“RPG’s” are not role-playing games. I’ll use bullet points to illustrate my contention, to avoid expatiation –
• The character used - be he/she/it human, elven, orc, robot… whatever - has no baring on narrative beyond the canned story strands a developer may (or usually won’t) include in the game –
The player is not undertaking the “role” of anyone. Rather, they’re playing through a predetermined, linear (though sometimes branching) path with no [organic] influence on proceedings whatsoever. RPG’s barely qualify as those ‘Choose Your Own Adventure’ books of yesteryear, in how limited the influence the player has over a game’s narrative and denouement. Let alone are true, emergent stories, fashioned and uncovered by the player through their own actions.
• Upgrading and progression are merely ‘pay walls’ that prevent a player from accessing game content and are not reflective of individual player / character gameplay traits –
Skills and traits are not honed or granted after one perfects them – they’re simply transacted for in-game currency. This is not progression - as, for example, acquiring a “double-jump” action for using the jump action repeatedly, would in fact be - it’s just the locking away of in-game content behind a variant of a pay wall. Thus, this model of progression is fundamentally unrewarding and little more than a ‘grind’ for players, in any game that copy-pastes such a system for itself (i.e., most all applicable games).
• There are no ‘pure’ classes in RPG’s, irrespective of how many character customisation skill options may be present –
Almost all RPGs end up relying heavily on hack and slash gameplay, above all; with [functional] unique classes the extreme rarity. The prime example would be magic-wielding classes: These character persuasions are always heavily restricted in how magic spells can be used and the efficacy thereof. Of course, magic, in and of itself, is a ‘cheat’ (if given unbridled reign), as it can notionally do anything. However, RPG’s seem to handicap the use of magical spells so stridently, that they cannot be used beyond an ‘off-hand’ novelty, and also only for very specific applications. This renders all RPG’s (the non turn-based variety, that is) fundamentally hack n’ slash games, with skill trees tacked on to qualify the “RPG” moniker.
My underlying points are: What we dub “RPGs”, are not role-playing video games; in neither the sense that one is undertaking a role and thus inherently influencing outcomes thereinafter; nor in how the genre allows players to progress regarding their character development; nor in how the games permit a player to play them, with respect to character builds and classes.
The genre, in my opinion, needs an injection of innovation… and soon. As RPG’s feel as stale as cancerous first-person shooters do, and this can only result the death of the genre in the eyes of those who expect more than a glorified button-masher with purchasable trinkets, for their role-playing fix.