I don't think "depends on player skill" disqualifies something from being an RPG. I mean "strategic planning" is a skill that will get you far in most RPGs
Except "strategic planning" is not a PART of the games. They're an element outside that the player cannot be stripped of. But twitch aiming, jump timing, angle of approach... these are gameplay elements. I think I need to repeat that.
Gameplay elements. These are NOT outside of the game which cannot be stripped from the player. They are GUIDED by the very "strategic planning" you considered to be a part of a game. But these actually ARE a part of the game.
People seem to be confusing the argument for dealing exclusively with combat, but (to go back to FONV again) let's use the minigames, which are SUPPOSEDLY governed by character attributes. Specifically, lockpicking. If you have enough lockpicking skill relative to a lock's level, you may pick its lock. Then engages the minigame interface with the giant lock to be prodded and angled at with a screw driver and bobby pin. Now the character statistics are thrown out the window. It's all up to the player feeling out what angle to approach the lock. Like the rest of the game, this is done in first person perspective, and it's (arguably unintentionally) reducing the impact of the character on the practice, while focusing more on the player's ability.
Relying on player skill doesn't "nullify" the RPG gameplay, it simply reduces it. Taking a step back amidst a many-miles-long march. ENOUGH steps back can result in nullifying any forward movement... it's just not likely you're to go THAT far.
A
role playing game constitutes some form or structure that causes a player to take the ROLE of a character who is not them. An otaku who never gets out much acting out the
role of a badass swordsman, when they'd never swung a real sword (plastic replicas don't count) in their life, to use a very stereotypical, but not inaccurate example. If you were to change the player, an ACTUAL sword master, it wouldn't change anything about the character, because the character is still the same. The player's skill simply wouldn't factor into the character's ability to swing their sword and not miss a target. But games which use elements that rely ENTIRELY on the player's physical attributes and less on the game's calculations actively dilute the
role playing aspect of said games... assuming they were going for it to begin with (obviously, you were never role playing as Soap MacTavish in COD4, though you were controlling him for most (but not all) of the game).
Acknowledging the NAME of these things is all you need to do. They're HYBRIDS; neither full FPS nor full RPG. Of course they lack the same depth of RPG gameplay as a true RPG. Same way that they lack the depth of FPS gameplay as a dedicated FPS. Arguing otherwise and ignoring this relationship of status is simply just that: ignorance.