Role playing term is derived from theater plays training
You see my point, china, why do you disagree then? Indeed, I was thinking about theater while writing this. When an actor plays a role, he interacts with his colleagues and spectators through the medium of that role; he's not projecting himself (some do, but let's leave it aside for now). If you play a deranged alcoholic you should act as deranged alcoholic, even if you are a teetotaler in a real life.
Every actor is playing always himself, because simply told a system does always makes a statement about itself. And for this reason every character is a bit different if played by other actor even if this is the same role in the same play. Therefore i a tee addict plays a deranged alcoholic he projects his perception and knowledge about a deranged alcoholic.
LARPing, though, given the CRPGs, is playing a role for yourself, in your head, not recognized by the game.
Implicit vs. Explicit. But that is not the definion of LARPinG.
1) There is always knowledge (metadata and etc..) that the player has that the player character doesn't have.
2) But even with this metric a FPS can be a RPG since even weapon spread can depend on the player character abilities. And you shoot a lot that is obviously a lot of interaction and in some games you choose whom to shoot.
1) I mentioned that. Did you read my post at all?
Yes therefore i have concluded that it is wrong based on false and contradictory statements and wrong definions.
2) Weapon spread usually hardcoded in the game files and not dependent on the character skill. If it is dependent, then I say "half-true", like in Deus Ex' case. Character skill does affect accuracy there, and you can change that skill.
Usually but not necessary. Spread, aim accuracy (erratic weapon movement) or reloading speed can be made to depend on the values and classes of player controlled characters. But does it make a RPG or not ?
Btw. Attributes have only values of true or false. You have to put different attributes in a
logical conjunction to each other to generate a subset for exclusion. Look up
Logic and
First Order Logic and
Set Theory.
And no, shooting people in a FPS is not an "indirect interaction". You move, you aim with your mouse, you press LMB - it's your hand-to-eye coordination, your reaction, not of your character. You make decisions and you execute them, instead of divulging the "doing" part to your character.
So aimbots make an FPS to an FP-RPG. The character is always executing what you decide to do in a computer game. Or do you mean VR games where the cameras are scanning your body and movement?
If you press jump (space) then you do not jump, but the controlled character does that, based on constant or variable parameter. And this is in first person or third person or in any other game or RPG where you have this as an ability (example Morrowind and Oblivion).
In most of the FPS reactions are not a thing, but the speed of movement of the controlled character (example Skyrim). (Just saying.)
So yes by your own metric Fallout 3 - 4, the witcher series and CP77 is a RPG, because the player character values (armor, health, dmg per second and etc) determine if the character can beat a deathclaw or not.
OK, let's look at typical "Player vs Deathclaw" fight in Fagout 3. I, the player, control movement and aiming myself, directly. Stats don't matter: PER doesn't give me more viewing distance; AG doesn't make me shoot and aim faster or dodge the incoming attacks; gun skill doesn't affect my accuracy and reload speed. It's mostly about mine, the player's, skill, not the skill of the character. Fuck, I would like to do the run of Fagout 3 with 0 in every skill just to prove my point, but I don't want to reinstall this shit.
Oh no there are some aspects of the player character that are not variable by the player. But that is often in games that you even consider RPGs.
Yeah do it, because i want to see if you beat a Feral Ghoul Reaver with a 10mm or bare fist on lv 1 in a closed room. The aiming is unimportant if you don't do enough damage and the movement also, if the enemy is faster then you and you cannot run away or out maneuver it. Because sooner or later the enemy will hit you and if you don't have enough HP then you are dead.
PER increases Explosives, Lock Pick and Energy Weapon. AG increases Action Points (VATS), Small Guns and Sneak. Only because you think that PER or AG should do something different that it does, that does not mean that this is not an RPG.