This post is long, but you kind of brought that on yourself!
One objection to Riposte's taxonomy is that it is highly idiosyncratic. If we're hesitant to define "jRPGs" as "Japanese-developed RPGs" because geographical origin is insufficiently descriptive of the content of the category, then we should be equally slow to adopt a definition that, so far as I can tell, is unique to Riposte.
Only in its whole, really.
Right now the matter of how people classify xRPG, yRPG, etcRPG, and a handful of games inappropriately drawn from other clearly defined genres is all over the place (we have countless different arguments on it). There is no current set of classifications that can be sensibly agreed upon (some even argue that there should be no classifications lol), so it is not as if I'm peculiar in how I stray. What little can be agreed to some extent are based on loose assumptions which should be challenged (sacred cows, even). If you look around you'll see people make some of the same distinctions I do here and there. In midst of the nonsense there are people who
want to separate Dragon Quest ("turn-based RPGs", "traditional RPGs", occasionally "command RPGs") from Fire Emblem ("SRPGs") and/or World of Warcraft and/or Monster Hunter and/or Dark Souls and/or Ocarina of Time. I've only made a conclusion which separates all of these at once and describes to which extent they are separated.
It is irrelevant that I'm pushing forward an idiosyncratic idea (at first glance) if it also happens to be the one that makes the most sense. Now I wouldn't say this model I drew up in a rush one night 2 years ago is the one that needs to be followed here on (especially in this form as it is lacking in some details, like that SRPGs can coexist even though not all of them are grid-based. More importantly I didn't face the turn-based, real-time, and semi-real-time distinctions head on). In fact I beckoned others to criticize is as I considered it a first draft. It is only to show how I would begin to clear up the mess we are in now.
Putting Baldur's Gate and Tactics Ogre in the same category (based on the importance of movement/positioning) is hardly more helpful to the average player than placing Tactics Ogre and Demon's Souls in the same category (based on geographical origin). Gameplay features may be more relevant than geography in parsing videogame genres, but the features Riposte hones in are not the ones (or at least not the only ones) most people think of when they label a game a "jRPG" based on its content, and they lead to some pretty counterintuitive results. Chrono Trigger may end up in subgenre (b) despite being formally extremely similar to FF1-10 in all respects except its use of positioning in combat. Valkyrie Profile 2 probably slots into subcategory (b) even though Valkyrie Profile 1 is in (a). Riposte's taxonomy may be a neat way of analyzing combat systems, but it's not much help in addressing the OP's question.
But you see analyzing combat systems is
the proper way to classify these games. They are the fundamental and distinctive mechanics at play. What you are left with once you remove that is menus which have lost their purpose, a visual novel (which may or may not have meaningful role-playing), and usually an added walking sim and some mini-games. What I honed on was simply the great difference which creates two sets out of otherwise similar set of games. The greatest difference that existed in the area which put these game where they were before I split them. In other words I've splintered two groups out of "tactics games".
Chrono Trigger is without a doubt in "Genre 1" (a JRPG as I would eventually put it). I don't follow how it wouldn't be. You seem to follow how I explained how JRPGs are not without any positioning mechanics.
I struggle to care about every instance of what someone normally thinks when they label a game JRPG. How can I when at times it is so contradictory and random? I just don't see how my way is counter-intuitive. More work? Maybe. But Dragon Quest and Final Fantasy (though there are drastic changes within the series everyone can recognize: FFXI, FFXII, DQX) are the ICONIC JRPGs (based on similarly iconic Wizardry) and I'm simply separating the games which play more like other established genres (or sub-genres) than they play like them. (Btw I purposefully avoided mentioning Valkyrie Profile 2, because I never played it and have no idea what it is like. I've played Covenant of the Plume and that was clearly different from VP1. Now does it matter that these two games in the same franchise may be in different sub-genres? No, of course not. If it does... have fun with Guilty Gear 2 lol)
I'm also slightly skeptical of the internal coherence of his classifications (though I am open to persuasion here). Is positioning really less important in Valkyrie Profile and Radiant Historia than it is in Baldur's Gate? It matters a great deal where the enemy is positioned in the former games. In Valkyrie Profile, you get very different results for hitting an enemy in the air as opposed to on the ground. In Radiant Historia, the object of the battle system in many ways is to force the enemy into a good formation for your attacks to do maximum damage. The positioning decisions you have to make in Baldur's Gate (are my Archers a sufficient distance from the enemy? are my thieves going for stealth hits?) are, for the most part, present in many games in subcategory (a) - only in abstracted form. Riposte knows this, and that's why he says positioning doesn't have to be completely removed to put you in subcategory (a); it just has to be simplified or trivialized. Well, I'm not sure the the abstractions at work in subcategory (a) always result in something simpler than games that do not use those abstractions.
