Ranorak said:
I've posted this a couple of times before, but I find it relevant here.
In the beginning, before anyone had heard be name RPG outside of the bedroom, there was Dungeons and Dragons.
Now, DnD had 2 major aspects in it's game.
You had your adventure, the story, the plot, the choices. The Role play.
and, The battles, the skill checks the +5 Hammer of Smiting. The Roll play.
30 years later, and video games have evolved into 2 general directions.
The games who pay more attention to the Role Play, AKA oblivion, Mass Effect, Fable.
And the games that focus more on stats. Final Fantasy, Diablo.
Both have a story, and while you can't actively contribute to the story in a Final Fantasy game. There is still a lot of Role Play. Just not in the form of choices.
Your role is fixed, yes. But, like a actor, you can still crawl into the characters and feel their connection to the world.
Roger Moore didn't get the pick the choices for the Bond the role played.
Excellent point. As acting enthusiast, I think this a good definition of "role-playing game." The "role" is just like an acting role, and any game where you assume a role or multiple roles can be considered an RPG. The difference between your Final Fantasys and your Mass Effects comes down to whether the "role" is scripted or improvisational, whether you are an actor on a stage during a scripted play, or a guest participant at a murder mystery dinner show, assuming the role and choosing your reactions to circumstances and developments. In both instances, the focus is on the characters as they move through an unfolding story. The difference comes down to, "How much freedom do you have over the outcome?"
This doesn't do anything to address the OP's concern of the relative importance of stat-based gaming systems, so let's get back to that.
I personally think that "role-playing" is all about the story and that stat-based systems are only considered an intrinsic part of "role-playing games" because of their traditional long-term association with them. Stat-based systems were created to give guidelines to what a player can and can't do, particularly in terms of combat and character power. They were created so that there were rules in place to prevent someone from telling the DM/GM, "I'm gonna cast a giant fireball that destroys the entire city! Then I cast a spell of invincibility on myself and kill a legion of dragons! They can't hurt me because I'm invincible."
Stat systems limited player power to elevate "playing make believe" that children do to "role-playing." Whereas kids pretending to be superheroes vs. villains might get into a argument of who shot their superpower at the other first, role-players have a stat system in place to govern such disputes.
The thing is, you can have "role-playing game" where the "degree of success/failure" is determined by some other gameplay mechanic, as opposed to "degree of success/failure" being governed by stats. In my view, it IS conceivably possible to have a "role-playing game" with no STAT SYSTEM WHATSOEVER.
Based on the transition between ME and ME2, and the developer commentary on ME3, it seems that the series is moving towards this end of the spectrum.
Some people love it, some hate it. Doesn't mean that it's "wrong" or that Mass Effect 3 is "less of a role-playing game because it lacks a strong stat system," it's just a different kind of role-playing game.