For comparison, right now I'm replaying Planescape Torment, and I wish it had 1/10 of ToEE's combat mechanics.
You want me to give you what Vault Dweller called THE Speech, eh? But seriously... I don't know if we should keep on praising games for what they reinvented. I've heard this a few times too often lately. Especially in terms of D&D I have the feeling that this is some kind of an alibi. You can very well reinvent things without making use of D&D. But it is the expectation of consonance why people love these games so much. You know what you'll get - you know the spells, the races, the game mechanics... and yup, to a certain extent you even know the story. It is the attractiveness of the known...
I admit it, I'm going through a rpg crisis at the moment - probably the worst thing that can happen to someone who loves rpgs. I installed several old and new rpgs recently and I was bored beyond belief while playing them. The old ones had their time and while there were a few nostalgic moments, I think that this time is over. The new ones... oh, let's not talk about it.
People are always saying that rpgs were soooo much better in the 90's. Could be, but I think that expectations were also lower. I am more and more realizing that the gameplay of yesterday cannot be the gameplay of tommorow, therefore reinvention doesn't mean much to me - it just means bringing back old stuff. I don't want anyone to dig out Ultima, Baldur's Gate, or Might & Magic. I want new worlds, new gameplay, and especially new stories. I want worlds that you can distinguish from each other and not the typical orc/elf/dwarf high fantasy setting. Why does it have to be fantasy at all? And if it has to be something from WOTC why not Dark Matter?
The same goes for gameplay really. We're always talking about real time versus turn-based, but I'm not sure if this is still a question that really matters nowadays. In the early 90s I bought a game because I was interested in the game, and not in the combat system. I did not waste a thought about what combat system a rpg might use. Today this has become one of the central questions when a new game is released (have a look at the recent Two Worlds threads). And why is that so? Because RPGs consist of at least 90% combat... At first I wanted to add "nowadays," but that's simply not true. RPGs always featured a lot of combat - just think about M&M or Wizardry. In the 90s I didn't care... I eagerly consumed everything that was remotely connected to RPGs.
But in the last few years I became more critical towards this old crpg concept. The RPG genre was for a long time a very incestuous family (with a few exceptions, like Planescape, Arcanum, etc.) and now we're seeing its deformed and deranged children.
Part of the problem is that once a gametype has been declared a genre, it cannot be changed anymore. That almost wiped out the adventure genre. Point and click adventures had become too linear, too predictable and were not making use of the new possibilities that technology was offering. They were solely focussing on the adventure aspect, neglecting everything else.
The same is happening to the CRPG genre, combat, character building and collecting items have become the defining features of a CRPG. Everything else is neglected. The aspect of exploration for example... You know what you're in for if you enter a graveyard in a CRPG nowadays - undead. No surprises. Since the 80's the undead are roaming the various graveyards od countless CRPGs. Where the hell is the aspect of exploration.
Or the aspect of adventure. I cannot remember when I last had to think in a CRPG. No puzzles, no riddles, not even the ability to create causal relationships is needed. Because no quest without the quest giver telling me exactely where to go to solve it... (I have to admit this is a more recent development - guess either developers became more stupid themselves or they believe that players became more stupid over the years).
I already talked about the story aspect - most stories today are bullshit. "
Here take this mighty magic artefact, you are the chosen one (and my foster child), the dark god has awoken from his slumber and is about to destroy the world, go and destroy the artefact, destroy the dark god, protect the artefact from the dark god, or use the magic artefact to destroy the dark god," pretty much sums it up. Booooo... boring.
And the gameplay aspect. It's fun that in times of physics engines most games (not only RPGs) completely neglect what you can do with them. Look at Penumbra, a recent cheap ass adventure - it makes use of a physics and it is good. You can construct a lot puzzles and riddles with such an engine. But not even games like Oblivion (that actually has a physics engine if I remember right) make use of it. If I look at games like NWN2 it gets even worse. Here I cannot even manipulate simple placeables. This function is simply not hardcoded. If I want a character to be able to pick up a placeable (e.g., a barrel, a chair, etc.) and place it somewhere else, I have to script it... hello? This is 2007, not 1989. I don't even want to talk about things like jumping, swimming, or climbing...
I think I could go on forever... there are so many more examples.
I know that a lot of people will take this as a big rant that went off topic a long time ago... and maybe you're right. But it's my explanation why I don't want to see any more remakes of old RPGs. If you have no ideas then you'll do a remake - just look at the cinema. But basically it's just old ideas in a new look.