What you are looking at is a lack of meaningful options within Baldur's Gate inherently more complex movement scheme. I think the way I used "important", especially in that old write-up may have been confusing, so my apologies. I didn't mean to say that the new mechanics which often replace the wargaming-style map are not important only that
positioning as we knew it may not exist or be trivialized to the point where it doesn't exist in a meaningful capacity (it doesn't have an effect on combat). What you get in games without the new elaborate mechanics, in the best case scenario anyway, is designers focusing on what's left (which can mean they made reductions in a smart ways, removing what would normally be chaff).
Another way of looking at it is that games which can do thief sneak attacks, archer ranged attacks, and so on without the map is streamlined (or dumbed-down, if you prefer) into something else completely. They've removed the complexity from that element, but that doesn't necessarily mean it is less deep. For example if you added two or three more ranks to a JRPG which uses a system of a back and front row, you could possibly just be adding an unbalanced or meaningless mechanic. Naturally you can have a SRPG which doesn't make use of every inch of the map. On the other hand the strategy from something like Radiant History's managing of enemy positions (on a 9x9 board IIRC) with push-back and such can be in itself very tactical (btw I'm not endorsing the game).
Now, it is really the same thing being done if the method of doing a "sneak attack" (a visual theme to an action) is completely different? If a sneak attack in a SRPG is defined by moving your thief character across the map until he is sitting in a position which activates it (and this can be disrupted by the movement and positioning of enemies using the same system), then naturally it is destined to be different in a game without a map. Perhaps it is instead done by using an abstract system such as requiring an enemy to be "engaged" with another character or having the thief "switch sides" after using an ability.
Also, consider this:
On the other side of gaming we find these two (sub) genres: Rail-shooters (for now just think Time Crisis, House of the Dead) and First Person Shooters. Rail-shooters have removed all or most of the complexity involved in moving a character and using geometry to your advantage (or you can look at it as FPS have added it, doesn't matter). That's basically how they are best classified though: FPS without movement or positioning (or at least positioning has been extremely abstracted or simplified, e.g. the "pedal"/cover mechanics of Time Crisis). Now that arguably makes them a simpler genre as a whole (which I would say they are), but rail-shooters change the focus away from movement and do more things with shooting. It is not very often in FPS where you will shoot down other projectiles and the pressure on aiming is usually much higher in a rail-shooter. (I don't think we should have a conflict over this just because you can make a FPS look like a rail-shooter by camping with a sniper rifle lol.)
(On the topic of rail-shooters, there is actually a problem where I can't think a name for the third group. The one which holds games like Sin & Punishment. That clearly has movement, but in a different manner than FPS (or a TPS). I don't think of it as a STG either, because of how aiming works. This probably already exists and it is just slipping my mind, because I'm in a dead rush at this point to get back to school work.)
I should also note that movement and space (and the control inputs dictated by them) are an extremely important factor elsewhere. After all, that is how we separate 2D and 3D gaming, the biggest split in action games.
The tactics part comes from the fact that positioning is damn important. Putting mages first will get them killed (obviously) so you put them behind tanks and wedge them behind impassable terrain. What is to separate Fire Emblem from Advanced Wars under your tactics as JRPG definition? I really don't get using tactics to describe games like Dragon Quest. I mean, Final Fantasy and Dragon Quest has rudimentary row positioning so do you count that as well? I feel like you're arguing 5 different points in the same paragraph.
Tactical choices go way beyond just positioning. It seems like I'm stating the obvious here. Multiple attack options, resource pools (HP, MP), inventories, party members (with classes), etc all give you choices to consider. It is not as if the example you give is the only tactical choice you'd be making in Fire Emblem (in fact it is such a simplification that a form of that strategy does appear in plenty of JRPGs with row positioning). The weapon system, items, weighing of stats, etc. Similar things exist in JRPGs. The "tactic part" comes from the fact that JRPGs play like tactics games, but without a wargaming style map (or any real map to speak of). If you want to see an example of high level tactics in that form, check out competitive Pokemon play.
As for separating Fire Emblem and Advance Wars... Maybe I don't want to? lol. If it this is surprising (or makes it seem I've been vague up until now) it is just because that isn't what the topic is about. I'm entirely focused on JRPGs and the comparison with SRPGs just makes more sense. I rather not dwell deeper into this topic at the moment, but I have no problem with SRPGs being a "sub-sub-genres" so to speak. The deeper we go the less fundamental and distinct the defining characteristics need to be (the heavily generalized difference between Fire Emblem and Advance Wars would probably be best described as "team" construction and character progression, less essential stuff by my own accord). Just like JRPG, the term SRPG doesn't need to go away, it just needs to be specified. This would probably be easier to explain if there were more tactics games that are to JRPGs what Advance Wars is to Fire Emblem. I mean they exist in some capacity, I've played flash games like that, nothing worthwhile comes to mind.
