Sir_Brennus said:
1. CRPGs are based on p&p RPGs, right? (asking the Wizardry guys would give you a clue)
Based on? There is a common lineage and creative impulse, but they exist in wildly divergent media and circumstances.
2. P&P is combat wise based on "spreadsheet autism" (most retarded pseudo-argument I've read) and tactical command decisions.
What I mean by spreadsheet autism is character design in a munchkinized, rules lawyering sense. It is a player skill to digest a rule set sufficiently to create rules lawyered characters. It's not an argument.
Anyway, your line of thought is already corrupt with this argument where CRPG = P&P = war game with names for individual units.
So, a CRPG should not be based on physical player skills or it crosses the border of p&p territory and gets an action game - a most probably shitty one.
The parts of some of the best RPGs that are the most directly interpreted from P&P, like the combat in PS:T, are usually fucking hideously awful and damn near ruin the Goddamn game. The stuff that works, the dialog, the characters, et cetera are not coming out of a reactionary Gygax-centric tradition. Bloodlines has better roleplaying than the Gold Box games.
Don't come with choice and consequences and non-linearity or you have to explain FAR CRY.
It's none of that, it's about evoking a character. Now the obvious rejoinder is "AHMG U R MASTAR CHEIF U R ROLEPLAYING LOL." All games have strategy, not all games are strategy games. Most games have roleplaying, not all are roleplaying games. After you've finished PS:T, you can look back on how you've played your character and there is actual literary depth. The roleplaying was at least an element of the
point of the fucking game. That's what I want out of RPGs, for now at least until the scope of games can widen into world simulation. (Cue Human Shield with a bucket of GNS theory references and definitions that I don't have the urge to learn).
I like squad-based tactics as much as the next guy. My top 5 has X-Com in it like all right-thinking people. I think turn-based and squad tactics are hand-in-glove. I don't have a hardon for action gameplay, to the point that I find pausable RTS games incredibly grating. I do have a hardon for (ideally) good gameplay, or at least non-suffering gameplay, and I don't really give a shit where it comes from. Gameplay and roleplaying are not exactly orthogonal, but you could make a good RPG working under that assumption.