An RPG is Not an RPG When It's a JRPG

After defining a CRPG as a game that provides the player with a vast amount of freedom and non-linearity while also allowing them to make game-changing decisions, the editors at Kombo proceed to tell us why Western RPGs typically fit this role far better than any Japanese RPG ever will.
The purest of RPGs in computer gaming are titles such as Elite. You can role play as a trader, a pirate, a bounty hunter, a bastard, or whatever. With the absence of a structured story or any real exposition, the player is invited to use their imagination and the game environment to make up and enact the player-directed narrative and continue it with their in-game decisions, which is continually reinforced and progressed by the game outputs. The player creates a part of the fiction themselves within the playground of the game world.

In the same vein, MMORPGS follow this concept. They grant a great deal of liberty to the player and allow them a lot of freedom over the control, appearance, actions and fiction of their avatar.

I think that most Western RPGs are correctly classified so, too. Planescape, Fable, Fallout and Mass Effect all adapt significantly to the inputs the player makes and subsequently create a tailored experience for each player based upon the actions they take.

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Similarly, what many consider to be true RPG titles, like Final Fantasy, Skies of Arcadia and Dragon Quest do not adhere to this notion of what constitutes an RPG. Somehow over the past few decades, the term RPG is strongly associated with features such as turn-based combat, fantasy settings, inventory screens, upgrade trees, fighting parties and enemy stats.

Oddly, very few of these types of RPG (most commonly labeled as a JRPG) actually include the key role-playing features. Cut scenes occur with no player input. Players have relatively little control over dialogue trees. The player merely exists to advance the inevitable progression of the character, and consequently each player will come away with a very similar experience. The game is therefore didactic in its presentation of the controllable character. The Persona series is one of the few that bucks the trend, allowing the player to choose how they interact with characters, making those relationships an important part of the gameplay and story.