I am a game designer.
I find the mystical notion that game design is easy, fast, and simple, and that development cycles are endless when you're working to achieve a profit a sad and misinformed notion. RPGs are without a doubt the most demanding genre to produce for. You need high-grade actors, high-grade concept artists, high-grade writers, high-grade artists, high-grade designers, and high-grade programmers. These do not come cheap. Oh and you want 60+ hours of gameplay, and an open world, and a nonlinear quest, and endings which are totally separate from each other, and houses and villages which are down to the nuance detailed and appropriate, beyond all that we must cater to every last possible character you might be playing, or at the least a large majority of them, and to add to that we must also support fresh paths to scenarios based on exactly what class you are and the rest of your party is?
Oh and the game has to be very balanced, the skills have to be fresh and responsive and useful, the AI has to kick ass, the game has to be lagless as possible, the UI needs to be sleek and unobtrusive while information rich, the game should probably be very modable, and the game has a booming multi-faceted orchestral soundtrack that is film-worthy with a large assortment of tracks, themes, subthemes, and moods?
Well, if you want these things we require a simple thing: Time. The more of those things you want, the more time we need to spend. If we don't have enough time, then we hire more people to make up for it. The more people there are involved, the more money it takes to make the game. Simply put, AAA games are not a cut-and-dry thing. I can understand being dissapointed by some of the shortcuts we take to ship a game out on schedule, with as few as bugs as possible, but damn it do we try to make 'the best game ever' every few years and we just can't do a lot of those things because, in as simple as words as I can put it, we are not gods but pithy mortals who are affected by such needs as hunger, sleep, thirst, taxes, and rent.
I find it very depressing that some of the people in this thread believe that their proposals are 'quick and easy' to implement or that we're on the whole 'lazy' or 'money-grubbing'. Especially when it comes to terms of adding additional sorts of content into games, and declaring not adding in those contents 'lazy'. I am confused and, admittedly, feeling a bit betrayed here.
You want the best RPG ever. We want to give it to you. But we both know it isn't ever going to happen unless the stars align, we get a development dream-team, our engine is coded flawlessly and seemlessly integrates everything we wanted, we have an unlimited schedule of development, we have money enough to hire exactly who we need and not who we can afford, and we have guaranteed sales that we can bank on (literally, as in we could go to the bank and say 'but, sir, I'm working on RPG X, the best RPG ever' and they would respond 'oh I see, well that's plenty collateral Mr. Smith; just sign here').
Development is hard. Making games is hard. I am not saying that a lot of what has been said in this thread is unfounded or not something to legitimately complain about but I will remind you that there are thousands of hours of work, buckets of money, and lots of favors and promises called, many wives and husbands who had to be put 'to the side' so the game could be bug-free and done by launch-day, many 'sleep-at-work-day's, and many cases of arthritis, to create many of the games you're bashing. So please, take a step back when you say things like 'this RPG didn't have intricate details like spoons in bowls where there was stuff they could've eaten with a bowl, but it did have chopsticks where there was rice. what laziness.' because these sorts of complaints drive us mad because if we didn't have the chopsticks either people would also complain that the world was vacant and to do both would have meant us losing possibly our mortgages and food -- we already sacrifice a lot of sleep and hair. (and to clarify on that point, the chopsticks and spoons analogy are simply a metaphor; we could be talking about things as drastic as 'adding jumping to the game' and 'a fun blocking system for shield users')