Reasons Your Role-Playing Game Is Disappointing

Blend Games has published an editorial detailing some of the disappointing design conventions in RPGs, and makes some good (if obvious) observations.
Repetitive combat
Combat for a role-playing game can come in many forms it should adhere to one principle: the player character(s) should gain abilities as the game progresses and so should the enemies. That seems simple enough but apparently not. This has gotten worse with the advent of "action RPG's" and the transition from turn-based to real-time combat. Combat in these new games feels like a brawler or a FPS except with less buttons and the enemies just blindly run toward you.

Fable comes to mind with this category because melee combat consisted of an attack button, a block button, and a button to break your enemies' blocks. There's nothing wrong with real-time combat but if you're going to make your combat like an FPS or a brawler, at least have it play like a half-decent FPS or brawler. Combat might not be as central to a role-playing game's success as it is for an action game but it's still the primary way players are challenged. While a game can skate by with crappy battles on the strength of its other features, tiresome battles will limit the game's ability to appeal to anyone besides hardcore RPG fans.