.. maybe if you stop waxing poetic and get to the facts...
What I'm asking for is that they put greater effort into bridging the gap between the underlying, defining skills/statistics and the imagination of the gamer by supplying the more unique characters we can design with a certain level of appropriate interaction. It is in this regard that their game design has become stagnant. They haven't yet pushed beyond good and evil; pure and obvious rude/polite; or rogue/warrior/mage, and yet I am capable of bearing the preset title of a righteous monk, a duplicitous noble, a shady agent, etc., but I am not given enough response, reaction and scenario in playable game terms to truly justify those characters simple personalities and titled names. Those are but three examples and there are many more. I plan to go into further specifics eventually, but I don't have time right now.
For example, "they haven't yet pushed beyond good and evil"... what does that mean? What is beyond good and evil? "Good and evil" are supposed to be opposite ends of a spectrum, like best and worst. What's
beyond that? Nothing. There is a spectrum between them, sure, but in order for any point on that spectrum to be depicted in a game, it has to be quantified. So games now have options for good, not so good, neutral, bad, evil. Now, what qualifies as good, not so good, neutral, bad, evil? Well, that depends on so many things for everyone that it would be impossible to quantify them all and put them in a game, so developers set a standard within the setting of the game as to be able to quantify it, and code it accordingly.
I'll iterate, "role playing game" simply means that your computer character is going to play a role in how the story unfolds based on decisions made when presented with choices to make, not that it somehow is going to become your avatar in some computer generated life simulator.