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Please don't make silly strawman arguments. Because that's not helpful to the discussion.
I grew up in the 1970s. We would often have some really good late night campaigns back in the day. One of my oldest friends I always thought was a great DM and went into detail like this ended up doing a degree in compuater science and working in the industry making such games. Sadly he's passed away now. I miss him greatly.
Another was an owner of a local computer shop and he was a bloody genius too. He designed his own computers more than once, wrote plenty of utilities and games.
So please don't be so silly to say I don't know what I'm talking about.
It is EASLY possible to offer such in a good campaign. Again BG3 does it, you just don't like it.
The error you seem to be making is one of lack of imagination. You seem to think that ONLY telling you how to think is what is being offered. That's not the case. It's valuable feedback that's telling you ADDITIONAL data that can't be offered in other ways.
For example, I remember one of our first campaigns with the DM I spoke of. It was introducing a couple of newer players so he had this kind of introductory small pre-campaign to get them up to speed. It was a short dungeon nearby a village where the ACTUAL campaign was due to start. In this village was a mayor and his daughters and he tasked you to do a quest going to this nearby small dungeon. He wanted a hero type to marry his daughters so he had the additional agenda of trying to use this as a means to find a stuiablt suitor. That was the pre-amble which was more for us more experienced players.
The point here was that how we did in this dungeon was two fold - to introduce the new players to how things work and what's expected, and to us more experienced players a couple of things that can set us up going forwards. In any case, there were a couple of things that affected mood in this dungeon and it was subtly messaged to us.
When we got back to the village and complated the quest the mood was relevant to how we fared in suitability for the hand of his daughters. One player (one of the newbies) failed a roll so hard that the "easier" daughter thought he was mentally disabled, causing a bit of a laugh.
So please do tell me that's bad DMing.
It's not a perfect game by any stretch of the imagination but it sure is a half decent open-world rpg.
But will enough people spend money on said game?
THat's the big question.
I'm not saying the demand isn't there. the thing is the devs aren't seeing ENOUGH of a demand. Development like most businesses is all about Return on Interest.
A dev has to consider what will be the best return on the 5 years of dev costs.
A real RPG has nothing to do with scope or scale.
It's more about story and immersion.
So you;r're basically looking for something like SKyrim basically. yeah. Wait for Skyrim 6 m8.
Funnily enough,. Daggerfall didn't do that well when it was initially released. Heck the first Elderscrolls game that actually became popular was Morrowind. There's allso the free availability of daggerfall and the fact that the unity remake actually makes it reasonably playable for most people these days.
But them make more money than the RPGs you like so devs gonna make them.
Honestly this is less about a lack of RPGs and more about RPGs that specifically cater to YOUR tastes.
UMty self. I'm looking forward to the Wizardry Remake. Yum!.
That game caused me So much pain.
Gotta love an RPG that gives you the freedom to completely bone yourself.
COurse I would kill for Mordor : Depths of Djenol to be available on STeam. opr even remade.
Scope and scale do matter. If you have one story and only one real story then the space left for the main character is very narrow. In a more open ended game you can shape your story and actually RP.
No, Skyrim is far too shallow.
I mean there is this Tainted Grail one which is clearly trying to do a similar thing. Tried it and its just awful.
Planescape Torment has only ONE main story. Everything else are side quests. Same goes for practically every RPG. They have ONE MAIN story line and side quests. The difference is how much freedom they all offer in terms of HOW you want to complete the quests. Making even one story requires TIME AND EFFORT. And that has to pay off. And if you cannot appreciate the work put behind ONE story, why should anyone bother creating more than one? Play tabletop games and make your own stories if one well-written main story isn't enough for you. Or pick up Shadowrun Dragonfall or Hong Kong and make your own campaigns. Your demands are way too high.
In this case you're looking for a type of game that gets close to tabletop. The good ones were made in an era where tabletop was bigger as well. Many devs and players from then were tabletop players (myself included, mind). In todays age, that's not so much true anymore.
You're wanting something that doesn't have the market or appeal it used to have anymore. So if you're not ok with the modern variants of such games, you are SOL in that regard. I think that you're not the type of audience that sparks much interest with game devs/publishers anymore.
The Shadowrun trilogy has enough roleplaying elements to fit the RPG genre as does Pillars of Eternity and every other game which gives you freedom to approach a situation like you would in a tabletop RPG. Obviously the companies who have the resources to make the kind of game you want are NOT INTERESTED in making one and you are downplaying the ones who WANT to make games which fit the RPG genre but lack the scale and scope you demand from them because they don't have the resources and manpower needed to make a world which has several DnD campaigns worth of content.