For me a good roleplaying game is not simply one with a great story. It has to have balance with good combat (be it tactical or action) and a good reason for the combat, which is an element of the story. For example, Why must my party travel to the ancient castle and kill all the monsters inside?
I loved PS:T though I never finished it. And it's true for me that there is too much text. Some of which wasn't helping the story or the game move along. Instead it was stifling the flow and turning the active experience of playing a game into a passive one of reading a book. Not bad per se, but I am playing a game. If I want to read, I'll get a book. It's still great though.
I think Bioware are still championing the cause of story driven RPG's...but even a game with a fantastic story can fall flat on it's face if the technical side isn't right, like shoddy gameplay or combat.
A true roleplaying game must have characters that have a personality. An identity. In PS:T the main character was the story.
Down with generic character shells. Every person in an rpg that you either play or deal with on a regular basis should have more than one generic line they repeat over and over. You might as well be playing with a graphic of a car driving around killing monsters for all the interaction and 'personality' they have...ie none!