Interesting article, but I agree with some other posters that some kinds of tabletop RPG styles aren't going to make it into CRPGs because they only work when you have the creativity of other players and a real, human GM at hand.
Frex, I love the pulp action "Spirit of the Century" (based on the Fate System), where the numbers are kept to a minimum and you just gain more schticks ("Aspects") after you finish an adventure, but we are not anywhere near a programming tech level where we could use that kind of system in a computerized setting. It requires both player and GM to be extremely creative and adaptive in how you apply your abilities and both your and scene Aspects ("I figure there are curtains in the room and I use my sword to cut them down, so I am laying the aspect 'Covered in Curtains' on the room").
Until we have sufficiently advanced AI, let games like that stay where they belong and work best: on the tabletop, with your friends and a good GameMaster.
CRPGs work using numeric mechanics because you don't HAVE a good creative GM there. You need a strong numbers system to determine probability in order to be fair. The ability scores and levels are there two things: mediating combat, and making sure combat remains balanced as your character gets more powerful, because the computer can't adjust for someone's tactics the way a GM can. The few CRPGs that have tried to have characters build their skills through a non-leveling system--for example, where you build a skill through using it--usually have resulted in very abusable and broken systems. Or at least systems where you end up hopping all over the continent in hopes of becoming more Athletic.
I think game MECHANICS need to be left as they work for what they do: resolving skill and combat challenges. For the rest, you need to improve WRITING, not the numbers. You don't have a GM, but you CAN have a good writer/area designer who tries to account for what a player might do in an area as much as reasonably possible, and I think the more we see that, the better. In my book, what usually makes a good CRPG stand out from a bad one isn't mechanical creativity, it's story and character design. The problem I see in contemporary RPGs is that there is an emphasis on production and appearance--in other words, all the money goes towards graphics and voice acting. The parts that need the most time spent on--story and world design--get gimped in the process. There's a reason why, even accounting for the starry mists of nostalgia, many of us long for a game like
Planescape: Torment or
Baldur's Gate 2 again, and it's certainly NOT because we are pining for the days of calculating THAC0.
(Well, I'm sure someone is, but let's assume the majority isn't, okay?
)
If you re-made
Torment now, it would be half as long, with half as many choices, and the creators would be complaining that they couldn't afford to pay Dan Castellaneta to read every single one of Nordom's lines (which would be reduced to three lines as a result). But, the publisher would promise us, you can see EVERY SINGLE SCAR in vivid detail on the Nameless One's back, so surely that's AWESOME! and why should we "kids" want lengthy dialogue (especially if you have to READ it! Pft! What kind of gamers read anymore?) and complex philosophy and grey morality anyway? It wouldn't matter at all if the game had the best most awesome and innovative game mechanics ever with no character levels; it would still be a shallow mockery of itself.
You can certainly reduce and streamline game mechanics (honestly, comparing the RPGs I played in the 80s to the ones I play now, most RPG mechanics have been simplified--not "dumbed down" but made more efficient, with fewer redundancies (really,
Fallout 1 and 2? We needed "First Aid" AND "Doctor"?). You can get rid of levels, but you still need some way of improving your character (because it doesn't make sense that your character's abilities don't get better), and levels work. It's an easy way of seeing when and how your character improves in terms of external ability. And as for the more dungeon crawly action RPGs that have their roots in Roguelikes and before them Gygaxian dungeon crawls--number crunching is what that stuff is all about. Things can improve--but if we scrapped it all, what would really, truly work in its place?
It's not a matter of obsolescence, it's a matter of not fixing the unbroken.