So Sawyer is assuming that the essence of RPGs is C&C because of the words "role-playing" in the abbreviation. That's retarded heideggerian reasoning. By that logic, we should think that Calculus should be about the use of small pebbles from an abacus, because that's the etymology of the word. Brilliant. Let me repeat this post:
The risk with these discussions about cRPG definitions is giving too much importance to the elements of the definiens of your definition at the expenses of actual gameplay elements that are integral to the genre. Let’s suppose for the sake of argument that cRPGs are attempts to surpass unnecessary challenges where players’ abilities are represented by stats and skills in a gameplay that involves narrative choices. By that definition T:ToN is a genuine cRPG, but Wizardry is not genuine cRPG. However, and that’s the catch, T:ToN has shallow character building, bad character progression, awful exploration, bad combat system, horrendous itemization and superficial gameplay, whereas Wizardry has engrossing character building, excellent character progression, rewarding exploration and good itemization. So at the end of the day it doesn’t really matter that T:ToN does fit our definition of genuine cRPGs, but Wizardry doesn’t, because the first one fails in everything that we should expect from a cRPG, whereas the last one does so many things well in a way that is consistent with one would expect from a stat/skill informed gameplay that is a much more real cRPG. Another way you can think of it is that pure combat heavy stat games are like heavy combat P&P campaigns designed by a DM that focus on combat. No one would be retarded enough to suggest that your session was not genuine RPG because it was all combat, because the gameplay was stat/skill determined, etc.
I could also spend the whole day discussing how some of these gameplay elements (character progression, levelling, etc) are not essential to a cRPG in the strict sense of the term, but should be implemented in every cRPG because they are fulfilling for this type of gameplay. Once again, the rational reconstructions we can come up have little importance compared to the realities and specificities of the type of gameplay that we are trying to reinforce and flourish. Unless, of course, we are interested in something altogether different, like FPS. In that case, we should throw in the trash all that AD&D and PnP bullshit about dice, stats, etc. But then again, why bother calling this cRPG if we are obviously doing something else?
Tl;dr It's not a matter about the meaning of words RPG considered in abstract, but a matter of knowning the history of the genre and their distinctive characteristics. Instead of labelling everything that we want to play or sell as cRPGs (FPSs, action games, etc) and trying to make them into something they are not, we should be focusing even more on their PnP origins and refining the traditional formula.