have multiple paths to choose!). I'll agree that it goes
best with story-focused games, and RPGs tend to do better in that regard because there's a slower pace (allowing the story to breathe a bit).
I really think that the most widely-accepted concept of RPG really just boils down to that combination of your first and second points. The combat is (whether real time or turn based) centered on rules and stats, while a core gameplay mechanic revolves around how you improve and manipulate your character's ability to capitalize on those rules via stats. Or character-based strategy. This
will become "a thing" someday, mark my words.
I admit, the lack of a common definition is problematic but within the context of this wheel, RPG represents a very specific gameplay style.
And I think most people know exactly what you mean when you say RPG, too. I just hate the term personally, and I'm desperately outvoted on the matter. The only true problem I've seen recently is the idea that some folks have that simply adding a skill tree to your game qualifies it as having "RPG elements." I just don't think that single act adds enough depth to qualify the game for a sub-genre.
At any rate, thanks for taking the time to respond to my previous post--especially as I imagine it to probably be a rehashing of conversations you've likely participated in a thousand times!