Well, I think you lost what I meant.
CRPG - classic compuer RPG - means baiscly game "number simulator". While in tabletop RPGs this number sustem is just "instrument" to play adventure, in computer RPG this is gameplay itself. Since for "adventure" on computer you don't need any kind of system, you can just have adventure game, where computer take calculations behind player. In CRPG game calculations on other hand, core part of fun - whole world rules build around them, and you playing mostly by interacting with tihs mechaincs. This what makes computer RPG an computer RPG - not dialogues, not openworld, not other additional factors, which mostly adventure elements - which is nice to see in RPG, but it is not what determine gengre.
>But I don't even know for sure what you mean by story driven. Fallout was one of the purest most classic forms of an RPG and even that relied on story despite being one of the most open world and customizable game experiences ever. Planescape is another example which unlike say Fallout was pretty much a completely linear experience.
Planescape and Fallout is examples of "2nd" wave of RPGs after mid-90s change. This is story driven games, where tabeltop adventure elements become most major parts of game. They still had strong RPG systems and depend on it, but it was no longer what was main goal, gameplay and same time idea of game in equal amount. They evolved from SSI idea of heavely scripted RPG, where every or almost every encounter had some plot elemts, you had a lot text messages. And while at times of Fallout it still okay - this is what shiftd RPG genre from gameplay to plot, and this "RPG+interactive book" games is what then made "modern RPG" - which is action-adventures plot-driven games with a lot of cutscenes.
Fallout New Vegas is that way as it ended, on other hand, same as bethesda games, actual "evolution" from what was started in Dungeon Master and then evolved in ultima underworld, combined with Raven Software hybrids with FPS - like shadowcaster. So baisicly we can put 3 points of "shifting" RPG genre towards Adventure genre in modern "pseudo-RPG" games:
1.SSI approach on many scripted plot elements
2.Dungeon master that created real time blobber, then Ultima Underoworld which made it aslo free movment, which created classic ARPG genre
3.Creatin of modern-classic FPS genre and FPS hybrids with RPG elements - considering that early FPS games is baisicly realtime dungeoncrawlers in idea, just without possibility of modifying stats in core and counted in major part on action combat.
4.Creation of diablo, isometric real time action orientated game, based on CRPG elements.
Games like Morrowind merged approach of heavely scripted plot game with real time free movment. After morrowind RPG system started to drop in favor of storytelling and adventuring/arcade/action. Plot become cinematographic, fights become action, worlds and interaction become adventure - compleatly eleminating CRPG systems, which was in begining core of gameplay and main idea. that shaped genre of "CRPG"
Thing is, that there now 3 categories of audience for this games that nowdays called RPGs (and as we know, part of them is action/adventure games):
1.Action adventure fans. This guys love action adventure games - maybe with RPG elements. Openworld, dialogues, cutscenes - a lot of action orientated mechanics for "arcade" skill of player, baisic exploration. This guys like fallout 4, skyrim, witcher, kingdon come type of games. Games they like is closer to what in early 00s late 90s was called "action adventure". Like "drakan order of the flame" and things like that.
2.Tabletop fans/plot fans. People who like "choises", who like to read, have "deep characters" and tabletop roleplaying options. They like when you have cool RPG systems, with all dice rolls and stuff, but for them this is block, barrier, challenge they they need to pass in order to get to awesome adventure/plot elements - all this dialogues and stuff. This players mostly love Morrowind, Baldur's Gate, Planescape, Fallout 1-2 and games from that range.
3.Actual CRPG fans. This people actually love computer RPG games - RPG systems and challenges and fun conneted to those. They don't need "rewards" in form of cutscnes and plot, since CRPG gameplay itself is already fun for them. Spending hours in manual and character creation screen, passing thought countless encounters and fights with tactical/CRPG combat, having as much avalible mechanics as it possible, having complex RPG/character numbers systems, worlds and gameplay builded around it. Their games may have awesome plots or cutscenes too, but CRPG gmaeplay for them above everything else. So their faivorite games may content plot in form of one paragraph of text.
None of this groups is bad and I may say I in all 3 groups same time - I like adventure games, and CRPGs is my favorite genres, as well as mixes of those. What I not like is false understanding and false marketing, which resulted in misunderstanding of what CRPG genre is. This why many people go from modern bethesda games to Morrowind and complain about dice-roll combat and fatigue mechanics, additionally of great amounts of text. And then all this people go to daggerfall and complain that it is "empty" and "boring". And marketing people keep making new fallout and tes games - that have comeatly different genres, universes and audience, but they keep pretending that this is "same games, just better!" even thought this games has only small connection to old ones, if any.