But the approach to 'role-playing' is similar, that's what the labels are trying to convey because that's where the design philosophy between the two subgenres differ. There's less dependency on skill checks, character advancement is more streamlined, storylines tend to focus on sets and established dialogues rather than branching paths, combat and storyline are usually mechanically segregated, etc.
Arcanum (isometric, single character, no classes, good/evil magic/tech axis, steampunk) , Morrowind (real-time, less focused on character and more on exploration, combat-heavy, open world), and Might & Magic (party-based, first-person, highly transparent combat mechanics) are also very different, but generally share the same elements that fit under the WRPG label. The differences that those series possess are as radical as ones that could exist in say, the Strategy genre.
Some people don't like certain genres; why does it matter? Keep in mind, for a period in the late 90's and early 2000's, most WRPG's were considered too nerdy or souless compared to WRPG's. That's why Bioware and Bethesda proved so important, they propelled WRPG's more into the mainstream.
EDIT: I love JRPG's to death, but I think finding their tropes and elements overly common is a very valid criticism of the genre. i.e. Evil Empire, Corrupt Religion, Ancients, Amnesia, My Hometown is Burned, X is my Y, love story, The Old War, the typical six (energetic guy, edgy guy, tough guy, meek girl, bubbly girl, haughty girl). It's a very valid criticism, and while I can appreciate the tropes when they're tied in with a fascinating story and setting and gameplay, I can certainly see why people may not find it appealing. It's not a wronging of people to not enjoy tropes.





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