To me, a true RPG is what a poster above said. Its about telling your own story. Bioware makes adventure games, not RPG's, because they tell you the story, and it is impossible to deviate. (I do not call a 'nice' or 'nasty' dialogue tree a real choice)
Some of them are really good adventure games, I quite enjoyed Jade Empire. But it is in no way shape or form an RPG.
It is too linear, too much like riding a rollercoaster. Fun, but in the end stuck on rails.
So linear RPG's aren't rpgs? Free roaming is a sandbox element not an Rpg element.
I don't see how it is impossible to deviate, you can literally alter the end of the game, not only that, but to a much greater extend than Morrowind, You can even avoid a large part of a battle by talking the boss into committing suicide. The "nice"/"nasty" are still more dialog dependency than Morrowind.
You also state Jade Empire, which has two different endings, where Morrowind has one. And concequently shows the effects of the people you met and who survived to the end of the game. Sure Jade Empire is a Action Rpg, it even labels itself this, but If Jade Empire isn't a rpg in any way shape or form, than an rpg requires neither dialog nor choice or consequences, neither story.
And since when was choice and consequence, skill based dialog choices, a hallmark of adventure games? In adventure games you aren't allowed to change the course of the story. The legacy of Kain series is a proper adventure game.
People that state 'levitation is overpowered because it allows you to avoid painstakingly created content' just make me want to facedesk. Playing how you want to play is an RPG hallmark. There is no such thing as 'avoiding painstakingly created content.'
It just does not exist. And that is what I mean by Bethesda pandering to the lowest common denominator.
hey, I agree, that is not a reason to avoid levitation.
Never did I use the phrase 'casual gamer' but I do think that the newer generation of gamers are fundamentally different from the old generation.
Streamlining removes options, hides gameplay mechanics and to me basically just means: 'Aimed at casual gamers who get really upset when confronted with choice or the need to think.'
I believe the above is you using the phrase causal gamer, and using it in the wrong context.
I read on Skyrim section of the forum about how someone was glad spell creation was gone, because 'it allowed for really cool looking spells, not just a ball of light.' And that is exactly what I mean. All flash, no substance.
What do i care for how a spell looks? I care for what it does.
That is RPG.
How is that not the exact opposite of of flash no substance. In Oblivion/morrowind/daggerfall, the difference between fire dmg and cold dmg, is a label and a colour, and which dmg gets to effect what, but other than that they might as well have been similar. Instead of Fire/cold we could have called it purple/brown, it would make no difference, because there's nothing about the fire in the former games that indicates that this is fire, beyond the flash. If we have a person with the same resistance to everything, than the difference between fire and cold is trivial at best. That is not a proper representation of fire and cold. I would love to have spell creation, but the new magic system sounds interesting enough to that I would rather have that than, spell creation with spells that are trivial in difference. I mean in skyrim, fire is not just a label, it's a property, is a real thing with it's own characteristics, just as cold is property with it's own characteristics. If anything, I want spell creation that involves the new system.
Any game that puts you on rails, and takes you by the hand down a pre-set path, with no room for deviation, no room for inventiveness, no room for customization (besides cosmetic), no room to tell your own story is, by definition, not an RPG.
So skills don't matter at all? I mean the hack 'n' Slash genre is a branch of RPGs which decided to focus purely on Stats and abilities, but to say imply that they don't matter can't be true. What about Vampire The Masqurade Redemption isn't that an Rpg? Any linear Rpgs aren't Rpgs? What about Sandbox games, are these rpgs? Is GTA an rpg simply because the world is open and you can play how you want? In San Andreas you can do a lot of different stuff, make your own story. I can't join House Dagoth, so now Morrowind isn't an rpg?
Fable did not have dialogue trees at all, and Mass Effect only allowed you to choose between 'nice' and 'nasty'. Basically, its two games in one, where you get a different ending if you play a nasty guy instead of a goodie two shoes. But there was hardly any character customization, the weapon customization was a joke and there was nothing at all to do in the entire game besides questing.
Hardly any character customization? You could specialize in any given weapon type, you could make your character look however you wanted, and you had you could specialize in to different approaches, or both, or none, and the nice/nasty choices which were skill governed, and had nice/nasty consequences to a measure that morrowind hadn't, could you talk dagoth ur to give up? Morrowind doesn't have dialog trees in the same sense, and when you have a choice in Morrowind, it's not skill governed, and there no neutral approach, I mean at least there's even neutral approaches in Mass effect.
Not that adventure/ fighting games like Fable arent fun, but they are just that. Adventure/ fighting games. Not RPG.
And then fable, the game which sacrifices most other rpg mechanics, and specializes specifically in one, which is
exactly to tell your own story. I didn't particularly like the newest addition to the series, but you can't say that there aren't consequences to your actions in that game, the game world literally changes to your decisions, I mean seriously, I can kill vivec, but it doesn't really change much, the world stays the same, dagoth never wins, it tells me I'm doomed, but really, nothing happens, if that message hadn't come up, you wouldn't have noticed anything other than that the world has just frozen in a little time pocket, the world moves on as if nothing happened, only it doesn't really move on, because like in Oblivion, it only really moves when I move.
What should we call games where you can change the course the outcome of the game? where the ending is determined by you? I mean according to you, they aren't rpgs, but adventure games don't have this ability, nor requires it. Is Fable a fighting game like tekken? or a hack 'n' slash like Diablo?, in diablo you can't effect the story, but in Fable you can, does this mean nothing? Is a branching storyline irrelevant?