Black Cat said:
@ Malachi
"As I said in that same post, the Codex hivemind has more stringent standards for what constitutes an honest-to-God RPG. Multiple methods of trashing critter #783 are not sufficient. There are no multiple methods of solving major quest lines. A good RPG can do quest solutions at least three different ways: talking, fighting, or sneaking. Sometimes a combination of these, sometimes multiple ways within a category (intimidate versus persuade comes to mind, as it is commonly used). Diablo has you blow stuff up, and that's it."
Are you trying to say Lands of Lore and Eye of the Beholder and Betrayal At Krondor and all those thingies are not, like, honest-to-Codex RPG, since all you do in them is blow stuff up, cut stuff down, solve puzzles and riddles, and get lost in mazes? Like, really? And no one is flaming you yet? This place's reputation is greatly exagerated.
That's a hell of a good point, and one that I've thought about before. Why should the older games get a pass, right? I don't have a single answer, but I think the following points are helpful:
As an older geek, I tend to think of the older computer games as having more "RPG-ness" the closer they got to replicating a pencil and paper AD&D session. (Full disclosure: I played first edition AD&D and a bit of the second edition when it came along.) As you said, a lot of the older games are blowing stuff up, solving puzzles and riddles, and getting lost in mazes. So is a lot of D&D, at least the kind I played as a kid. A lot of them (thinking SSI Gold Box) were party-based. A lot of them were turn-based. These factors replicate a lot of pencil and paper D&D experience as well.
What the games did not replicate very well from the pencil and paper experience was the stuff that did not translate easily into dice rolls. Dialogue was pretty crappy, for the most part, but the Ultima games get a special mention, since I think it had party interaction long before anybody else was doing it.
The old school games might also get a pass because maybe we just didn't know any better at that point. Since D&D tended to have a combat-and-loot heavy focus, and a lot of early games were D&D or D&D-inspired, perhaps it just took the RPG concept a while to evolve away from that. Fallout came out in ... 1995? Planescape in 1998 or 1999? Maybe it took having groundbreaking games in order to let us see that an RPG could be more than just hack and slash.
I certainly think that if some of those older games were to come out today, we would be more inclined to think of them as within the closely related category of "dungeon-hack" instead of "RPG" in the Fallout / Planescape sense. Still, as long as they were turn-based, party-based, and had puzzles and quests requiring some thought, they would still be more "RPG", in my opinion, than Diablo. Perhaps RPG-ness is a continuum, rather than a binary either / or.
Stopping my post here, before I start rambling too much. But thanks for bringing up that point.