Not quite, there are other means of character/player division. For example, Morrowind is real-time but when you swing at a target with your weapon, the game calculates defense and attack ratings to determine a hit or miss. This helps to ensure that characters who are supposed to be poor fighters aren't going around beating the piss out of hardened badasses just because the player is skilled at the games combat mechanics.Corvuus said:I don't think I understand this. If a game depends on the skill level of a player at all, then it isn't a RPG?bismarck55 said:In order to qualify as an RPG, there must be a divide between character and player. It is far too skill-based to be an RPG.
Any real-time game will depend some amount on skill (whether reaction time or whatever, heck even WoW has 'some' skill involved even if it is just pushing buttons at the right time) so if your definition is that an RPG have zero dependence on the player... as a person... then it would have to be turn-based.
So you think only turn-based is RPG?
That's just one example of how an RPG is different from other sorts of games.
It doesn't need to be perfect, it just needs to conform to the concept within a reasonable degree.