Vault Dweller said:
Think of it as development focus.
I'm just suggesting that, irrespective of your examples, the features you mention could be given equal weight* in a theoretical RPG, and more "mixable" definitions would support that. When "dungeon and things to kill" and "choices and role-playing" have equal sway, where are you going to put it?
(*i.e. the development focus could be more "diffuse" - oymorons FTW
)
Vault Dweller said:
While RPGs were always combat heavy, action RPGs are literally all about action. What's Diablo 2 (or Darkstone or Sacred or Nox) if not an endless arena with loot and character systems? Even Stonekeep offered more than that.
Well, my point was that for some people "action" is also referring to "real-time". If many people were to list action RPGs, the list would entirely be of combat-centric
real-time RPGS, much like your list. I think most of the press thinks like this (not that that adds any value).
For them, turn based games are not full of "action".
If Nox had tactical TB battles I doubt those people would be calling it an "action" RPG.
And then there are some who put the emphasis entirely on "real-time" aspect, as Chriction here is suggesting.
Oops, it appears I am just repeating myself, so I'll shut up rather than going in circles.
Anyway, the "real-time" part of "action" doesn't feature at all in your personal defintion?
Edit:
Adventure games can be quite non-linear, VD. Try A Tale Of Two Kingdoms. It progresses through chapters, and each chapter is non-linear. You can even have an ending that stops two chapters before the other endings.
Cool. I should really start a thread in the spanky new Adventure forum, because I've wondered about how many exist.