Bukozki said:
The games are fundamentally the exact same thing. The only difference is the change in skill over a period of time. In Fallout 3 elements of game play are unlocked as the character encounters new equipment and gains "experience". In GTA elements of game play are unlocked as the character gains new equipment and access to new locations. Both games allow for moral choices that impact outcome of story and play.
A running tally of how much you've killed does not make something an RPG. In fact, I'd go so far as to say that GTA is more immersive than Fallout 3. There are more radio stations, more in game feedback, more ways in which you are reminded of the role you are playing in the game and within the game environment. Most of the mission objectives are structured in the same way in both games: go here, retrieve this, etcetera. The fact that you don't design your own character in GTA and assign skillpoints does not make it any less of an of an RPG than Fallout 3.
The question is, can we adequately recognize the genre of the RPG in such a way that it excludes GTA but includes Fallout 3?
Like you, I believe that an RPG doesn't necessarily have to use stats. But I'm not claiming GTA is an RPG.
Fundamentally, you have to be able to choose a specialisation for your character. And you have to be able to refine that specialisation.
When you think about it, adding +1 to strength is the same as saying "I want my character to specialise more in brute strength."
The game doesn't need to have stats - presenting the choice in text form as I just did achieves the same outcome. In fact I think stats can muddy the water, and introduce uncertainty.
For example, I want my character to be able to wield the heaviest weapon in the game. Will STR9 be enough? Will STR8 be enough?
I can't know this ahead of time, because until I've encountered every weapon in the game and seen it's STR requirement, I don't know how much is enough.
If, on the other hand, the game had presented me with the choice of "stealth, brute strength, diplomacy, marksmanship" those chioces are self-explanatory. Having chosen "marksmanship" I would expect to be able to use any sniper rifle in the game.
Not to find the best rifle and see "uh oh, need 2 more STR than I've got".
For a more advanced system, you could at first choose between "light sniper weapons; light melee weapons". You choose "light sniper weapons".
Later on, you get a choice of "heavy sniper weapons; light melee weapons". It is logical that you can't jump straight to "heavy melee weapons" since you never took light melee weapons. Additionally, you can now you can further specialise in sniping by chosing to wield heavy sniper weapons. You will still suck with all melee attacks.
Ultimately, I haven't played GTA:4. But unless you can choose to be more competent/ less competent in certain areas, then I couldn't call it an RPG.
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So an RPG, in a nutshell is:
A list of actions your character can take.
A choice to increase/decrease the success chance of some of those actions.
Choosing not to be able to perform some actions at all is valid.
Now, a "shallow" RPG has:
Actions which do not change your path through the game.
Actions which do not change your strategy, in whole or in part.
Actions which perform a similar function, or are implemented by very similar game mechanics:
Ie, given the choice of the following actions:
-shoot with pistol
-shoot with dart
-shoot with rifle
you have 3 valid actions, and you could potentially have an RPG. However, those actions are largely the same. The gameplay is mostly identical. All 3 weapons require aiming and firing. All 3 are hostile actions, and unsuited to a character who wishes to be diplomatic.
A better RPG has:
Actions which heavily affect strategy, in whole or in part.
Actions which enable multiple solutions to problems.
Actions which can change the focus of the game - for example, hostile actions vs peaceful actions. Offensive actions vs defensive actions.
The ability to completely change your path through the game based on your actions.
Encounters which entirely depend on which actions your character is capable of.
On top of that, an RPG might typically have:
A story-driven world
NPCs given life and importance (GTA has; Quake doesn't).