Reaverwind wrote...
Or dungeon-crawler. A number of us reserve the action-RPG label for games like Deus Ex, TES, Gothic and the Witcher series, which rely heavily on player input for combat.
But all games rely heavily on player input for combat - that's what makes them games. The real issue is whether there is timing involved, but even then, it's the
kind of timing that matters.
Look at the Witcher - your aiming and hiting is entirely based on character skill. Geralt hits better depending on his ranks in a weapon and the weapon style + enemy being faced. All that was affected by your timing in the Witcher was whether or not you had a combo.
Now look at DA, with tactics disabled. Each action requires input from the player. If I want Morrigan to cast cone of cold and then Wynne and Alistair to shatter enemies, I have to time the action, move my party out of the way and then select Wynne to cast Rock Fist and Alistair to use Shiled Bash. Because the engine is real-time, there is a timed constraint to these moves. I am just controlling them at a higher level of abstraction.
So what all of this comes down to is that these definitions are very arbitrary and poorly refined. I get what an action RPG is versus an actual RPG in principle, but IMO we lost absolute determination of attacks by character skill when we lost true turn-based RPGs.
DA:O, with no a 1 action queqe and no auto-pause for rounds is very action-y.