JarlFrank
I like Thief THIS much
Now, this isn't going to be a discussion on LOL WAT IS AN RPG???, we've had more than enough of those already. And in my opinion, RPGs have dozens of subgenres, so there is no definite answer to that. The question in this thread is: which feature that is commonly seen within RPGs is the most important feature to you? The one feature that, when done perfectly, can make you enjoy the game even if all other features suck?
Combat: Well, the thing that you always do when you meet enemies. The thing that oldschool dungeon crawlers do really well. Fighting monsters or evil guys with your character or your party.
Character Development: Leveling up, equipping new gear, putting points into your stats and skills... this option includes everything that is about the character system, be it the sheer amount of skills and stats, or their usefulness, or just an interesting unique system of leveling up.
C&C: We all know what that means. Fallout, Arcanum, Witcher, they did this right: giving you several meaningful choices that lead to different outcomes. Do I join the good faction or the evil faction? Each path leads to a different result.
Story and Dialogue: This option includes a well-written story and good use of dialogue. PST is the best example here. Also includes "gameplay by dialogue" like PST did it, where you can do other things than just talk within the dialogue window, like breaking someone's neck.
Lore, World, Exploration: This option is about the stuff you can discover. Morrowind and Daggerfall are the perfect examples here. Crawling into the deepest dungeon and finding rare artifacts, reading about the rich gameworld in ingame books, finding interesting places which all have their own history... basically a really interesting and well-thought-out gameworld that is fun to explore.
Sandboxyness, "Freedom": The modern form of "nonlinearity". Being able to explore the world freely and do whatever you want whenever you want. Basically, something like Oblivion, but with more options. Maybe also roguelikes. Not being forced to follow a questline but being able to freely do whatever you want to do, be it fighting monsters, doing sidequests or forging your own equipment.
Combat: Well, the thing that you always do when you meet enemies. The thing that oldschool dungeon crawlers do really well. Fighting monsters or evil guys with your character or your party.
Character Development: Leveling up, equipping new gear, putting points into your stats and skills... this option includes everything that is about the character system, be it the sheer amount of skills and stats, or their usefulness, or just an interesting unique system of leveling up.
C&C: We all know what that means. Fallout, Arcanum, Witcher, they did this right: giving you several meaningful choices that lead to different outcomes. Do I join the good faction or the evil faction? Each path leads to a different result.
Story and Dialogue: This option includes a well-written story and good use of dialogue. PST is the best example here. Also includes "gameplay by dialogue" like PST did it, where you can do other things than just talk within the dialogue window, like breaking someone's neck.
Lore, World, Exploration: This option is about the stuff you can discover. Morrowind and Daggerfall are the perfect examples here. Crawling into the deepest dungeon and finding rare artifacts, reading about the rich gameworld in ingame books, finding interesting places which all have their own history... basically a really interesting and well-thought-out gameworld that is fun to explore.
Sandboxyness, "Freedom": The modern form of "nonlinearity". Being able to explore the world freely and do whatever you want whenever you want. Basically, something like Oblivion, but with more options. Maybe also roguelikes. Not being forced to follow a questline but being able to freely do whatever you want to do, be it fighting monsters, doing sidequests or forging your own equipment.