Where Dungeons & Dragons Fails Video Games

A new article on Kuro5hin entitled "Where Dungeons & Dragons Fails Video Games" discusses the potential failures in converting the pen & paper RPG system to a video game, using Troika's Temple of Elemental Evil as an example. Here's a little something to get you started:
TOEE has other inherent problems that are not remedied. Because the team spent so much time tweaking the d20 rules to suit CRPG, they failed to address core problems of their story-nodes, in that it is very difficult to get a lot of replay out of the game due to the very abrupt ending. Taken with the desire of gamers to continue to build their characters and play new stories, it would have been better if the game did not end, or it could be replayed in deathmatch, as it would be possible to dynamically create content for fodder. The level cap is partly responsible for a lack of deathmatching capability in single player or otherwise, and this therefore means a lack of robust gameplay at this time. My specific point being, if there is an end to player development, that is parallel to an end of character development (in what you may find in a movie), which is a show-stopper. CRPG must support infinite leveling in the future or people are going to continue to be bored or annoyed with future releases. Furthermore, future releases of content must be content only releases that add new areas of exploration and new ideas; perhaps by leaving quest creation in the hands of willing Story Tellers, or Dungeon Masters (like Neverwinter Nights, only better).