Therumancer said:
What makes an RPG an RPG has to do with the prescence of statistics and how they determine success or failur rather than the abillities of the player.
There is no universal definition of RPG, but here are the main ones I see people applying:
1. Story games with engrossing characters and plots.
2. Statistical / Arithmetic games where player actions and character progression are abstracted to stats and dice rolls.
3. Roleplaying games, where the player is allowed to choose a role and play in way that thoroughly reflects their choice of role.
All three of these attributes are independent. I take (3) as my primary definition of "RPG", because it emphasizes roleplaying. I do acknowledge, however, that historically RPGs have tended to use statistics and dice rolls, but I think there is a good reason for that.
What the statistics and dice rolls are really about is abstracting a large number of possible actions and events to be a part of a simple-to-make and simple-to-play system. For example, if a game lets a player roleplay breaking into safes, then instead of doing all the work to make a safe-cracking mini-game and forcing the player to learn it, just give the player a safe-cracking statistic and simulate the event with a dice roll. This way the player can choose from a much larger set of actions then if the developers had to animate and create an interface for each activity.
That's why tabletop RPGs and early computer RPGs use statistics and dice rolls to facilitate the roleplaying. But game design and game development budgets have come a long way, and presently it's possible to do roleplaying without relying on statistics and dice rolls.
Applying definition (3), we see that games like Deus Ex and the Elder Scrolls series are roleplaying games because they let us choose how to roleplay different situations. Series like Final Fantasy and Mass Effect, while they are statistical / arithmetic games with great stories and characters, are not RPGs because for all of Shepards dialog options, he/she has only one option in most gameplay situations: "move forward, shoot gun / gun-like ability."
I'l reserve judgement on whether TOR is an RPG until we get more of a picture of the late game situations that all the classes have to deal with. It's easy to feel like a rogue in a story written about being a rogue, the test of an RPG is for a warrior and rogue to be presented with the same situation but to handle it differently according to their roles.