It has gone so far from its roots in that regard, that some computer/console RPG gamers will now obnoxiously and erroneously declare that RPGs are meant to be singleplayer experiences traditionally. . . Lol. Oh, they of little knowledge.
I don't think RPGs need be single player only ~I just don't [tend to] like multiplayer games ~with exception for RTS' :shrug:
As to dice and rolls for accuracy etc. They really are as obselete as the dungeon master. Unlike the other players who served a function in the gaming beyond mere logistics, the dice and rolls etc. served only as regulators of the game world, a function that the technology takes care of in a more clean and efficient manner.
I disagree. Dice in an RPG represent game world probability. It is the dice ~specifically, and intrinsically, that decide the minor details that make a world believable ~at all. Without weighted probability, the expert lock picker will always open the lock ~because the lock is always in perfect working order, never rusty, never jammed before you get there, and he never makes a mistake... and because every identical lock in the hallway has had equal amount of wear & tear over the years, including the one that was taken apart by the last occupant.
Dice allow this for every skill, and
cheaply. Until RPGs can account for a complete history of every object, for NPC moods, headaches, distraction, impatience; poor heath, and minor injuries to themselves and to the PC (like a paper cut that impairs his lock picking)... and random chance as well :chaos:.... Dice will never be obsolete in them.
I'm sorry - I hate to criticise but you offer a definition of an RPG and then highlight supposedly negative changes to the genre in recent games. The only problem is that none of these - character stats, dice roll combat etc actually form part of the definition. There is no reason whatsoever why atributes or dice role combat are a prerequisite of decision making or character develpment.
Could you elaborate on that a bit; maybe with an example.
Its this part that gets me, "
There is no reason whatsoever why atributes or dice role combat are a prerequisite of decision making". See, I would think it a given that the PC's Stats would (and should) directly affect what decisions that PC is capable of... Ignoring the simple stats like Strength... A PC with low perception should not be able to decide on things that they should not be able to perceive. A FO3 example: Players playing a PC with a perception of 3 (or less), should not be able to spot concealed traps for the PC ~IMO they shouldn't even be shown most traps until after they trigger them (or the game makes a stat check to see if it should visible), while an average perception stat could have them be normally visible, and a high perception stat should perhaps even flash them a few times to make them
very obvious (this depending on how 'good' the result for the stat check was). (This is not ideal, but its a 3D FPP game now, and you have to deal with it creatively.)
Has the genre changed, yes of course, but it should.
Why
should a genre change instead of split? To me, this sentiment seems no different than saying that a flavor
should change ~that Vanilla
should change (for all!) instead of a new French Vanilla, or some other 'new and improved' flavor. It is not always the case that a new technique is better, nor should an old one always be modified because of new techniques. I [personally] can't stand the new FPS format for Fallout ~because is strips out an important aspect that I enjoy ~to this day in the series games. I consider FO3 a spin off of the Fallout series ~not a continuation nor an improvement. I still think its a great game though; just as I like both Vanilla and 'French Vanilla'; But sometimes I'm just in the mood for the other one.