Interesting thread in retrospective. