anyone have anything more to say on the issue of Role playing through gameplay or role playing through stat selection? Seems like there is a divide between fans on what really makes the elder scrolls "the elder scrolls". It would be nice to see where people lie on this...
my personal idea of "role-playing" is, at its core, playing a role, which in this case means you are an active contributor to the stories that unfold in the game. as a main character, your actions and decisions dictate how events will play out, whether they be big or small - whether the Vault will get a caravan of water to tide them over until i can find the water chip, whether the android will retain its independence or be forced back into servitude, whether Duty or Freedom will gain control over a given area, things like that.
stats and levels and numbers mean absolutely nothing to me. ideally i'd like to see them completely abolished, as far too often they hold back the game, rather than make it interesting. it's not impossible for stats to be fun - in fact it's very easy to come up with ways for stats to greatly improve how a game feels - but more often than not they exist because the developers couldn't come up with a better system, or just because if it didn't have stats people would yell "that's not an RPG!" on forums.
if a game allows you to take an active role in deciding how the stories told within it end, i consider it an RPG. STALKER is an RPG. Fallout is an RPG.
except for Daggerfall, i've always considered TES first and foremost an adventure game. you explore the world and interact with its inhabitants and discover the stories it has to tell, but very rarely do your actions have any bearing on the way a given story ends outside of whether or not somebody dies halfway through the telling. you're an adventurer and you're on an adventure, but generally the only thing you have a say in is how you approach that adventure.
Baldur's Gate is the same way, though it masks it very well. you can embrace fate and go along with it or you can curse fate and be forced to go along with it, but you don't really have a say in the things that unfold - you can't join forces with Sarevok, you can't join forces with Irenicus, you can't join forces with Melissan, and you exist pretty much solely to further the story, but the way you approach it can vary between playthroughs. the only genuine storyline choice i can actually think of in Baldur's Gate is at the very end of Throne of Bhaal, but that doesn't really have any impact on anything outside of the personal tale of your character.
"role-playing game" is an incredible vague title. there's a colloquial definitions, sure, but more than "first-person shooter" or "fighting game" or "flight sim", what a "role-playing game" actually is is very subjective.
also when i say "story" i'm referring specifically to pre-determined narratives, not emergent gameplay. emergence adds a whole new level of complication.