Merranvo: honestly, visual novel sounds perfect for a real RPG, that being one where the game is about story rather than combat.
real time rendering of the visual novescenes would allow choices and changes to carry through, so it does not need to be completely static.
dtgreene: A real RPG has to have RPG-style combat, or at least some RPG-ish mechanics (I hear Disco Elysium doesn't have combat, but it still has skills and dice rolls), to be an RPG.
Story, on the other hand, is not necessary, and I actually consider sizeable amounts of story to turn the game into a VN/RPG hybrid, and I'd rather have a pure RPG myself. (Note that I am referring to the sort of linear story you commonly see in JRPGs, though honestly, many VNs have less linear stories than many JRPGs.)
EverNightX: I mean...my first introduction to an RPG was Dragon Warrior/Quest. And how much story did that have? A paragraph or two maybe.
dtgreene: You did have the dialog from talking to every NPC in every town, some of which does contribute to the game's plot.
Catventurer: Persona 4 is not really a visual novel. It's a JRPG with visual novel style intermissions. There's only a few dialogue choices in Persona 4 that actually impact which ending you get. The game is pretty obvious if you made wrong choices as it will fast forward the timeline to a specific point. Most of the dialogue options in Persona 4 are so that Narukami isn't totally silent and has a personality even though he lacks voice acting for whatever dialogue you pick.
The same is true in Persona 3. The game may have visual novel style intermissions, but it's still a JRPG. There's really only one choice that matters. The rest are for flavor and to let you establish the main character's personality even though he doesn't talk a lot.
dtgreene: I'd argue that dialog choices that matter isn't required for a game to be a VN. In fact, I would consider kinetic novels, which have no choices that matter, to be a sub-category of VNs. (Case in point: Take a VN engine like Ren'Py. It would be rather easy to make a kinetic novel in that engine; wouldn't really even need custom code for that.)
(It's interesting to note that KN works as a subcategory of VN, but many people (including those who make KNs) don't consider them to be games, which creates an issue when it comes to trying to classify games strictly. I could argue that KNs are story-focused 0-player games without random elements, just to get the classification to work. With that said, can someone name a story-focused 0-player game without random elements that is clearly not a kinetic novel?)
I've never seen anyone try to sell the idea that the Persona games are Visual Novels until now.
I'm well aware of the newfangled definition that RPGs are games were you assume the role of a single hero guy, which would mean that
Wolfenstein: The New Order is an RPG only because you assume the role of Blazkowicz. It would also mean that the classic
Eye of the Beholder series are not RPGs even though they use AD&D rules and the Forgotten Realms world setting.
I'm one of those people that is willing to die on the hill that RPGs are games that are based on table-top RPGs AND use those rules. The only games that I'm willing to let join Team RPG that don't meet that definition are games that have the feel of a table-top RPG adapted to an electronic form (example: Might and Magic) plus JRPGs. Saying that, JRPGs really are their own thing.
I'm really going to go there and say that even under the "one single hero guy" definition for RPGs, the Persona games are still RPGs.
In Persona 4, you really only control Narukami outside of battle and only spend time with other characters if you specifically go looking for them plus they are available at that time. You don't get to know what is going on with everyone else's life unless they specifically tell him. Yes, you can control the other characters during battles, but I think this is largely because of Yukari Takeba in Persona 3.
In Persona 3, you could only control Door-Kun (player character) directly and had to give everyone else generalized orders. While the main healer NPC is Yukari, the AI was programmed to heal whoever was damaged and had the least total hit points. This meant that Yukari would usually just heal herself and leave the person you wished she was healing to take more damage. It was actually better to leave her behind once you got past all the times you were required to use her then micromanage Akihiko to use single-target heals, debuff enemies or attack. Because his base hit points were higher than Yukari, he would actually heal people besides himself.
Even though Persona 4's combat is easier, I still prefer Persona 3 overall as a game, so here's the obligatory community wish list link -
https://www.gog.com/wishlist/games/shin_megami_tensei_persona_3_fes The style of intermissions that exist in Persona 4 have actually been around in some form since the first Persona game (released in 1996). For example, this screen shot here from Persona 1 -
https://pspmedia.ign.com/psp/image/article/104/1048621/shin-megami-tensei-persona-20091120042711625.jpg The difference is that with the first Persona game, intermissions were less frequent. You didn't have social links. You didn't spend any amount of time roleplaying doing school stuff. The part of Persona 3 that you spend outside of the dark hour often gets referred to as a "school sim" because besides having social links to manage, you have class time where you get asked questions and can spend evenings doing homework, but it's easy to pile on more hours of play time in Tartarus than anywhere else. Nobody claims that Persona 3 is a school sim with JRPG elements. It's still overall a JRPG.
This style of intermission has been used in other JRPGs besides the Persona series, such as -
Atelier Iris (2004)
Mary Skelter: Nightmares (2016) - plays like a classic dungeon crawling RPG
The Caligula Effect: Overdose (2016)
I would also argue that
Neverwinter Nights, which uses D&D 3e rules, has it's own version of this style of intermission. The box in the upper-left corner has two things similar to JRPGs: 1) a NPC portrait and 2) dialogue that grinds to a halt, waiting for the player to respond.
https://images.gog-statics.com/a5ca2dcfaa00cbfacff4b1632b73c3644e8b65675ccd23d7da3d8e756c2be833.jpg The difference between Neverwinter Nights and the JPRGs is that in JRPGs, the NPC portrait and dialogue take up a larger portion of the screen. That distinction shouldn't matter because both are RPGs in some form.
If you compare Persona to Chrono Trigger, as another example, the only difference is that there's character portraits during intermissions in Persona and none with Chrono Trigger. You otherwise, still have characters on screen actively doing stuff during intermission sequences.
https://media.pocketgamer.com/artwork/na-miut/chrono-trigger-ios-1.jpg Because I do not play a lot of JRPGs, the only other alternative that I've personally encountered are games like that one with the hero guy with a stupidly big sword that doesn't talk once during the entire game. This means that all intermissions only consist of other people talking.
exit - fixed broken link.