Generally speaking there are 2 ways you can go with CRPGs. The first is if you acknowledge the early forms of computer RPGs as one of the key roots in the genre's development. If you do so you're generally a fan of combat sim games. So the game must have a combat system which rewards your characters skills and not the player's twitch abilities. There should also be some level of exploration and ideally narrative , but early forms of CRPG were based off tabletop wargames and thus that's the key component for a lot of people: Combat system + stats which have a depth and are meaningfully applied, yes? This is why so many old-school CRPG fans love Divinity: Original Sin and Blackguards, both games feature excellent combat systems. People who share this definition should be aware that they're basically playing a sim game, you could call it a subgenre of the sim genre if you wish. I should note that Skyrim fails here - action combat. It's more a life-sim than an RPG, because the sim aspects of the game don't focus on the combat system but other parts of the world.
The second definition is for those who are aware that the first CRPGs on the computer were only emulating those elements of an RPG that computers could replicate at that time. In other words, CRPGs focused on the combat system because that's all computers could replicate. People who define RPGs with this in mind emphasise that an RPG is about a group of people roleplaying characters together to create their own story, so for these people it's the ability to affect narratives which are important. In D&D tabletop games for example, the players come together to create their own story. Josh Sawyer from Obsidian emphasises this viewpoint when he says
"If the central narrative is meaningly interactive, I would classify it as an RPG. That is, I consider interactive storytelling to be the primary defining characteristic of RPGs... More specifically, if you have the ability to define and express your character(s) personality in a way that significantly alters the development of the story, it's an RPG. If you don't have that ability, it's not... text adventure games don't allow you to define and express your character's personality in a way which meaningfully changes the development of the story. ( http://fallout.wikia...and_defines_RPG )
So those are the two methods people generally use to define CRPGs. Skyrim fails on both counts, it has a combat system which relies heavily on a player's twitch abilities, and it doesn't have an interactive narrative. To be fair though, interactive narratives are rare so people tend to focus on the first definition.
Well, we're pretty close in terms of RPG definitions then. However I'd say Skyrim isn't that much worse as your average RPG in terms of "expressing your characters personality in a way that significantly alters the development of the story". Well, except for the part where it says "significantly". I mean you get dialogue options (that usually don't affect anything, but that's about how it is in DA:I) and get some choices like whether you support Stormcloacks or Empire (mages vs templars). So if you say that this is not "RPG enough", you can discount a huge number of other games that have the same level of roleplaying and no "cRPG" mechanics.
From the recent games I played only TW2 and The Banner Saga did the interactive narrative part at least a little better than average.





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