mlc82: Zelda was a great action adventure game, but I have no idea why anyone would want to call it a role playing game. Nothing wrong with action adventure games.
Aaron86: I'd never call Zelda an RPG (and find it annoying when someone does). And I doubt a Planescape action adventure would work out either. A Planescape point-and-click adventure on the otherhand...
It's just that too often I see people look at some game and, even when they acknowledge it as a good non-RPG game, often suggest it's a lesser game overall because it's not a full RPG game. This happened to Mass Effect 2. It wasn't as much of an RPG as Mass Effect 1 was (which wasn't that much of an RPG either) but its overall improvements outweighed the cut RPG features, so it ended up being the better game. Some people thought Mass Effect 2 was the worse game though because it was the worse
RPG.
If Oblivion was advertised as an action adventure from the very beginning, with no attempt to tie it with the RPG genre ever, would as many people have complained about it being a bad RPG?
mlc82: The Starcraft 2 thing brings up a good point in regard to "dumbing down". IMO, "dumbed down" doesn't mean able to select multiple buildings at a time. Dumbing down would be: "We realized many players couldn't cope with having so many different buildings for things like unit production, tech advances, and such, so we've made it now to where every faction has only one building available! By building more, you can produce anything you want from each one, but we realized things like "Barracks", "Tank Factory" and "Power Plants" were just outdated, needless differences that got in the way of enjoyment of the game, so now you can produce everything in the game from a Command Center alone! We just totally modernized the RTS gaming scene!"
Aaron86: Actually, shifting focus away from base building and resource gathering would be quite novel and interesting. World in Conflict and the Ground Control games had
no buildings!
Agreed on a PST Adventure game, I'd have preferred it that way really, the infinity engine combat really didn't fit the game and just got in the way IMO. Since playing a (very) high wisdom and intelligence character is the only way to see everything in the game, combat wasn't a fun challenge but was just an irritating speedbump that got in the way of the excellent storyline, dialogs, etc. Would have made a wonderful adventure game really.
On Oblivion, I don't know. The game might as well have been claimed to be a flight simulator, as it's game-mechanic opportunities for both flight simming and role playing were both "none". Conversations were railroaded no matter your character stats (a mentally retarded warrior and extremely intelligent mage both got exactly the same conversation options, usually existing solely to tell you to "go here and kill that!"), no class-based character restrictions at all (untrained mage being able to just up and wield a warhammer like a gladiator champion, etc), and of course much more.
( I should note, the horrible and fun destroying level scaling "feature" in Oblivion is more responsible for the level 1 mage terminator incident as opposed to the TES class system itself, which didn't allow this sort of thing in the previous games)
The problem being that advertising it as "Action Adventure" is just going to piss off the previous TES game fans who WANT an RPG, so I don't know there.
"shifting focus away from base building and resource gathering would be quite novel and interesting" - I agree, but this would also remove a major point of core Starcraft gameplay, make the sequel a lot less like Starcraft 1, and likely enrage many fans of the old game. In general, I think fans of a game look in a sequel for more of the same done better, with extra features (so long as the AI can handle them of course), not dramatic changes to how to game itself plays.