GeraltOfRivia_PL: Or are they fake RPG's cause there is only one-way conversation (you don't choose what your character says) and cause the focus is on combat
I'm not familiar with the particular game you mention, but I would probably lean no, but not for the reasons you mention.
Elmofongo: Yes. Like how I see Akalabeth: World of Doom as a real RPG.
I'd actually classify games like Alalabeth as what I would call proto-RPGs. Basically, these are RPGs from before the RPG genre fully established its conventions. In the case of Akalabeth, note that:
* I am pretty sure it doesn't have levels and XP.
* There is no maximum HP; HP is like gold in that it's something that you can acquire and lose, but there isn't any notion of "restoring" it.
* The world is procedurally generated, much the way it would be in a roguelike, but which you don't see in other RPGs and RPG-like games. Yet, there's an overworld (however primitive) and the dungeons are first person.
* The amulet can sometimes change your stats drastically and permanently; this is another mechanic that's disappeared as the years have gone by.
Other games that I would put in the proto-RPG category would be Oubliette (and perhaps early Wizardry, but not to the same extent), Ultima 1-2 (maybe 3, but not 4), and even the original Dragon Quest (open-world single-character game with mechanics like dark dungeons that you don't normally see in JRPGs). Perhaps the original SaGa could fit here as well, even if the conventions had already been established, but mainly because it avoids many of those conventions and doesn't really establish even the conventions of the series it belongs to (your actions don't affect stat growth in SaGa 1, for example, unless you count RNG manipulation).
GeraltOfRivia_PL: Or are they fake RPG's cause there is only one-way conversation (you don't choose what your character says) and cause the focus is on combat
Gudadantza: I think that the focus is on stats, random loot, character development, ambience and dungeon exploration. Diablo tries to do it in real time combat but, to me it is a pure example of classic dungeoneering CRPG.
In the same vein as the classic Wizardry trilogy or like the randomness and replayability of the venerable Rogue. I am pretty sure that those titles were the main inspiration.
Actually, from what I have read Diablo was apparantly planned to be turn-based, but they changed it to real-time during development (perhaps because upper management didn't feel that turn-based would sell).
Leroux: Neither. I don't use words like "real" or "fake" to describe different types of games. Diablo is usually seen as belonging to a subgenre of RPG games called ARPGs, Hack-and-Slash-RPGs, or Diablo-likes (some say "Diablo-clones", not necessarily meant in a negative way, but of course that can't be applied to Diablo itself). I suppose it's evolved from the idea to combine rogue-likes with action gameplay and actual graphics.
There's still unusual cases, like Wizardry 4, which really feels like an adventure game (of the classic variety; there's even a "dead end" (but at least the game gives you a warning and 8 save slots)) disguised as an RPG.
Edit: Why the low rating? Why have I been punished for putting so much time and thought into this post?