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KylieDog said:
A basic ability improvement system is not strictly an RPG element.   But even if it was, it isn't enough to make people call DMC or Infamous an RPG.


Missing RPG elements:

- Character creation
- Character characterisation
- Branching story paths decided by player choice.
- Detailed stat management (FF just been general level ups for many games now, doubt this changing)
- Weapons and armours usuable by character build (again, missing in last bunch of FF games, FFXII did it in a roundabout way).


What FFXV will have

- Preformed characters
- Preformed characterisation
- Fix story/story path
- General predetermined level ups/ability gains.
- Preformed character weapon usability
- Action game gameplay

That is by definition an action game.

 

You clearly love to make list of repeated point. This is a narrow vision of what an RPG should be. A game can be an RPG in many different ways. What you describe is a 100% westren RPG. a style that has its strength and weaknesses.

Character creation means no character is presented in the game at all, you get that doll you move around, no interest, no personality. nothing to attach to, that is 100% anti-RPG in a way. You need to understand that offering preformed character and one main story path is also a role playing but from a different angle. When you have a character that you attach to, you put yourself in that character shoes, taking a certain role is also an RPG. The world is not always about you :p. FF also offers small side stories which you can do or not ... Again, Role playing.

About leveling up system , " predetermined level ups/ability gains" , Wrong. Have you players X, X-2 , XIII , XIII-2, LR ?. All offers wide range of abilities / roles / spheres, whatever. X offers stats in a different way.

 

I'll copy my previous post in case you missed it.

RPG elements, in XV:

* Evolving battle system. The character build is not pre-predetermined like in action games. Strength along with difficulty balance are based on the Level system. The higher your level, the more abilities you unlock. New abilities and magic / spells keep the battle system fresh and ever evolving the way the player choose it to be. That makes the system more personal to the player. aka role playing.

* Weaknesses , status elements. not evey attack / spell is effective everytime.

* Party system, timing your attacks. Already stated by the director that switching between characters and timing their attacks would play big role in battle.

* Command list, MP, Item usage, Summons.. you know FF stuff.