Yeah that was a bit harsh but lately I have been thinking and wondering what exactly is it that makes for a good RPG? Oblivion made for a good sandbox game but it was hardly a good RPG, you diddnt so much create a character and define who he is over the course of the game but instead you really only create an avatar with which to go through the motions and perform a bunch of actions, quests and questlines as you check off these activities on your way to 100% completion just as you would in a Saints Row game. There is nothing stopping your character from doing both the Dark Brotherhood questline and the Knights of the Nine questline on the same playthrough which would define your character as being both a ruthless and bloodthirsty assassin as well as a noble paladin that protects the innocent (2 mutually exclusive character traits that cant realistically exist in a character without a multiple personality disorder), nor is there any branching plotlines within these questlines thus not allowing you to differentiate your character from another character who does the same questline. Now I know that a lot of you at this point are dying to say "LULZ you just have to place imaginary restrictions on your character that the game neither enforces, requires or even acknowledges" but you can do this in the Saints Row games as well making them by your definition just as good a roleplaying games as Oblivion, so what does make a good roleplaying game?
Now judging by what I have seen on these forums a lot of you would say a good roleplaying game is about defining your character by writing a long background story that the game cant possibly acknowledge and boring the poor unfortunate bastards you choose to share it with, and while this may be true in an MMO or a LARP it is certainly not the case in a singleplayer game. Of course the background can be used as a guide to the sort of actions your character might perform and his or her morality but in a game like Oblivion where the only actions that are recognised are those that allow your character to progress in the various questlines this is also pointless.
Contrary to popular belief a single player roleplaying game should not be about defining your character by writing a background story before the game even begins but defining your character by the actions and choices he makes along the journey, you dont simply create a character at the start of a game but instead your forge him/her over the course of the game, your character doesnt start out as a noble paladin or ruthless assassin but depending on the choices you make over the course of the game that is what he/she can become. Dont get me wrong as I love the Elder Scrolls games however to become true roleplaying games they need to be more than just sandbox games that just give you a bunch of actions and quests to perform, there needs to be choices and consequences for your actions, no 2 characters should be alike and the world should change to reflect that, the actions of your character should leave a mark on the world and while the world of 2 different characters may start off the same they will become 2 completely different places by the end of the game.
Within the world of RPGs and Action RPGs, there have been some very well-done games by developers like Bioware that allow the player to experience an epic story that is fully fleshed out, where the PC has a predefined role to play with some choices that affect the final outcome.
And on the other hand, there are developers like Bethesda that immerse the player in a wide open sandbox narrative where you are at greater liberty to define the story's arc yourself, for example, who your character is, where he comes from, which NPCs he wants to befriend or flirt with, why he does what he does and which quests and organizations he wants to join.
Neither is necessarily better than the other from an empirical perspective, but on a subjective level, some RPG fans prefer one or the other, and some enjoy both types of games.
In your personal Oblivion narrative, certainly, it could have been entirely dungeon raiding and performing empty, meaningless activities.
In my personal Oblivion narrative, there was a much more interesting story going on.
To provide some background, I have been playing Oblivion for years and I still have absolutely no idea what happens after you take Martin to Cloud Ruler Temple. In fact, during my latest playthrough, which I started at the end of 2010, I have racked up over 300 hours, without even touching the main quest or setting foot inside any Oblivion gates yet.
My personal narrative for this particular playthrough is the tragic tale of a young, naive Dunmer orphan who defends herself from the advances of a corrupt palace guard captain in Skingrad and accidentally kills the man. After she falls in with a bloodthirsty cult of assassins, she begins plotting her revenge on all those who wear the hated red garb of the Skingrad city guard. Although she has begun to master the ways of stealth, archery and poison making, this Dunmer does not even know what an Oblivion gate looks like. In her narrative, the Dark Brotherhood and the Skingrad City Guard play a much larger role than the Blades, for example.
I have been playing pen-and-paper RPGs for decades, and open sandbox games, although obviously limited by current technology, feel MUCH closer to this tradition because you can "go where you want, be who you want and do what you want," which is simply not possible in more rigidly constructed games with a pre-determined story.
The essence of RPGs is not stats, dice rolls, or branching interactive movies, not even remotely.
The essence of role playing games, going back to the grandaddy of D&D and AD&D, has always been about participating in a narrative that develops at least partly out of your choices as a player. The most fun pen-and-paper sessions in which I've participated have always involved each player taking on the role of a character in a wide open sandbox world where you can be who you want, do what you want, etc..