Sorry if it has been mentioned in the previous 10 pages but for me one important thing RPGs don't do anymore is having actual fail states, meaning that you can actually make choices that will end up in you failing. Killing the wrong people, losing important items, missing important dates etc
Devs are way too afraid to make the players feel bad that they did something "wrong".
As an example, in games that you need lockpicks or a key to open an important door there will ALWAYS be something of the sort lying around there to make sure that you don't need to think about it before heading to that location.
Well, older games had ways around "you drop it, game over."
A lot of the old games checked to see if an item was in your inventory before giving the item you needed. If it is not in my inventory, they just gave you another one when you fought the boss or went back to where you got the original (Skull of Mondain, U4; Silver Triangle, Bard's Tale) Not sure I ever appreciated finding myself fucked because I didn't have something that seemed like junk at the time. (Not as critical an example, but getting a Ruby early on in Arcanum. You can sell it for 150 gp or so to help you early in the game, or you can get a stat buff once you leave Broken Hills, worth more than $150. No indication that the ruby is anything more than something to sell, and good luck finding another one.)
But one thing that is missing is "Type the word to advance:" with a parser there for you to type in what is needed. That is, make sure you are paying attention. It used to be:
King: The password is Freedom Fries
Me, sorta paying attention: whatever
(2 hours later)
Guard: State the password:
Me: French Fries?
Guard: Get thee from my sight.
Return to whoever you kinda remember giving me the password. Fumble around for 3 hours.
Right now you hear a password, you get a key, you see anything, it is part of the responses. I liked having to pay attention, but admit that playing a game like PS:T and having to type anything an hour later would be murder with the walls of text.
I guess I wouldn't mind seeing an RPG with some reason to keep a notebook handy. More engaging.