dtgreene: The technical reason argument is non-sense; games like Super Mario Bros. and Ys I: Ancient Ys Vanished were real-time at a time when RPGs like Ultima, Wizardry, Dragon Quest, and Final Fantasy were turn based.
It was a technical reason at the dawn of gaming, and in tabletop RPGs, because no one could compute every choice in real time. Later, it was possible to calculate hits, misses and percentages in real time, allowing for real time RPGs.
Such as games like Ys. But then you say games like that don't count because they're not RPGs since they're not turn-based, then after you've excluded all of those you say that all RPGs just so happen to be turn based. It's circular reasoning.
dtgreene: I consider the game being at least approximately turn-based as much of a requirement for the RPG genre as being real-time is for the action genre. Would you ever use the term "action" to refer to a turn-based game?
Again, it doesn't matter if
you consider that, because the only stipulation for something to be a RPG is that it's a game about role-playing. It's right there in the name. Maybe you like turn-based RPGs more than Action-RPGs, but to say that the latter doesn't count as a real RPG is just crying "No True Scotsman".
dtgreene: As for your comment on story sequences, quite often story sequences don't involve any choices of dialogue, or any choice about whether to attack one or the other. Even when you do get a choice, it often doesn't actually matter; a choice between two options with the same effect might as well not exist.
Cool, and many other times it does involve dialogue choices, and all manner of other impactful choices that change the plot significantly, so what?
And to say that if the result is the same there might as well not be an option is remarkably shortsighted. A quest is to kill a NPC, being able to chose between kicking down the door and beating him up, and sneaking through the window and stabbing him in the back, being able to be sympathetic to him or a dick during the dialogue, it's the very essence of choosing and playing a role, even if the character ends up dead regardless.