My argument is simply that without player agency the game is not an RPG. I don't consider, for example, Final Fantasy 13 to be an RPG because it offers zero agency over character or narrative. I can not alter my character's function, their statistics, their world view or even how people see them nor can I alter, even slightly, the outcome of the story. By contrast, World of Warcraft offers slim agency because a player plays the role of hero by selecting one of several different classes and races and then further chooses to specialize in one of a few directions from there.Treblaine said:So many games that are universally known as RPGs completely defy the principal of agency over your role. Most notably the Final Fantasy series and almost every single jRPG. Plenty of western RPGs are extremely INflexible in the agency over your role or even the story.
This is starting to seem like the spelling "rule" of "I before E, except after C" which is a rule that has as many exceptions as examples; for every 'Science' there is a 'ceiling'.
The former is an example of where people attempt to assert that a mechanical system is what defines an RPG. Such definitions are fundamentally useless. Most games have some measure of an inventory system, so how far does one have to go from a two weapon system like Halo until it is considered worthy of an RPG system? If tactical decision making in combat is important, does that mean strategy games of various sorts are RPGs? Because it is impossible to define precisely when such a system becomes worthy of an RPG, it is of no real use to defining what an RPG is.
By contrast, if you define the genre by agency, you'll note that it encompasses, quite naturally, many games that include such systems. Alpha Protocol, for example, is an RPG because it offers character agency in the form of choosing which skills one will specialize in and allows them to alter NPC perception of their character. It also allows for a great degree of narrative agency both in discreet gameplay moments as well as the story as a whole. Bioshock offered some agency over the character, largely in the form of choosing which plasmids to purchase as well as limited agency over the narrative (largely in terms of the ending).
The bottom line is simply this: while each of us will have a varying amount of agency before we consider a game to be an RPG, defining an RPG by the presence of agency is useful. It tells us when a game most definitely is NOT an RPG - something that makes it more useful than the initial tautology. And it provides a clarified set of reasoning as to when a game is an RPG. Those mechanical systems people always point to are not intrinsically a part of RPGs - it is just a common way of giving the player agency over character is all.