dtgreene: By lacking tactical elements, I mean that the game does not track positioning of units. In other words, there's no grid, and positioning is not part of the strategy. (There might be some notion of front and back rows, however.)
Ok, the traditional JRPG combat style (albeit e.g.
Phantasie III had a similar system too). While it has less tactical elements compared to many other turn-based RPGs, I feel they still need tactical thinking, just of a different kind. Take for instance fighting the
Ruby Weapon in Final Fantasy 7, you really had to plan a good tactic to beat it, by learning by its reactions and how the fight will continue.
dtgreene: The game would still throw harder enemies at you later in the game, and the way to cope is by coming up with better strategies to deal with such enemies.
If you (as a player) become better in the game mostly through learning the better strategies and tactics to beat the obstacles, then I consider it more like a strategy or tactical game, not a RPG really.
dtgreene: Alternatively, the abilities that you learn would provide more methods of tackling the enemies you encounter. Remember, non-RPGs without growth systems throw harder enemies at the player later in the game, so why can't RPGs without growth systems do so?
Those non-RPGs depend on you (the human player) becoming better in some other way. Take any FPS game, there are usually two different things that are supposed to help you with beating the better and better enemies and harder fights the game throws at you:
1. Finding better weapons.
2. Becoming a better first person shooter, ie. learning the controls properly. learning how the enemies move and react, and maybe honing your eye&hand coordination for the game.
Depends on the game which is more important. but usually both are required (albeit in e.g. Serious Sam you could certainly get quite far with a mere revolver).
dtgreene: In the SaGa 2 example, the ability to proceed in the game isn't just dependent on finding better equipment, but also on what equipment you decide to equip.
Ok, but what makes that a RPG then? Isn't it more like some sort of puzzle game where you have to find out which equipment you should wear for which problem in order to proceed in the game? A bit like Lost Vikings was about learning which viking you should use in which situation, and in which kind of combination?
Note, I haven't played SaGa 2, so I just have to make a mental image of how you describe how it would work (if any development of skills was removed from the game).
dtgreene: In the TES: Arena case, I should point out that leveling in that game is fairly standard; it really doesn't do anything interesting. You kill enemies, gain experience, and get stronger, and it doesn't matter (for growth purposes) if you use fists or something else.
Yes, it was a pretty standard "skill development system", ie. you receive skill points when you reach a new level, and you can decide which skills you improve with them. This was changed in e.g. Daggerfall where it mattered more to your development what exactly you were doing. it is a more realistic approach I suppose, but I feel that's beside the point of this discussion.
However, I am unsure if Arena would have become a better game if that skill improvement system was abolished altogether. In fact I feel then it would have been simply an action game with a fantasy setting and a crappy combat system. The only way you could have fought the harder enemies would have been through finding or buying better weapons, armor and spells? Also, for spells you would have had the same max spell points in use, so your capability to use spells would have remained the same throughout the game?
dtgreene: Also, you mention games where you develop non-combat skills; I sort of consider them to be beyond the scope of this discussion. Not every RPG has that feature, and such encounters could be replaced with dialogue trees or other menus.
I disagree. To me a RPG which is not only about combat is pretty much the holy grail of RPGs. Combat should be only one subset of it, but most RPGs concentrate on combat because it is easier that way, you don't have to come up with alternative "solutions" to different encounters, like brute-force fighting, or sneaking (and maybe a critical backstab), or even negotiating your way through it.
Replacing the negotiation part with just a dialog tree (which is the same for all players, irrespective of the skills they have) is another example of lazy development. If there is simply a certain dialogue tree you should follow to "win" the conversation, I don't really consider it as an RPG either, it is more like some kind of memorization game, maybe a puzzle game. Like the dialogue at the end of Wing Commander 4.
The dialogue is more relevant to a RPG if you have skills, affiliations etc. that can affect that dialogue. If you are a dumb brute, maybe you don't even have the option to negotiate your way out.
dtgreene: (Also, I think improving non-combat skills through combat is a little silly, and in games where raising one skill makes all others harder to raise (including most skill point systems), is bad design because you can screw up your character if, for example, you ignore combat skills but run into a mandatory fight.)
As e.g. Daggerfall shows, you can make a system where you develop skills by using them.
A RPG which requires you to have a certain skill, e.g. a mandatory physical fight that you can't avoid, is just a mark of bad design. The developers were simply lazy giving you alternative ways to roleplay through that encounter.
When we discussed about the tactical aspects of RPG combat, to me roguelikes like Nethack and ADOM are maybe the purest form of CRPG. There the effect of your skills, how you develop and use them, is pretty much maximized. While you can use some tactics to overcome harder battles, e.g. make sure the enemies come at you in a line so that you can zap a lighting at everyone in the line at the same time, it is less profound than in most CRPGs with turnbased tactical combat. In the purest form in those roguelikes, you fight by simply constantly bumping into the enemy, and it is your combat skills and your equipment, and a bit of luck in a form of rolls, that decide whether you win or lose the fight. Nor can you turn the fight into your favor by trying to use your action gaming skills, like you can do somewhat in e.g. TES games.