Let me speak plainly. I was not sure how to procede in my first post; now that that is out of the way, I can just get to the interesting bits. Also let me point out that I am in good humor while writing this post, so please respond in kind. :D
I did not intend to attack the members of this community. My point was
not that role playing is unimportant; I was trying to point out that other people value story, approachability, and other qualities in a game. That does not make those people idiots, as Rosh's post implies.
My first point: I think understanding what about Diablo, Sims, American Idol, etc
draws a market is a critical requirement for game design. I think it is important for a game designer to understand what different people perceive as fun. That doesn't mean that you make a game
like Diablo; rather, I mean to say that designers can learn new tricks, and how to broaden their audience, without sacrificing their vision of what makes a game like Fallout great. I was replying to a point made by Chadeo and echoed by others: I, too, find The Sims dull and boring -- but I still look at the game to figure out why other people are attracted to the title. Hence the "zen" point: games are not
intrinsically fun or boring.
My second point: Fallout is held as the definitive RPG by members of this community. Allowing players to assume a role, and having meaningful decisions that depend on that role, is in high esteem. That is what sets this site apart, but I meant no judgement by saying that. It was mere observation, to set up the next point.
Point three: It is trivially true that there are other audiences out there. The point I was trying to communicate is that some people like more story and are willing to give up a little role to get it; others want a lot of expressiveness in character creation; others want an immersive world; etc etc (and Chris's feature touches on these issues in better detail than I can give here).
The next interesting bit (to me) was the conclusion to draw from this: there is no "perfect" RPG defined outside of a standard. A standard has to be set by one person. (Other people can agree to that same standard, of course.) SP says that role playing is "the real important part" for him, but he doesn't go so far as to say that it is the
sole defining element. Chris mentions five elements, and I think the implication is that they must all be working in concert (one at times stronger than the others) in order to produce a great game. There can be many great games, but this site -- which I find to be a great resource -- is devoted to studying and enjoying the games that focus on playing a role.
The last point that I was trying to make was a marketing subtlety. Personally, I think the evil marketing goons have taken the moniker RPG and dragged it through the mud. I will agree that the "hardcore RPG market" resents that moniker being appled to Diablo, just as P&Pers still hold a grudge against M:tG. But there's a lot more of "them" than of "us" -- and I think that if we introduce them to Fallout (etc) without pissing in their cereal, we can help build a larger audience for our games.
-Hierophant
P.S. Bird's post just showed up. I think it points out a good example of the difference between the hardcore market and the mass market: many people will not get past a clumsy user interface, no matter how cool the underlying game mechanics.