myconv: I ask out of curiosity of your opinion, not for you to "educate" me. What
is your definition of RPG?
It's something along these lines:
An RPG is a game where the following are true:
* There are playable characters.
* The success of an action is based off the character's ability, not the player's. Hence, the player's role is to tell the characters what to do, not to actually perform such action themself. (For example, the whether an attack hits would be determined by a dice roll, not a collision check.)
* The characters are typically persistent from scene to scene. In other words, a strategy game where you create new units for every battle would not qualify. (Note that party changes are still allowed; there just needs to be some persistence between playing sessions.) (Note that this criterion isn't yet as refined as the others, so I expect it to mis-classify some games.)
(Notably, my definition doesn't require that characters get stronger as the game progresses, just that your party is reasonably consistent between encounters.)
blueGretsch: Stamina systems, is another one I don't like. I
do think it is appropriate in games like Kingdom Come Deliverace, that are aiming for a higher degree of realism than most games, as well as in games that take place in the real-world so to speak (Dying Light, Assassin's Creed, Far Cry etc) . However in Fantasy or Sci-fi games, where you usually have all these magic abilities or super high-tech gadgets or abilities, this mechanic often feels out of place to me.
What about games where stamina is really just MP but for physical attacks? (In other words, casting spells or non-combat actions like movement wouldn't use stamina.)
JinKazaragi:
Level Scaling is definitely among my most hated game mechanics.
I mean, what's the point in a level-system if leveling doesn't give you any advantage or even worse makes the game harder. Might as well just leave the RPG-mechanics out of the game.
What if the game also has your level affect what quests are available? Does this make it better, or does it just make it worse?
(Romancing SaGa 1 and 3 are examples of this, provided you replace level with event/battle rank, which does increase as you fight battles.)
JinKazaragi: Mandatory Minigames are even worse for me though (that includes having to finish them for content connected to the core game like stronges wepons or something like that). There's a reason why I choose games from certain genres and having another one mixed in is annoying in the best case (just not what I wanted to play at the time) and a frustrating 100% roadblock in the worst (if it's something I completely suck at).
I agree about this issue, and this is definitely a significant accessibility issue. It's not that unusual to have a game that would be accessible to a person with a specific limitation except for one mandatory part. (Chrono Trigger, which requires pushing multiple buttons at once at one point, and which requires button mashing at another, is one example of this. The former doesn't affect me, but the latter is the main reason I don't like to replay that game, and while I will use a (probably emulated) turbo controller if I decide to play the game again.)
JinKazaragi: Escort missions are another common complaint I share with many people. Simply because more often that not you have limited influence on the sucess even if the AI isn't utter garbage.
Escort missions work well when the AI's behavior is extremely predictable. In particular, I think one that has almost no AI (just some simple rules) would be much better than one with a bad AI.
For example, I think VVVVVV's escort mission works pretty well, where the escortee's behavior is extremely simple and easy to grok.