Part of what's going on is that games don't quite have the community of professional or academic critics that books and movies do (although there are places where interesting work of this sort is being done). I wouldn't draw a hard and fast line between who's opinions 'count' and who's don't, but I do think there is such a thing as being better or more poorly informed about games. Even among your own circle of friends, you probably have some whose opinions about a book/movie/game you take more seriously than others. If there's no way of having a better or worse understanding of media, how does every conversation about games not degenerate into, "I like X, you don't, agree to disagree, have a nice day?"
I'm with you on this point. All that I wanted to do was point out that there's an important difference between video game criticism (let's call it that for the sake of brevity) and either literary or movie criticism. Right now, video game criticism is in a very strange place - some people try to more academically analyze stories the way one would a movie or book, but without adding in the technical evaluations/reviews you see in more sophisticated movie reviews (e.g. on the camera work, direction, etc.).
All of this is to say that I think that when you're talking about the views of a lay audience, it's not entirely right to discount their subjective preference for a certain kind of thing (even if that thing is newness).
I'm not saying that the Codex's list is authoritative, or anything close to it. What I've been saying is that dismissing the list because most of the games are old is not a particularly substantive criticism; more on this below.
I'm very uncomfortable with the idea of contemporary audience attitudes being a determinant of one's own opinion. Heck, you shouldn't use the Codex's list as a determinant: It's just interesting to see how much you agree/disagree with them. But here's what I think is exactly the wrong thing to do: "Well, I really like game X, but I noticed that most other gamers seem not to like it because it's old and the graphics are kinda dated. I guess that means I was wrong about that game! Better stop playing it. Thanks, contemporary audiences!"
Right, I follow your point now. I should apologize: I made the mistake of conflating what I generally view as justified criticisms of older games with the idea that saying that a game is old is in and of itself some form of meaningful criticism. Your point, as I understand it now, is simply that a contemporary audience is not providing worthwhile criticism in pointing out that a game is old or that it is unpopular among their peers.
I completely agree that what matters is the justification; what I'm saying is that on the list of criteria on which you can rank a game (gameplay, story, theme, etc.) age and graphical fidelity don't rank all that high (and this should be especially so in the case of RPGs, which heavily feature dialogue as a central mechanic; how much have dialogue mechanics actually changed in the past 15-20 years?). This is something that seems pretty consistent across media: If you read a film critic who said that Citizen Kane is boring and overrated because it's black and white and over 60 years old, your opinion of that critic would probably go down a notch.
I'm with you on your point in principle. Focusing in on dialogue, though, I'd actually say we've seen a fair bit of change. Not so much in terms of mechanics (though recently with things like the wheel/paraphrase you could argue we've seen some incremental change to cope with increased cinematic), but rather in terms of the style of writing.
It's hard to talk about "RPGs" as some general category when there's so much variation, so I'll just focus for the moment on Isometric RPGs. Dialogue written is generally written in a bland, interrogative manner. Even Obsidian is guilty of this type of writing (even in their Black Isle days, and even with something as profound as Torment, which has, IMO, a great deal of philosophizing in dialogue but not a great deal of personality). A good contrast is in something like VtM:Bloodlines, where you see the variety of dialogue options (especially the colourful persuade options) having much more idiosyncrasy and humour. Even DA2 - as much as we can talk about the limits of 3 personalities - attempts to introduce actual colour into the dialogue of the protagonist, at least with the trollface options. In contrast, in either ME1-3 or DA:O, the protagonist options are generally bland and neutral. You otherwise get to express pity or sympathy, but it's generally directed outward. Games like TOEE or IWD are the absolute extreme of this type of progression - the dialogue is so faceless and independent of the protagonist it literally treats the entire party as a hive-mind unit.
Reactivity is also something that RPGs are only more recently exploring in substantial detail, and something which was not very well done in the past.