"The fundamental core feature that defines and exemplifies an RPG from other genres are limits imposed onto the game content and options within that content by various character abilities that the player cannot directly override with his own skills, but can and must enhance, evolve and develop strategically to unlock the game content and different options within it. In other words, to be able to play it."
Wouldn't this sorta eliminate most classical cRPGs? Since they were all party based, and presumably, everyone balanced their party and had different members for different roles, wouldn't the total sum of the party have any skill in the game, and thus make the whole gating irrelevant, and thereby give the player, in practical terms, access to the entirety of the game? I mean maybe your party would be missing some esoteric skill or two, but everyone would have a fighter, wizard, cleric, thief, hunter, etc. Or if you claim that these games DID have gating, what's the point of it then, it in practical terms it was ignored?
There is that effect of the party based games of course, and there is an issue of how much content that can be separated by character abilities any game provides. Which is often restricted due to purely economic reasons.
We all know countless examples of such cases - yet the gameplay tends to play out differently between a party and another party, due to variations in composition and chosen stats for each character, decisions of solving quests in this or that way (where the game allows it) and any equipment that is found, plus all the other minute differences in content and game systems any game provides.
You still create characters and decide what their abilities will be - so you have to play using those abilities and evolve them in specific ways.
And you cant solve a single quest in five or six different ways at the same time. Good games provide more options in that sense, lousier less. While the games whose content is constrained only to combat have less such options by default.
Yet still, fundamentally - the content of the game and options within it are limited through character abilities - that you have to evolve and enhance to progress and succeed in any specific task or action.
Regardless if its a single character or a party.
The other thing is that character based skills on their own are generally boring. They just come down to a dice roll or some sort of check. It is player input and player skill that make things interesting. So given that, would you say that RPGs are doomed to have inferior gameplay compared to other genres?
My definition specifically take this into account because of course its not just about character skills alone.
Its is about the fundamental establishing of limits on gameplay through character abilities, stats and other such features - that the player must evolve and enhance to play.
This specific interplay of player and character is what creates the recognizable RPG gameplay. You are playing with and through your character, where his or her abilities deal with immediate ingame content, while you as a player have a overview, strategic and meta control and deal with those kinds of decisions and choices - that are limited by character abilities.
Thats what creates the interesting gameplay specific for RPGs.
And what separates them from the opposite extreme of CYOA games, or books.