There is no solid statistic because nobody really bothered to record the data. Now does that mean all I said is bias? You have to look at the people, listen to them, talk to them, discuss with them, I have done this as DM for over 13 years. I observe the gamers from all platforms and gamers from all genres. I contact friends who work in game developing companies for their findings. Each of them possess different traits, and each of them over the years changed their way of purchase based on many aspects.
What you've been putting out are your limited view on very limited titles, followed by advertising provided by marketing department. If you cannot define RPG by mere looking at the "old school" titles, then you are severly lacking the knowledge base to comment what RPG is in the first place. I really suggest you do some major research on the origin of RPG first. Then begin to discuss with your ideas.
Perhaps you should go spend some time with real game developers, from card games, board games to video games. I have plenty of friends who are CG artists and I know how they work things. Are they always critical with the aesthetic aspect of graphics? Not really. A good artist knows how to appreciate ideas and styles from other artists. This is the core spirit of creative industry. They know what their bosses want, they changed art styles whenever they see fits. If an artist sticks on only one style of arts, then he's not all that creative as promised.
Once a CEO of a toys maker told me: Look at it. What do you see? What's more fun? Of course bashing around in those funky suits is more fun then, what? Reading all those paragraphs just to get one thing done.
How much of margin are you expecting for a bashing fun game? How much margin are you expecting from a game with emmence stories and paragraphs to read? How do you think you can feed the company at what wage?
They all have wives and kids and families, totally irrefutably reasonable for them to go for the "fun" aspect.
Which way are you going?
Players that don't play characters, are not into RPGs. Simple as that, you will definately try to argue over this, but I'll tell you, it's a vast difference from someone who play characters and roleplay characters. From my experience as DM. Characters with only players in there, are not characters, they are souless cardboards. Characters which players dedicated themselves to rp in, gives a meaning, a soul to them. It's like when you try to write a character in a novel, you try to define their personalities their actions their mannarism.
No matter what platform you're in, RPGs have always been the underdogs, except FF series, but they still never broke the sales records of action games like Mario brother franchise and Monster Hunter titles. Simply because action games are much much more thrilling and fun to play. Does it change RPGs when you add in element of action games? Nope, the balance changed, a bit but never changed the bone of it. Skyrim changed many things when its sales surpassed MW3 and BF3. How long could it last? RPGs sales had always been slow to kick start but last for many years. Action games always get the first rocket sales, then dropped sharp after 2-3 months of sales. Action RPGs, well they seem to combine the advantages of both, that's why industries are leaning towards that part.
No, you are confused, again by video game marketing as well as abstact details that won't help anything in this discussion.
When we design RPG rulesets, the first we want to determine is the theme, then how we define attributes that could fit in that theme. So we have 7th Sea which has special stat called Panache, which measures up the "drama" this character can invoke, because it is what the theme of the game wants. In Call of Chthulhu, we have this Insanity score, because the main theme of CoC is the horror that affects the minds of mankind. In Chinese kungfu MMORPGs, they employed mana system to define their "inner" and "outter" martial arts aspects. Each with similar formulae to determine output of their powers. The Fusion ruleset applies real physics to ship design for low sci-fi RPGs, it did not sell well cause very few people could manage those defferentiations and algebra to design one simple spaceship. Why D&D used only 6 stats instead of 20 like in Rolemaster? Different degree of simulations and theme. How about Vampire: the Masquerade? Vampire: the Requiem? Why the changes?
Rulesets are designed by people, there is never going to be one specific ruleset that could define everything and then fun to play with. So we improvised, we only setup the key aspect that delivers the theme of gameplay, then expand from there. RT or not it does not matter, in RPGs they are tools, good tools but they are just that, tools. When you overshadow the game with tools, Action RPGs became a lot less of RPGs but more of ACTION rpgs.
Really, I think you need more research on RPG genre first, not just ES series. All your posts are very shallow and generalised. You tried to includes everything into several sets of definitions but instead, you are breaking them apart with your observation of ES. Try to understand the industry from inside, not how people think how they classify things. The genre is predefined many decades ago and there is nothing for you to have a say on. IC and OOC are the keywords for the RPG industry to determine one very crucial aspect of RPGs, search the web for it. What also define a game is also that, there is a player involvment in there. Does that mean RPG always rule out player involvement? I don't know how you get that, but nobody said that anywhere in this thread. It has never been the player involvement that troubled the genre, it was HOW they enjoy the game that moved things.