Kai Hohiro wrote...
It's sad to see how many self proclaimed "hardcore RPGers" definition of RPGs these days amounts to World of Warcraft and that the things that define their game and characters are a just bunch of arbitrary numbers.
The hardcore RPGers of my time were invested in story, dialogue and heroic actions, where stats and random die rolls were secondary(or even less than that).
There's always been a schism between the "roleplayers" and the "number guys". This has always been the case. Some people think it's important that their character rest 8 hours a game day, others could care less whether their character ever takes a nap.
Story is a trivial argument in the aspect of RPG.
Any game, stratgey, shooter, etc. can have a good story if you make one for it. You don't need to play RPGs to experience good stories (though yes, RPGs tend to be better.) RPGs however do not mean good stories. Many many RPGs have lousy stories and settings.
RPGs are about choices. It's about choosing what hallway to go down, which potion to drink, which person to save/kill, which weapon to use, which class to be. Dialogue choices are great and certainly an important aspect of most RPGs.
But they are just one aspect. If all your game has is dialogue choices is it really an RPG?
I like dialogue choices, but a game needs to be more then a conversation emulator if you want me to consider it an RPG. ME2 is ultimately less of an RPG, because IMO there are less choices to be made. Does this mean it's bad? Not necessarily because some of the choices are more meaningful.
How about this?
Good RPGs are about meaningful choices.