This thread mainly came as the result of me muling over the Zelda is not an rpg thread [http://www.escapistmagazine.com/forums/read/9.163806?page=1] as well as seeing some other escapist say: "An rpg is a game where you play the role of a character, as simple as that".
Which made me realize that one of the oldest genre in video gaming is apparently poorly understood.
You see, the "An rpg is a game where you play the role of a character, as simple as that" works very well if you go back to pen and paper game like D&D and such - because that's exactly what it is.
But when it comes to video games, the definition fails because you ALWAYS play the role of a character in a video game. In Halo (fps), you're the Master Chief. In Assassin's Creed (Action/Adventure) you're Desmond/Ezio. In MGS4 (Action) you're Solid Snake. In Warcraft 3 (RTS), you're whatever hero you created. Etc.
And I guess we can all agree that Halo isn't a rpg.
So what is an RPG? I've been thinking about criterias that are true of every single rpg out there, which isn't as easy as it seems because let's face it, RPG have spawned many sub genre (Wrpg, Jrpg, Action RPG, Tactical RPG, etc), but I think I came with 2 pretty solid ones.
Required Criterias for a Game to be an RPG:
None Story Related Growth System, a.k.a. Experience Points:
They don't need to be called Experience points, but they need to be there. The game needs to have some kind of 'currency' that is used for nothing else than increase your character's power, usually by reaching a certain amount and leveling up (although that's not necessary either). Those points are usually gained by killing enemies, although some other actions (opening chest, solving puzzles, disarming traps, turning in quests, etc) quite often also give xp.
This can create a 'grind' feel, where going outside of the game's storyline and killing monster over and over again in order to pad your level is an option (see most jrpg and mmorpg), but it's not necessary either as many rpg avoid this altogether.
One of the important part of this system is that it is not linked to the story. It's possible to get to Sephiroth at level 40 or level 99. It's possible to get to the Archfiend in Dragon Age at level 19 or level 22. It's possible to get to Lucian with all your spell/abilities maxed in Fable or with barely enough points to have one skill line capped. And as general rule, facing a challenge at higher level make said challenge easier (Yes, even in games where the enemy level up with you, being higher level usually mean better gear/abilities, making the fight easier regardless). This is one of the key difference between RPG and 'Adventure games'... you won't get in a situation where you cannot defeat a certain boss because you haven't gotten the Boomerang yet from the water boss in Stage 2-3 in an rpg.
When a game from another genre is said to have RPG elements (and most game do nowaday), this is usually what it means.
Knowledge over Skill, Brain over Brawn:
RPG are very much a thinking man's game, and nowhere is it more apparent than with turn based rpg where no skill are needed to play - it's all about understanding the game's system, strategic and tactical decisions and logistics.
However, even in more 'action' oriented rpg (Fallout 3, Mass Effect, Oblivion, Fable, etc), the underlying system mechanics carry just as much weight (if not more so) than your ability to aim properly or to time your swings. A good example is Fallout - hitting or missing and dealing damage is just as much about how good you are at aiming as your 'in game' weapon skill, critical strike rating, perk selection and so forth. The same can be said for Mass Effect - what make the level 60 Shepard into a killing machine isn't how good you are, but what abilities you've decided to unlock. In fact, it's quite possible to be a terrible fps player yet beat both those game at the hardest difficulty setting - because system mastery is more important than skill.
In an rpg, the game is designed around the concept that you will be hit and you will take damage. Your ability to survive combat is linked directly to how well you 'built' your character (Gear, Level, Stats, Abilities (such as armor spells, healing spells, etc), etc) and while more action oriented rpg allow for your skills to mitigate this to a degree, the game is still built with that assumption in mind. In non-rpg, skill and reflex are your main defense... it is possible (and usually ideal) to never be hit by enemies.
As an example, in a game such as Zelda or Assassin Creed for example, good mastery of the control system (lock-on, block, rolling, counter, etc) can allow you to defeat any enemy without taking any damage. Extra-Heart/Synchronization and armor essentially allow you more ground for error, but none of it is essential considering that if you play well enough, you won't even get hit. In Final Fantasy (pick a number) or Dragon Age - it doesn't matter how 'good' you are, the enemies WILL hit you in the face.
