[QUOTE="AdrianWerner"]
[QUOTE="Shafftehr"] Sorry, the criteria you're giving for making it not an RPG is just way off. Even base D&D, the origin of RPGs as we know it, has several rule mods which allow for individual character to master multiple class skill sets, and switch class archetypes part way through while maintaining previous skills. That's the original archetype for that followed RPGs, so your whole line of reasoning is based on sorry ignorance of what RPGs traditionally allowed. Go figure, when has freedom of choice been held against something being qualified as an RPG? I played Oblivion three times... Once as a mage, once as a thief, and once as a warrior. My choices matters tremendously, as they changed the entire way I played through the game. You're confusing class choice being binding with class choice mattering. That choosing to master everything, or become a fighter/mage, mage/thief, or some other variation, is a viable choice in no way makes the choices not matter. The idea that letting you master too many skills magically makes it not an RPG is just inane. Your ignorance on the subject is astounding since you champion this inane position so ardently. I'm sure it's related to the "it's cool to hate Oblivion!" trend you see these days though.WasntAvailable
ermm..Diablo2 relies far more on stats than Oblivion does, the player dexterity and skill is far more important in Oblivion than in Diablo, thus judging by how close they are to DnD Diablo wins by far.Of course aside from NWN1 and 2 and maybe Vampire: Redemption no videogame can fully qualify as RPG in the same way DnD does.
More important than stat management though is the actual lack of role playing. DnD does have role playing, it let's the players create their own adventure in what ever way they see fit as long as it follows the rules laid down for them. WRPGs tend to try to recreate this aswell, with a much more confined style of gameplay, including NWN, which is a good example of it. The way statistics are calulcated should not in any way determine whether a game is role playing or not, actual role playing should determine this, and Oblivion is largely lacking in that as the entire game can be played through with no contraints or choices to be made (Most "JRPGs" lack this aswell.). I'm not sure about Diablo though.
The other thing is that dosn't really matter unless you want to get really uptight about it. Oblivion was fun, who the hell cares if I didn't have to choose whether to join the mages guild or the fighters guild? Forcing me to choose between two things isn't all that fun to be quite honest. Regardless of what Oblivion is, it was still a fun game, and more fun than what I experienced with Morrowind anyway, which had some role playing elements that actually made the game worse.
Actually the way stats work define an rpg better that choices.
You shouldn't have any direct impact on how your character fights, good his skills are or his abilities. The only thing you control is his decisions whether social or tactical and the way he develops. You don't aim the bow/magic/gun yourself, your character does and you don't succeed at a skill (lockpicking, sneaking, etc.) by beating a mini-game, you do it by having a skill roll to see how good your character is at the particular skill.
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