No, it isn't like saying that, because, as I have said time and again, games aren't that simple nor are the terms that describe them (especially when marketers use the terms so flippantly).
The marketers should just be ignored. By everyone.
Just like there is a gradient to the term real-time, there is a gradient to the term roleplaying. Games can sometimes allow for roleplaying and can sometimes restrict it and sometimes games can only let us roleplay to an extent (i.e. Shepard's general attitude, not his specific dialog).
See, and I don’t think that works. We can't choose even the general attitude if we don't know if the specific line will be consistent with that attitude and its causes.
Not knowing the specific dialogue effectively denies us all choice.
I don't know how that broader definition could soil the reputation of the term RPG, but maybe I'm just too liberal.
If we allow systems that are incompatible with roleplaying, that only diminishes the focus on roleplaying as a driver of design decisions.
And yes, I am making a slippery slope argument, because the slope is totally there.
Then get a blog. Don't waltz around the Mass Effect forum decrying the game's central mechanics as heresy like a conservative priest at a pride parade. We should be having in-depth discussions about what it means to be Mass Effect, not what it means to be an RPG. If every misuse of a term spawns another tangent, we'll always be stuck on the definitions.
I would argue that the central mechanics of Mass Effect are the shooter mechanics, and all three ME games did a masterful job of accommodating a roleplaying approach to combat (through pause-to-aim).
I'm trying to ensure that Mass Effect keep being really good at the one RPG thing it's really good at, and perhaps improve it.
Then by all means say that. Level design and player behavior is something I would love to discuss (I even tried to), but it never seems like I get to because you punctuate your argument with "because RPG," and call it a day.
Point taken.
If we don't have cover or an excess of health, then we likely won't be moving at all. Most people would probably find the first bit of reliable cover and stick there playing whack-a-mole for a while. Hard cover, on the other hand, guarantees relatively safe movement across the battlefield regardless of our health status.
We want to encourage (or at least ensure) movement for all classes. Tankier classes can always run around ignoring cover as they please, but squishier classes shouldn't be hamstrung.
I'm not sure that lack of movement is a problem. It also might just encourage players to engage at greater range, which I personally would quite enjoy. A more open level design, or more outdoor encounters, would help with that.
But if what you say is true, then I'd take that as a strong argument in favour of uncoupling the commands.
Sure, symmetrical mechanics are quite frequently interesting, but not because rules need to be symmetrical in an RPG. There's a reason that symmetry is enjoyable in CRPGs and there's a reason that symmetry is enjoyable in action games, but they're not necessarily the same reason.
I'll connect those dots, then.
Symmetrical mechanics help with the internal consistency of the game world. If we are to maintain a coheret worldview for our character, that is made a lot easier by having an internally consistent world. If the gameworld isn't internally consistent, our characters should be aware of that, and that's such an alien environment for us (humans) that it would be difficult for us to wrap our heads around it.
In a non-RPG game, we deal with this by viewing the setting from an OOC perspective. We're aware the game world isn't real. But from an in-character perspective, which roleplaying requires, we need to think the world is real. And if the world doesn't make sense, that's a problem.
You said it earlier: real-time. Mass Effect is a game that requires real-time reactions to events, but unlike Counter Strike or other games with similarly high skill floors, it doesn't require that the player have quick and precise muscle memory "twitches" to be played adequately. The term itself even betrays some of the true finesse involved in
But you can go ahead and use "twitch-based," because I understand what you mean by it.
I used to call them mandatory action elements. Perhaps I should go back to that.