I have of course addressed the larger point of the thread time and again but I will do so one more time.
The problem here is that we have an argument of definition and the further problem is that, unlike your average argument of this type, there is no final arbiter of truth to be found. Nevertheless, I am of the opinion that an RPG can be defined simply as a game that offers either character agency, narrative agency, or both.
Character agency is, simply put, giving the player some level of control over their character. While the loosest interpretation of such a statement implies any game that gives a player even physical control over their avatar would qualify, such an interpretation is hardly useful. In an effort to provide a more useful definition, a player has agency over their character when any of the following conditions are met (this is not an exhaustive list but rather a sample of concepts found in games considered to be RPGs):
The character's skills can be chosen by the player and the choice offers a meaningful distinction in the character's abilities in a given situation.
The character's gear can be chosen by the player and the choice is between equally useful but functionally different options.
The world's interpretation of the character can be affected in a meaningful way by player choices.
The character's outlook is mutable by player action.
Narrative agency is much the same as character agency and simply implies that a player has a level of control over the course and ultimate outcome of a story. Again, this implies a greater level of control than the player simply choosing not to finish the story and a similarly non exhaustive list would be something like this:
The player is given one or more opportunities to alter the ultimate outcome of the game in a meaningful way.
The player is free to choose to tackle the narrative in an arbitrary order.
By meeting even a single criteria here a game could easily be called an RPG. The more criteria it meets, the more people would be willing to agree that the game is an RPG. You will note that the implied mechanical systems people so often point to as reasons a particular game isn't an RPG are not explicitly mentioned because such mechanical systems ultimately serve the purpose of giving a player agency over their character and nothing more.
The problem here is that we have an argument of definition and the further problem is that, unlike your average argument of this type, there is no final arbiter of truth to be found. Nevertheless, I am of the opinion that an RPG can be defined simply as a game that offers either character agency, narrative agency, or both.
Character agency is, simply put, giving the player some level of control over their character. While the loosest interpretation of such a statement implies any game that gives a player even physical control over their avatar would qualify, such an interpretation is hardly useful. In an effort to provide a more useful definition, a player has agency over their character when any of the following conditions are met (this is not an exhaustive list but rather a sample of concepts found in games considered to be RPGs):
The character's skills can be chosen by the player and the choice offers a meaningful distinction in the character's abilities in a given situation.
The character's gear can be chosen by the player and the choice is between equally useful but functionally different options.
The world's interpretation of the character can be affected in a meaningful way by player choices.
The character's outlook is mutable by player action.
Narrative agency is much the same as character agency and simply implies that a player has a level of control over the course and ultimate outcome of a story. Again, this implies a greater level of control than the player simply choosing not to finish the story and a similarly non exhaustive list would be something like this:
The player is given one or more opportunities to alter the ultimate outcome of the game in a meaningful way.
The player is free to choose to tackle the narrative in an arbitrary order.
By meeting even a single criteria here a game could easily be called an RPG. The more criteria it meets, the more people would be willing to agree that the game is an RPG. You will note that the implied mechanical systems people so often point to as reasons a particular game isn't an RPG are not explicitly mentioned because such mechanical systems ultimately serve the purpose of giving a player agency over their character and nothing more.