i've recently been noticing ways that video games, such as RPGs and shooters can be disrespectful of the player's time when compared to tabletop RPGs.
a quick example: leaving the dungeon cause you can't carry any more loot.....
skyrim: manually walk all the way back using continuous move. you can use console cheats to accelerate time.
players: "we leave the dungeon"
ref: "ok..." (does some random encounter checks), "you've left the dungeon. now what do you do?"
in skyrim, there are no periodic random encounters, so where's my "leave the dungeon" button? i mean WTF? has nobody ever thought of this?
continuous move, jog or ride a slow horse across the world in real time - and wait until you run into something.
players: we go west
ref: "ok..." (does random encounter check) "you travel one days journey west and see nothing of interest. cross off a day of food. now what do you do?" and just like that you've traversed a distance the equivalent of crossing skyrim 4 times in less time than it takes to jog 100 yards in skyrim.
would we be so enamored of realtime exploration on foot or horseback if it was all greyscale shaded and cubes?
the next time you play a game, picture it in greyscale and cubes, except for glowing green cubes for the things you can interact with in the world. this is what the game looks like from a gameplay point of view - which is usually much less than what you see drawn on the screen.
i suspect that games should really be build that way first, to ensure the fun. then you can put a pretty paint job on them.