Chess has choices and consequences. "Choices and Consequences" must be qualified or it defines nothing.
Some DVD movies offer a scene selection feature where you can select what a character will do next and the movie plays an altered scene. Watching movies is NOT roleplaying. In these interactive multi-linear/branching story games, the same thing happens. Player watches a cutscene, like a movie; game sets player free and sends hordes of enemies where all interactivity is killing, another cutscene where player is offered a choice and game selects the next scene. I can't see the difference.
Choices are often based on player's realtime decisions rather than dialog gates, this is true for consequences too. Writers are probably completely unaware of the choices I made and consequences I faced. See, this is what makes it(Morrowind) a true RPG.
I think we can say that's because the world is interconnected on a very high level in Morrowind, at least compared to other games.
And I found where Daygon is mistaken.
There is a difference between roleplayable game and roleplaying game. RPGs need to have additional qualities, mechanics for roleplaying. Just because one can roleplay Mario doesn't make it a roleplaying game.
Now what's needed for roleplaying. There is only one stat needed and it doesn't have to be put in the game but it can come from player directly. Personality. This is all what it's about. A simulation of personalities. This happens between humans naturally so MMOs can get away with it. MMORPGs will need to have some support to deserve the RPG part. From roleplayable game to roleplaying game.
Well, I am broadening my previous definition here. The MMORPG will need to add some support, this can be character customization, stat system, jobs, classes and so on. The important part is only one of these qualities will be enough. It defines the game's goal to be an RPG. To only have one of these is not ideal but it can be seen as enough. So this definition lets a game with only stats to be an RPG where at the same time shows stats is not a must.
This is all true for singleplayer RPGs too except human interaction and freedom are needed so it can compete with MMOs.
My only problem with this definition is what if I'm roleplaying the last man on earth. Maybe I can see Dungeon Master as a human so game as dungeon master can provide the needed interaction. (Sunshine!!! Q.E.D. :teehee: )
PS. Things that can be added to the list are for supporting. These can sometimes limit the player naturally but for good reasons. Choices&Consequences is not included in the list because C&C is anti-roleplaying. It is removing freedom completely with fake choices and killing roleplaying. I'm not talking about real choices and consequences but those turn-the-page adventure games with fake choices.