Ashmo said:
If by your definition a CRPG is an adventure game with PNP style character development, then why can't an Action RPG be an Action Adventure (you used that term, not me) with PNP style character development (if only in terms of mechanics)?
I almost agree on that.
I agree that it is imaginable to create an Action-Adventure with PnP style character development, depth and interactivity, but it has never been done afaik so it's a hypothetical genre, and the actual application of the term to existing games is bullshit.
The important difference is Ashmo's restriction of the term to "only in terms of mechanics" which reduces the meaning of RPG to some elements of game mechanics. But I believe interactivity and depth ought to be the defining part of RPG, not stats.
Personally I wouldn't mind the use of the term in the sense
Ashamo describes it if it weren't for the slippery slope argument. First you accept that Diablo2 is an "Action-RPG" and before you know it people call DeusEx and RPG or make statements such as "In Half-Life, you play the role of Gordon Freeman" - yuck.
It's not that I am offended if someone calls DeusEx an RPG, but it defeats the point of having genres if you mislabel games.
Edit:
On the concept of Action-RPGs. What I think of is a game that brings player skill into play like fighting in DeusEx for example, but instead of focussing on combat it ought to make the player exercise all skills actively, kinda like lockpicking in Splinter Cell.
It'd be kinda like mini-games but it ought to be integrated into the gameplay as seamlessly as possible.
I figure Morrowind's combat system may have been a half-hearted step in that direction. It just wasn't done well, and it wasn't apparent anywhere else in the game.
Of course, maybe noone is properly combining action and rpg elements because it would be too much work making a game both a good action game and a good rpg.