Talkin' bout the difference between things like "the way players move" and "how AI works" and "level design" and stuff (it's present in all games), and then the more specialized RPG aspects (how skills affect play, how decisions affect narrative, etc). At a core game level, if neither game had RPG mechanics, Alpha Protocol would be a pile of shit, and Mass Effect 3 would be a middling cover-based shooter. On the flip side, if both games were, oh, isometric Black Isle-style games, where things like level design or player movement don't matter as much (but RPG things are so much more important), Alpha Protocol trounces Mass Effect 3 everywhere but consistency (it has a lot more fucking stupid bits that ruin its tone).
I get this, my point simply being that I too often see people dismiss dialogue and leveling as non-game parts simply because your movement is restricted or something.
Games are wholes and "crazy stuff" like inventory management is gameplay, even if so many people don't consider it such. Even cutscenes are to some degree part of gameplay, since they act as positive or negative feedback for your actions, for better or worse.
I've heard the phrase systemic kicked around (Far Cry 2 and Thief primarily), but I've never really had a good understanding of what that meant, exactly. I mostly look at games like STALKER/Far Cry 2/System Shock 2 and shrug when people mention it, because those games seem more like they were trying to establish real places than to establish designed places.
The definition of immersive sim is supposed to be a game with deep mechanics systems (AI, physics, intricated traversal methods, open ended non-choice oriented quest design, etc.) that sell realism based on the game's capability to react to your actions.
Say, in Deus Ex, if you make the effort you can kill Anne Navarre very early on and the game will acknowledge and mention it later. It's not an actual choice you pick, it's the designers putting situations in which you have the freedom to experiment and come up with the solutions within what the game systems allow. Basically it's making the roleplaying be almost entirely action-based instead of "decision-based". You don't have the dialogue choices of "Die Anne Navarre, you robo bitch!" and "<Respectfully greet Anne Navarre>", you just kill her, and the game behind the scenes is checking who's alive and reacting to it.
In a less story-oriented example, in Deus Ex you didn't really have paths like in Human Revolution. Maps were very open and you could make any power and technique combination you wanted to get through them. You can then take a box with you, drop it, hide behind it when a guard passes by, then pick it up again and rinse and repeat. That sort of stuff comes naturally because the game's systems and level design are there to encourage you to experiment, because they react to it in a satisfying way. It's believable because the game says "well if you think so then it's ok!". Human Revolution gets it wrong because it says "HERE'S THE STEALTH WAY! HERE'S THE TECH WAY! HERE'S THE SHOOTY WAY!" and you just feel like you're picking an option from a dialogue tree.
Fallout 3 does some of these things right, but ultimately the world feels really lacking nonreactive. You go on a killing spree and three days later people forget about it, inventory has no meaningful mechanics attached to it and the character system is very maxeable (this New Vegas does way better) so you can basically do everything in whichever way you like, and I never felt like I was thinking "outside-the-box" like in Thief or Deus Ex or even Bioshock.
FO3 and New Vegas are deep in their RPG trappings, which is perfectly fine, I for that reason don't see why people bother calling them immersive sims just because the AI goes to eat at noon and to sleep at night. People didn't call Oblivion an immersive sim and the AI is just as complex...
New Vegas... well, on one hand, it's realistic (flat, not as many things close to the player, etc), and on the other hand, it's very, very gamey. Where Fallout 3 just had... stuff, leaving players to draw their own conclusions, New Vegas goes "oh, did we make this thing? WELP, GOTTA HAVE A QUEST FOR IT!" I know a lot of people point out that New Vegas has more quests than Fallout 3, but I think that might be a drawback. Fallout 3's attempting to create a world, and it does this by just plopping things in the world and letting them be a part of it. Obsidian seems to have an inexorable urge to turn EVERYTHING into RPG bits, so if it exists, it's got to be quested. If you're making a classic isometric CRPG, then this is exactly what you want to do, but in a 3D game in the first-person perspective, things work better if it feels more like a world and less like a game.
On top of this, New Vegas has spawn areas that exist more like Zones for Specific Levels. Fallout 3 has some areas populated by people who are tougher than the player (so it's best to avoid them until you've leveled up), but with New Vegas, it's like... if you go to X place, the exact same five ants are going to spawn. If you go somewhere else, same deal. Rarely does the world feel alive. Instead, it feels static and designed. I'm having a hard time explaining this because I'm very tired. Also, this is actually the last sentence I wrote in this post--the stuff I wrote below came earlier--so good night!
Basically, New Vegas is this awkward juxtaposition of isometric CRPG rules on top of a map that's too realistic to be fun.
New Vegas is basically the much superior RPG. There's no two ways around that, most if not all the RPG mechanics are improved, the writing is better, companions are much more interesting, there's real choice and consequence, etc. Fallout 3 only has a subjective edge over New Vegas in that some people like Beth's approach to world building better. Personally I never found anything of value anywhere I went in Fallout 3, and I'm constantly bewildered by people saying that Fallout 3 rewards exploration more, because I see the dialogue, quest and lore abundance in New Vegas as a very good way to encourage people to explore.
The last conclusion I do agree. The template set by Bethesda is not very fun if you're looking for a solid RPG, which is why I like mods to come by and turn my New Vegas into some sort of STALKER game written by Obsidian. I got at least some passable shooting combined with excellent quest design. I'd love Obsidian to have been able to do an isometric RPG out of New Vegas, but you know how it goes...
So, in a theoretical game that takes place over the course of a party, would the player have progression? Would they need progression? It's just a moment in time.
My final project for this video game degree I'm getting (it's a pathetic program--the department head loves Second Life and I've had three completely wasted semesters where I learned nothing because of stupid inter-departmental politics--so I'm really just doing this as a self-taught project) takes place during a party at night. It's a role-playing game in one act. There's no real way anyone could get better at anything during the fifteen or twenty minutes they spend at the party, so I've got no stat systems involved, but the "who am I and how do I interact with the world" stuff I'm planning to be extremely heavy. Whether I can do it or not is entirely up to my ability to teach myself enough useful skills to complete the project in four months.
Why are you labeling it as an RPG then if you have no stats and say decision-making has no influence on the RPG-ness of a game?
You sound like you have an open-ended adventure game in your hands
