Hmm.
Some random thoughts in my head to make a better RPG:
10) Turnbased? Real time? Why do you have to choose? I know that Might & Magic 6+ had the option where you could do either. It was pretty groundsbreaking for 6, but stale and never improved upon. Come on, devs. You can do it.
9) Give us some freaking AI. Make it difficult because the meatshield enemies are taking advantage of the environment and protecting their squishies; not because there's 8000 meatshields and 12000 squishies.
8) Make equipment matter; but not more than or less than skill. Let's assume that a skilled player with 'very good' equipment can take out a 'normally appropriate' encounter without any / much resource loss. Now throw that skilled player with 'very poor' equipment, and now he'd start losing some, but say, only 10% of his total stuff . A horrible player with 'very good' equipment would have about the same 10% off, and a very poorly equipped and sucky player might lose 20% - 40%. Either way, a shortcoming is met by a saving grace - be it willingness to 'rest' a lot, good gear, or just being really good.
7) Bonus dungeons, and lots of them. The Hall of Totally Unrelated To The Plot Protagonist Deaths. The Mountain Maze of Magical Mace-Mashing Minotaurs. There can be very valid reasons to go in there, but throw in dungeons that you can go throw just because you WANT to. Of course there should be a suitable reward, but don't make it a 'must have' reward in all of them. The best weapon in the game? No where near there. A pretty decent weapon? Eh, sure, but don't make the dungeon TOO long. Character development that is unneeded and may or may not change future events? Sure! Be creative.
6) The 'best' gear should always have alternatives. Don't make a sword that does the most damage AND the biggest stats AND the best magical swing-effect. Huge stat pluses can be on one of the best, and the most pure damage on another, and a proc-monstrosity with sucky damage and stats can be a third for those lucky buggers who the RNG loves.
5) Assuming there even is an RNG. Yeah, I'm so used to them I don't even notice them any more, but we can deal without RNGs in our games. Honest.
4) Creative level designs. You want to put a puzzle in the ice-dungeon? Well, uh, don't make it involve sliding things on ice, please. Know what's an even better idea? Some freaking NEW AREAS. The world of gaming doesn't need another ice-dungeon. How about things we've never seen before? The most memorable place to me, in any game, was a zone in the old MMO EverQuest. An eternal forest-fire. It had its own ecosystem; the animals RELIED on the stuff. Why can't we see stuff like that? Even just mashing stereotypical settings together creates new and interesting things. How about a giant-mushrooms land that's totally frozen over?
3) You know what, I changed my mind. All games need some RNG - in the AI. How much will your immersion be broken when a certain bad guy of a type (assuming we don't take the aforementioned excellent idea of only plot-related battles) always runs when he's about 4/5ths dead, by whatever arbitrary measure? What if they run anywhere from 1/5th to being suicidal maniac/martyrs? What if some of them stand firm against your ruthless onslaught, while others turn yellow and flee? What if some just turn tail and flee, especially during the later game when you're becoming quite proficient and renowned? Varied AI in everything will make it more believable.
2) Get. Better. Writers. Seriously. Go and hold a contest, if you need to. "Hey guys we're having a contest - write a script for the next game we make! Due to a bunch of legal mumbo jumbo, we'll have to put you under an NDA for obvious reasons and we won't actually pay you if we pick it!" How many hordes of writers would jump at this chance for just a CHANCE to get their name on something? Especially if it's a hit? They'll have broken into the industry, and with that many hundreds of submissions I'm sure you'll get a good story or fourty. Why yes, that is a little fantasy I've concocted in my brain. I know it's kind of impractical, but there's got to be a way to get good writers into the industry. (No, I think I'd lose that contest, before you ask. But yes, I would love to submit to it.)
1) More than one 'main quest'. You know how awesome that'd be? "Oh wow, I just finished this amazingly epic story line. It took me weeks and I loved every second of it. I hope they make a sequel or expansion pack to thi-... WAIT, THERE'S MORE? ALREADY IN THE GAME?!" It shouldn't be too hard. Just make sure the stories are suitably different. A basic example and I hope they don't take my idea for this (as it's shallow and undeveloped) would be: 1) A journey of self-discovery. 2) Cliche Quest - go save the world! 3) Cliche Quest 2 - Go get the girl! 4) Fiery tale of revenge for past wrongs! 5) UNepic quest; stop the organized crime from taking over the city. Etc. Maybe even make some of the quests lead into each other, but if that's the case make them steerable from any of the assorted originally available quests. What I mean is, say, the proverbial girl who gets kidnapped could have been kidnapped in either the Fiery Tale of Revenge or the Organized Crime Stopping. And that Fiery Tale of Revenge could have come from the Quest To Save The World or the Crime Stopping, or even from Saving The Girl. The stories are there; but how they blend into each other will be different for every player.
"But," you sneer, "That requires way too much development time!" No, no it shouldn't. You have built the engine, that's the hard part. Now you just need to use those WRITERS and a little bit of clever scripting (and there is that in abundance these days) to throw the NPCs into believable places. Not every player will make an arch-nemesis of the guy who the Fiery Revenge Tale revolves around. That can be part of the beauty of it - the choices actually effect THE STORY. None of this shallow trite along the veins of "I was nice, so it's a little harder, but I'll feel better about myself and stores give a 4% discount and a shiny +4 sword" vs "I was a jerk so I only get a +3 sword but I don't have to kill fifty guys." No, this would actually change the story.
0) I thought up another one. Remember Diablo being so proud of those randomly generated levels? Why not bring that tech back for the world building? Sure, important / setting dependent can be hand-made. The climatic end-battle settings, for example. A particularly famous street in a big city. But those slums? It'd make an incredibly believable world where you walk in to the slums of the city and they're haphazard, but all extremely detailed. HUGE slums, I'll add, as cities in RPGs are always, always, always unbelievably small. Vivec in Morrowind should be the size of a town (less confusingly so, though) not 'the hugest city in video game history'. You don't really want to make 'fifteen square miles of slums' so just let the random map generator do that. No; the map would stay the same forever. But the next game you make, totally different. The forest? Trees, wildlife, banks, clearings, all totally different. The technology's there, I'm sure. If it isn't, why not? Go make it! Seriously!
I'm still waiting for the day that computers can generate decent to good stories, and for some one to take that technology and attach it to a video game. Every play through different!
Wow, I just realised something. A lot of this post consists of "take these things these old games did, and make it better." Random map generation, turnbased / realtime decision, better writers (cough)... Interesting. Let the genre take a step back to take two forwards?