- No dialogue option
- No quest branching
- No decisions to take beyond ignoring the NPC
- My character's "personality" is not kept track of, does not influence the interactions with NPCs and cannot be translated in game in any way whatsoever.
- Storyline is barebone, feels rushed and is completely un-involving.
- Nothing you do has a real impact on the world
I have to ask, when looking over these issues, which RPGs have you played in which all of these took place? Most JRPGs are extremely linear, and have little to no dialog options (it's usually just Press A to continue), have very little, if any, quest branching (again, due to them being linear), and the player has zero input as to the personality of the character they play. Granted, all of your actions have an impact, because those are the only actions you can take. Sure, there are a few exceptions to this rule, like Chrono Trigger, and battles can be very different every play through, like Ogre Battle, but all in all, most JRPG/JSRPGs involve the player fighting battles through an intricately woven story. They do not allow the player to detour off of that path, or go to areas in which the story is not yet ready to send the player. However, what they do well is tell a long and (usually) involved story, have interesting battle systems, and take from 40-100 hours to complete. One of the more recent JRPGs that I enjoyed was Lost Odyssey on the 360, and I still claim Chrono Trigger as the best JRPG with FFTactics as the best JSRPG (though Disgaea is a close second).
Even most CRPGs, like Baldur's Gate and Planescape: Torment, keep a fairly straight path for the main story. Where it deviates from the JRPGs is that these can have a huge number of side quests that can be as intricate as the main story itself. I think I spent 30 or more hours in the initial city in BG2, just due to all of the little quests and people to talk to. As for the dialog options and branching quetlines, this is an area in which CRPGs, especially back in the Interplay/Black Isle days, really shined. However, again, very little you did impacted the world in any meaningful way, unless it was part of the main story. Your character was also whomever you made them out to be. There were a few rules (mostly due to alignment and class restrictions), but you could RP your character through your dialog choices and actions.
Looking at MMOs, these have very little, if any, way to impact the game world in any meaningful way. Sure, you might have an NPC that is no longer available to your character, or you might be in Phase 3 of 5 in an area due to a questline, but there is no actual impact. Even SWTOR that touts all sorts of story, your decisions impact the story for a mission or two and then gets forgotten like every other MMO, unless it's part of the overall scripted story. Age of Conan did the same with their class stories, but in the end, those decisions all led to the same outcome. While some of the more modern MMOs have dialog options (CoH:GR, AoC, SWTOR to name a few), most of them have Accept/Decline as their only options. The RP you make for your character is completely up to the player and the people they play with. IMO, I think MMOs are the best avenue for RP due to the variety of setting and number of players playing.
With Skyrim, you have similar issues as above, but you can actually get a decent amount of RP due to how open the world is. I would still consider it an RPG since you play your character, level them up, and play how you see fit. In a way, it's much more open than standard RPGs due to the fact that all of the rails have been removed. It is 100% up to the player to choose which quests they want to accept and in which order they want to do them in. You can play just about any type of character you can think of, within the boundaries of the game, which is quite a bit more than what class-based games allow. Just in the 2 months that the game has been out, I have 7 different characters that all play quite a bit differently. It's all in how you look at it and what you make of it.
Now, that's not to say that Skyrim is a flawless game. Bugs aside, the quests are fairly weak, almost none of your actions are reflected in the world, and even old adventure games (like Quest for Glory) allowed a variety of ways to complete a task. But bad quests does not place Skyrim outside the boundaries of an RPG.