Isn't the point of genres that they're supposed to be loose criterias? If so then Patrick's problem doesn't have a solution.
My opinion:
To determine genre your aproach shouldn't be to look at all gameplay systems and determine it from them, but rather to look at which systems permeate the game. These systems are then compared to earlier established archetypes to figure out which genre the game belong to.
Now I'm gonna test part 1 of my "system" against Patricks lists of games for fun and the extremely remote chance of profitting from writing on a forum:
I'm gonna rely on wikipedia for the games that suck games that I haven't played so I might be wrong on some accounts.
For clarification: Characters == Player controlled characters; dungeon map == anything that isn't an overworld map
Final Fantasy 7 traits:
Exploration: overworld map;dungeon map
Battles: seperate from exploration; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: interactive
Characters: Fleshed out; intertwined with plot; no skill progression interaction
Diablo II traits:
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: non interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
WoW traits:
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: non interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
Fallout
Exploration: overworld map;dungeon map
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
Planescape: Torment traits:
Exploration: overworld map;dungeon map
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: interactive
Characters: fleshed out; intertwined with plot; skill progression interaction
Baldur's Gate 2
Exploration: overworld map;dungeon map
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: interactive
Characters: fleshed out; intertwined with plot; skill progression interaction
Baldur's Gate: Dark Alliance
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: non interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
EVE Online
Exploration: More than one map (guesswork based on wikipedia hereafter [GBoW])
battles: seperate from exploring [GBoW]; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: non interactive [GBoW]
Characters: fleshed out; not intertwined with plot [GBoW]; skill progression interaction
Oblivion
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: non interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
System Shock 2
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: non interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
Deus Ex
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: interactive
Characters: fleshed out; intertwined with plot; skill progression interaction
Mass Effect
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; skill based
Plot: interactive
Characters: fleshed out; not intertwined with plot; skill progression interaction
DooM
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; not skill based
Plot: not interactive
Characters: not fleshed out; not intertwined with plot; no skill progression
Quake 2
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; not skill based
Plot: not interactive
Characters: not fleshed out; not intertwined with plot; no skill progression
Battlefield 2
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; not skill based
Plot: not interactive
Characters: fleshed out; not intertwined with plot; no skill progression
Warcraft 3
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; sometimes skill based
Plot: not interactive
Characters: fleshed out; intertwined with plot; skill progression limited to characters that operate similarly to 'units'
Call of Duty 4
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; not skill based
Plot: not interactive
Characters: fleshed out; intertwined with plot; skill progression
Assassin's Creed
Exploration: single map for everything
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; not skill based
Plot: not interactive [GBoW]
Characters: fleshed out; intertwined with plot; no skill progression
Soul Caliber
Exploration: nonexistant
battles: not seperate from exploring; consisting of fleshed out characters; great degree of control over tactics; not skill based
Plot: not interactive [GBoW]
Characters: fleshed out; intertwined with plot; no skill progression
Gran Turismo
Exploration: single screen
battles: nonexistant
Plot: not interactive
Characters: not fleshed out; not intertwined with plot; no skill progression
Magic: The Gathering Online
Exploration: nonexistant
battles: nonexistant
Plot: nonexistant
Characters: nonexistant
What does this game consist of?: playing cardgames over the interweb
What did you intend to prove by going through all of that?:
Nothing. What i intended to do was try and show that a game cannot be diluded into binary labels in an attempt to fit it into some genre.
Doesn't this mean that your "system" doesn't work?:
No. What this means is that the second part of my "system" to the way we determine genres as the first part, which consists identifying permeating gameplay designs, isn't enough to properly identify a games genre.
A closer look at genres:
First of all let me clarify that I'm gonna be working from a materialist-dualist view on what exists as those are in my opinion the most likely candidates for being right, has the least problems and they both tell us that the games that we play consists only of matter and that there are no such thing as 'ideas' in the platonic sense.
Genres must neccessarily be ideas formed by the human mind. We all have the idea that there are genres because it is commonly accepted in society and as such most people will accept it as well. Does this mean that we all have the same ideas about what a genre is, which genres there are and how they are defined? No, definately not. This is because the idea of genres will necessarily have to pass through language, either written or spoken, in order to pass from one individual to another. This is inherently problematic as language is inherently limited and as such cannot properly convey the idea of the genre in a single attempt. Let's use two then! No, to properly agree on the idea of genres humans would have to spend an infinite amount of time on finding the answer through dialectic and since humans have a finite lifespan to agree completely on the idea of genres is inherently impossible.
What does this mean then?:
This means that the idea that I, Patrick or anyone else can define what an RPG is is inherently untrue and that we can't rely on something like that to define what is an RPG and what isn't.
So genres are impossible and all of this is pointless?:
No, I'm definitely not saying that as that would make this whole post pointless and it ain't. What I'm saying is that we can't and shouldn't rely on ideas of what genres are and instead should rely on something that we can actually understand; that which already is. That which is is a good way to figure out genres as it is easy to recognise completely for humans as it is a simple matter of recognizing an object (say Baldurs Gate II) and recognizing the label that we have already put on it (RPG), simple and very much possible.
So you're saying that we can establish absolute genre truth through this system?:
No, genres are ideas and as such inherently opinions. This means that thruth is a non-problem as it doesn't exist Vis-