Combat is one of the primary characteristics of the RPG genre, alongside exploration and character customization/progression. Remove any of them and what you are left with is not an RPG.
Age of Decadence was already limited in its exploration-related aspects, but remove them entirely from the game while keeping the combat and the character customization/progression/equipment/inventory and what you are left with is Dungeon Rats, a squad-based tactics game (with added customization/progression elements). There are many similar squad-based tactics games, even with the extra progression/customization elements borrowed from RPGs, and they form their own genre, or hybrid genre with the added RPG elements, and have for decades.
Of course, Age of Decadence as it actually exists allows, and even encourages, the player to have non-combat playthroughs, especially by following the merchant/loremaster path. Without combat, it does indeed become more akin to a computerized gamebook, i.e. a choose-your-own-adventure with RPG elements, than an actual RPG. Narrative "Choice & Consequences" can be found in CYOA books, gamebooks, David Cage computer "games", et cetera and are no substitute for combat or exploration.
Yes. To me the core tenets of RPG design are something like:
- Character development and advancement (includes party building, classes, skillsets, attributes, levelling, spell systems,
root of player agency).
- Itemization and Power Curve (includes encounter design, overall resource management, determines the general feeling of enjoyment found in the progression systems;
player psychology and player attrition).
- Exploration, (level and area design, overall game challenge, many aesthetic disciplines like atmosphere, and
general game writing).
There is inherent overlap in all of these 3 areas, obviously, and the best outcome is when all 3 lead into each other organically. I'd also like to add that Exploration has "general game writing" parenthesized because that's mostly how a story is framed for the player in coherence with the plot, or overall narrative.
A really basic example: you have 1 big castle in a somewhat large area, and there are 2 caves and 3 towns. there should be things (people, objects, something) in each one of those places that can potentially lead the player to each of the other areas, and
additionally have that be
coherent. Say you go into a cave and find something that belongs to someone, then you should also be able to meet that person beforehand and they can clue you into the fact that they are looking for something. But the real part, the real detail, is to make that little thing feel like it could happen in the overall "story", or game world; if it's a a ring then perhaps that person needs the ring in order to make a marriage proposal. Make it make sense.
Also the player should be incentivized to explore places on impulse in the first place, like how F: NV has all Points of Interest visible on the horizon, the Ranger Statues shine at night and draw the eye, as does the Strip, etc). I know this is a really crude example and I apologize, I just don't feel like drawing up something more complex right now. I just wrote that to point out how "Exploration" can encapsulate more esoteric aspects that tie into the game writing, level design, area design, itemization, the power curve (maybe the enemies are rough, maybe if you go by day it is easier? maybe harder at night?), etc.
Note that nowhere did I make a mention of including branching story states or paths. That shit is nice but I don't consider it necessary for an RPG, nor do I think it adds "replay value". TBH, I might even go so far as to say it's actually a waste of dev-time in the majority of cases and it will force the sacrifice of other more essential and material elements. Real replay value is in making the game have good overall gameplay, and for that you need the mechanical foundation to be solid, basically the 3 bullet-points above, since everything else stems from it.
I wanted to add that Exploration also consists of what you can physically do as well, such as finding secret doors, hidden items, new avenues or pathways, and obviously: navigating a maze. The spatial aspect, the physical aspects, these are also a core part of the experience. I felt the need to add this because maybe it wasn't clear. Want to break down this door? Well, do you have Strength for it? Want to climb a mountain? Etc. It doesn't have to be as granular as that, though. For example, Wizardry 1 accomplishes all of the things in the three tenets I outlined above, and in many ways to much better and more successful degrees than modern RPGs do.
I've always believed abstraction > immersion. It's like those people who refuse to play an RPG if it has random encounters, but will play anything that has "realistic encounters where you can see the enemies on the field". That's an argument I've had one too many times and it ALWAYS leaves me triggered.
Or how people refuse to play anything where you can't see your character because it's not immersive enough if you can't see them, etc. People simply can't put 2 and 2 together, that a random encounter is an abstraction of what's happening in the game world; if you enter a fortress and get a random encounter, that is an abstraction meant to represent patrolling guards. It's up the devs to make the game make sense, to be coherent, and it's not the fault of random encounters if they do it wrong. Abstraction is the bread and butter of video games, and specifically of RPGs. I believe simulation elements only bog gameplay down.
Branching paths or mutually-exclusive content is
not C&C. If it was, then you can just go play a Visual Novel and get all the C&C you want, or go play one of those games by David Cage, those Beyond Heavy Rain pieces of shit.
God, it's such a dead meme at this point. Half the people who talk about C&C don't even know what it is they are talking about, or what it is they want. Being able to pick between two different story states is not a meaningful player choice; it has to affect the way the game
plays. This is why "real C&C" is usually comprised of different character build and conflict resolution integration.
(This is why The Witcher games don't feature any real C&C).
Good example of a game with "real C&C", off the top of my head, would probably be Deus Ex 1. Traditionally we used to use another word for C&C back in the day, it was "gameplay". The game mechanics need to inform the choices, and the consequences needs to inform the gameplay.
There is definitely room for melding more narrative or plot-focused integration with the C&C meme, of course, I think Arcanum is one game that did it well enough, or at least enough so that I remember a few moments of going "huh, that's cool", because the the game's allowance for player arbitration were sufficiently coincidental to create brief emergent scenarios that dovetailed with story or quests.
However, the Arcanum examples serves another purpose here, well for my purposes anyway: it is a great indicator that gives lie to the fact that C&C makes an RPG "good". It's neither necessary for an RPG to be good, but I would go so far as to say it isn't necessary for an RPG, period. If the underlying mechanical foundation is crooked then you can't have "real C&C"; you can only have "fake C&C" which is mostly comprised of mutually-exclusive story states or branching nodes.