Quote Originally Posted by Fynn View Post
Nope. The core element that makes an RPG (any type of experience system) is missing. While we're at it, Vagrant Story also isn't an RPG.
Wait, but Vagrant Story does have an experience system? It's a game where you tactically have to consider type advantages and disadvantages as well as the effects different equipment have on you combat capabilities (heavier equipment makes you more likely to miss, for example). Buffs, debuffs and status effects are all instrumental to success. How is that not characteristic of an RPG?

On the other hand, the only growth in Zelda is from collectibles you discover through exploring the world. Combat isn't based on statistics, but rather on timing and enemy types. Many Zelda games treat combat more as solving a puzzle with the enemy in question than most RPGs (hit the glowing weak points, wait for the wolfos to turn around, hit the penguins from ALttP with hookshots, or the giant skeletons with bombs).

To clear the air, I define an RPG as "a game in which combat is heavily influenced by different numerical values and status effects".
Such numerical values typically include Physical and Magical Attack and Defense, Dexterity or Accuracy, SOMETIMES a Luck stat, and maybe other varying factors.