And I think his/her question was: in virtue of what are they both tactics games? What is it that makes them tactics games but, I don't know, Counterstrike not?
This is a question with a big ass answer and a short answer, depending on just how much of video game criticism theory you want to cover. I'm going to try to be brief and hope for the best.
First, we have to understand that Counterstrike simply doesn't play like Fire Emblem. I'm hoping there isn't a problem in terms of why they have to be so far apart in the "tree of genres". I can try to describe what you do in these games and how it feels, but it is ultimately going to come down to attributing language to observations that have to be made in the first place. We can't sit here and fret over the obvious.
Now, we call the latter a tactics game not because it is exclusively tactical (its not, for sure), but because that is just the name that makes the most sense in respect to other kinds of "grander" strategy games less concerned with in and outs of what happens on the "battlefield". This goes back to how people define tactics and strategy, though strategy has a way of enveloping both concepts overall. By establishing the tactics genre we are effectively saying "Advance Wars is NOT Civilization. It is NOT SimCity" and so on and this results in pairing the games which are not anything else. Before we consider less essential elements (which I briefly listed at the end of the 2nd quote in my first post in this thread, the post I've hope you've read by now) we are left with a certain set of games which covers "SRPGs", "WRPGs", "JRPGs", and "tactics games" (a la Advance Wars and Hero Academy). You can then further divide them, which is what I've done. The reason Counterstrike is so far away from what we have as "tactical games" is because we divided the group which had both Fire Emblem and Counterstrike in it ages ago (in fact the split might occur at the base of the tree).
You are correct to assume Counterstrike has "tactics", but what it also has everything else which makes it Counterstrike. So this is the truly wordy part that I'm going to have truncate like crazy or else someone is going to have to start doing my college papers for me. All of gaming sits on a spectrum between "Action" and "Strategy" (which are the two main types of depth). In
most games you make strategic choices (exceptions are basic "QTE" sequence games which describes both Dragon's Lair and rhythm games, "simon says" stuff) which I would describe as choices which are made cognitively (god, this is already becoming messy lol). Meanwhile there are also reflexive choices, though you may have a hard time looking at them as "choices": these are simply the things you do "reflexively" in games (the choice usually comes down to succeeding or failing). So one way to look at it is that "strategy games" are NOT "action games", but not necessarily the other way around.
This spectrum is extremely important in defining genres...
initially. Getting away from your question, we come across something I find to be very tricky. Is Starcraft, a game extremely dictated by "micro" reflexive skills, an action game or a strategy game? What of Pikmin, for example? Puzzle games: Tetris requires insane reflexes in the harder games. Do ATB Final Fantasys sit on the opposite side of the genre tree than true turn-based ones? The games I describe in "Genre 3" sound a lot like action games, but their origins make it confusing (I mean DOTA is totally an action game, but it is basically an RTS where you control one unit). Turn-based vs Real-time vs semi-real-time (pausing, etc).
What I've done to solve this is have genres dictated by "form" after the initial split and lay the spectrum over it. Now this is an area where I can see a lot of argument, but I get the feeling I'm already talking about things that are not generally discussed in JRPGs threads lol.
1. A purely exclusionary method will eventually defeat itself by distinguishing every game from every game. If you want to work by exclusion rather than addition, you're still going to have to decide which distinctions are relevant, and that will involve some grouping task.
This is the signal problem with your proposed taxonomy: you've picked out some distinctions, but the ones you've selected divide games that most people consider sufficiently alike in other relevant aspects, and as a result the taxonomy seems unhelpful.
Um, eventually distinguishing every game from every game sounds like the natural conclusion. I don't see that as defeat, just reaching one end of the model.
The taxonomy is as helpful as it can be: it defines genres by distinctions based on their most fundamental mechanics. That doesn't stop people for finding similarities in other respects and as long as they understand that they are no longer talking about genres, that isn't a problem. Both Call of Duty and Final Fantasy have leveling mechanics (mechanical theme). Both ZombiU and The Walking Dead involve zombie apocalypses (aesthetic theme). Now I don't know if I would call the model purely exclusionary: all of the mechanical themes become more important as you split off the bigger differences. SRPGs arise from tactics games. If you were to dwell even further than that, then you would probably find even less meaningful differences (at some point you would arrive at "series" / "spiritual successors and predecessors" , then finally "game"). I would visualize it as "race" at the very end of the primate order - at that point you don't really pay attention because there are virtually no defining differences.
Fair warning, even though I just did several quotes and answers (being replied to by many people at once sort of forced me to), I generally don't reply or at least fully reply to posts which follow that format. Not saying I won't read the post, but I usually limit myself in that manner so I don't spend
all day on NeoGAF. I always take that as a sign that the conversation has become too splintered and would be better off continuing in a more concentrated thread (that could very well be the case here). There is a good reason why I wanted to avoid discussing "What is a RPG".