Well, to be fair they are different kinds of games. I mean, it's not like you would try to compare GTA and CoD, right? Yes, you run around shooting people and driving things in both, but... And technically, any game in which you take on the role of a person would be a role-playing game; since, you know, you're playing the role of someone. So that includes pretty much every action and adventure game, as well as all shooters and 'RPGs'. When we call a game an RPG it generally indicates that, gameplay-wise, it has a stronger focus on character development; that there is some sort of abstracted skill tree, with some generic abilities to progress through; that there's a substantial amount of dialogue. Usually but not always this also means a generic medieval fantasy heavily tolkein-inspired setting. Barring that it's in space, in what's usually a generic interstellar heavily star trek-inspired setting. Out of all the games I really, really love, most of them have RPG elements. Only Fallout and Planescape: Torment are what I suppose you could call 'pure' RPGs; but games like Deus Ex, System Shock 2, hell, even Star Control 2 had strong RPG elements. And for that matter, Europa Barbarorum (the Rome: Total War mod, if you weren't aware - it's basically made of win, for those who haven't played it) is more fun when you RP you faction's characters. Nobody would call Grim Fandango an RPG, though, despite how much win it is.When I'm talking about Oblivion, though, it's certainly not the plain out-of-the-box version. That, I will agree, was very obviously and detrimentally made for consoles. I have, at last count, 104 mods included added to my installation. Once you've redone the interface, fixed the leveling, fixed the scaling, diversified the landscapes, tweaked some global variables, reskinned most of the NPCs, added items, added characters, and upgraded the textures, it's a pretty solid game. Which is more or less exactly the problem: If it takes hundreds of hours of fans' time to bring up to a reasonable level... well... that there is a rather serious indictment of the original's merits. The one thing which I've always preferred about the Elder Scrolls games, though, is the skill system. That part where you get better at something by doing it. Always made a lot of sense to me. Most games have you work at everthing and magically pick something to improve every now and then. By now it's become the coconut effect, but I never cared for it.The Witcher is more of an old-school cRPG, in that it's very linear - and by that I mean you don't really get to pick what you do. I say old-school because back in the day (post text-based but pre-cd, for the most part) there simply wasn't the storage capacity to include more than the 'main' path through a game. There are really two kinds of linearity: being able to choose your task, and choose your methods. In TW most quests will establish that you need to bring about a certain action, but you're given a bit of room to bring it about. A few are real, meaningful choices between mutually exclusive outcomes - and the result stays with you for the entire game. That's something which is nearly non-existant in Oblivion. The other thing about it which sort of limits the scope (sort of - I'll get back to that) is that you play Geralt. Always. You can pick what kind of Geralt, but it's still Geralt. There's something to be said, I think, for playing a character who you've created - I find it allows a deeper feeling of immersion, myself, but that's just my preference. The advantage of a fixed character is that it allows a more plausible backstory (your character existed in the lore before you made them up), and can feel significantly more authentic, since the character in question will fit in with the world however the developers intended.And another thing. I see people complaining about the simplistic quests in Oblivion. That's sorta true, and some of them are virtually MMO-level insipidness. But it's not like there are lots of ways to do things in ANY RPG I've played. Basically every situation is only ever is resolved by going to a certain place and either killing something or picking a dialogue option. Maybe there's some running back and forth. Occasionally there's an item involved, which you acquire by either of the aforementioned, or possibly steal it. That's it. Every quest ever. If you have each quest be one each, they'll come off as shallow. If there are five or six parts, and maybe some longer dialogue trees, people pay less attention to the fact that they're still doing the same three things over and over again. So it's not that some of the quests in something like TW are really more in-depth, per se, but they are a broader mix-and-match of the basic elements.Another complaint about Oblivion is that the AI was pretty bad. It was, but at least they tried. Most games will only tell you that there's other stuff going on, or that NPCs have lives apart from you. Oblivion gets a bit of credit for trying to show you that there's other stuff going on and NPCs have lives of their own. They blew all that credit by overhyping it and having it be mediocre at best, but still...One thing I didn't care for in either game was the lack of a legitimate time-frame. You can get a quest which says meet so-and-so and such-and-such place tonight; if you wait a week before going they'll still be waiting for you. That was one of the cool things about Star Control 2 (man, that game rocked) was that if you didn't finish it fast enough (and you have 4 years, 5 if you complete a certain plotline; it takes two, maybe, to do everything) the Kohr-Ah would start killing off every living thing in the galaxy.Oh, and they both got f-cked by the ESRB. Any game which does that can't be all bad, right?Man, Star Control 2 was epic. It's almost older than I am.Oh, and Fallout is now free on GameTap. Which is great, since I lost my disc a long, long, time ago.