I find this pretty interesting as well. RPG's are hands down the most controversial issue. Japanese, Western, action-RPG's, open-ended, linear...some people even lump turn-based strategy games into the kettle. There's so much differing opinions as to what really constitutes an RPG, but as always I go to the root - the very meaning of role-playing.UpInFlames
Ah, RPGs. See, here's one that I /also/ have my own theory of genre definition designed around that essentially throws out simply referring to things as either "JRPG/WRPG" or otherwise. Here's a snippet of what I decided on:Console/Computer RPGs, in general, are more or less attempts by designers to recreate the experience established by the original core of the concept of an RPG - Tabletop RPGs (D&D and so forth). In this sense, designers act as Dungeon Masters, who establish rules and playing conventions.
Now, Tabletop RPGs would have DMs that, when skilled enough, would know how to modify/stretch/change rules around to make the game play in a fashion more suitable for the kind of players he was working with. Maybe they would make character growth more linear/simple to focus on just playing the game, or modify combat to be less strict and grid based to make the pacing of combat faster, or other sorts of changes would be made to tailor the game in a fashion that was most enjoyable to the players.
Now, unfortuantely, Computer/Console game developers don't have this ability to shift their campaign at the flip of a switch to match what the players would want to play perfectly. So what's the solution? Simple - Adopt design conventions and mechanics from other pre-established genres to form the foundation of their games to make the games in forms that are accessible to a wider range of gamers (namely, those who are fans of those genres).
The primary three genres that most all RPGs derive some level of design/gameplay mechanics from to form the final design are: Action, Adventure, Strategy (at least as far as I can tell). The level of influence in these genres can be made clear in a wide range of games in the realm of RPGs.
For example, some RPGs are much more action centric (ie. Diablo, Oblivion, Secret of Mana) than others, and some fall more into a strategy approach for mechanics (ie. Final Fantasy, Fallout, Turn-Based Strategy RPGs, A large number of traditional computer RPGs), and others have varying levels of influence from the conventions of adventure games (in terms of having puzzle solving, non-linear world constructions vs. linear constructions, and so forth). Between these influences, and what sorts of design elements are drawn from these genre influences, one can more easily determine what makes one RPG different than enough in terms that are more clearly objective from a design standpoint than simply saying "Japanese RPG" or "Western RPG."
One problem is that it's hard to simply say that an RPG is purely influenced by just one of these core genres, as most derive some level of influence from each of these elements to some degree. One thing that could be possible to visualize this is create some series of diagrams that show how influences could be derived/balanced.
Furthermore, regardless of how much direct control the player has over the growth of his/her character(s) in an RPG, one design convention is pretty absolute across all RPGs - The growth of the character him/herself throughout the game is one of the primary ways that the player is able to advance further in the game, either by making encounters more managable for the player, or by developing skills/abilities that allow the character to overcome/advance beyond encounters in ways that may or may not involve direct combat.
Realistically, if one thinks about it, that's the /only/ significant design convention that RPGs introduced to the world of video games - character development/growth (specifically one that isn't derived from simply 'acquiring' items to make one stronger/have more abilities), in a commonly statistical fashion (whether or not it is directly controlled by the player), being a primary means of advancement through a game.
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It's a very rough version of what I had written up a while ago, but it's roughly what my views are of the genre.
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