DraQ
Arcane
And, the problem with dialogue *system* is that it would pretty much have to come pretty close to not failing a Turing's test. OTOH without mechanics you're just restricted to CYOA. I'm not against using some CYOA as a crutch, but relying on it entirely just doesn't make much of a game.Mangoose said:Actually an RPG does not need combat. What it needs is a way to express (1). In other words, it needs gameplay that utilizes the character's attributes (and is limited by them). It just turns out that combat is a lot easier to (and there is more gamdev experience with it) model in this way and implement as a complex system than, say, dialogue. If there were a dialogue system just as complex as ToEE's combat, then I'd say that game could be an RPG.
For me 1 is sufficient to classify a game as para-RPG (H&S or Dungeon Crawl, depending on some finer details) or "grandfathered" RPG.
3 is just subset of 1, so it shouldn't really be a separate point and since I don't really believe in necessity of having any sort of predefined story in RPG, my criterion for being a full RPG would be gameworld reacting meanigfully to player's actions.