And that's what I could come up for now. Yeah, it's only 2 criterias. But honestly, if you do the same exercise with other genre, you'll find that things that are truly unique to one genre are pretty damn rare.
Which made me realize that one of the oldest genre in video gaming is apparently poorly understood.
You see, the "An rpg is a game where you play the role of a character, as simple as that" works very well if you go back to pen and paper game like D&D and such - because that's exactly what it is.
But when it comes to video games, the definition fails because you ALWAYS play the role of a character in a video game. In Halo (fps), you're the Master Chief. In Assassin's Creed (Action/Adventure) you're Desmond/Ezio. In MGS4 (Action) you're Solid Snake. In Warcraft 3 (RTS), you're whatever hero you created. Etc.
And I guess we can all agree that Halo isn't a rpg.
So what is an RPG? I've been thinking about criterias that are true of every single rpg out there, which isn't as easy as it seems because let's face it, RPG have spawned many sub genre (Wrpg, Jrpg, Action RPG, Tactical RPG, etc), but I think I came with 2 pretty solid ones.
Required Criterias for a Game to be an RPG:
None Story Related Growth System, a.k.a. Experience Points:
They don't need to be called Experience points, but they need to be there. The game needs to have some kind of 'currency' that is used for nothing else than increase your character's power, usually by reaching a certain amount and leveling up (although that's not necessary either). Those points are usually gained by killing enemies, although some other actions (opening chest, solving puzzles, disarming traps, turning in quests, etc) quite often also give xp.
This can create a 'grind' feel, where going outside of the game's storyline and killing monster over and over again in order to pad your level is an option (see most jrpg and mmorpg), but it's not necessary either as many rpg avoid this altogether.
One of the important part of this system is that it is not linked to the story. It's possible to get to Sephiroth at level 40 or level 99. It's possible to get to the Archfiend in Dragon Age at level 19 or level 22. It's possible to get to Lucian with all your spell/abilities maxed in Fable or with barely enough points to have one skill line capped. And as general rule, facing a challenge at higher level make said challenge easier (Yes, even in games where the enemy level up with you, being higher level usually mean better gear/abilities, making the fight easier regardless). This is one of the key difference between RPG and 'Adventure games'... you won't get in a situation where you cannot defeat a certain boss because you haven't gotten the Boomerang yet from the water boss in Stage 2-3 in an rpg.
When a game from another genre is said to have RPG elements (and most game do nowaday), this is usually what it means.
Knowledge over Skill, Brain over Brawn:
RPG are very much a thinking man's game, and nowhere is it more apparent than with turn based rpg where no skill are needed to play - it's all about understanding the game's system, strategic and tactical decisions and logistics.
However, even in more 'action' oriented rpg (Fallout 3, Mass Effect, Oblivion, Fable, etc), the underlying system mechanics carry just as much weight (if not more so) than your ability to aim properly or to time your swings. A good example is Fallout - hitting or missing and dealing damage is just as much about how good you are at aiming as your 'in game' weapon skill, critical strike rating, perk selection and so forth. The same can be said for Mass Effect - what make the level 60 Shepard into a killing machine isn't how good you are, but what abilities you've decided to unlock. In fact, it's quite possible to be a terrible fps player yet beat both those game at the hardest difficulty setting - because system mastery is more important than skill.
In an rpg, the game is designed around the concept that you will be hit and you will take damage. Your ability to survive combat is linked directly to how well you 'built' your character (Gear, Level, Stats, Abilities (such as armor spells, healing spells, etc), etc) and while more action oriented rpg allow for your skills to mitigate this to a degree, the game is still built with that assumption in mind. In non-rpg, skill and reflex are your main defense... it is possible (and usually ideal) to never be hit by enemies.
As an example, in a game such as Zelda or Assassin Creed for example, good mastery of the control system (lock-on, block, rolling, counter, etc) can allow you to defeat any enemy without taking any damage. Extra-Heart/Synchronization and armor essentially allow you more ground for error, but none of it is essential considering that if you play well enough, you won't even get hit. In Final Fantasy (pick a number) or Dragon Age - it doesn't matter how 'good' you are, the enemies WILL hit you in the face.
And that's what I could come up for now. Yeah, it's only 2 criterias. But honestly, if you do the same exercise with other genre, you'll find that things that are truly unique to one genre are pretty damn rare.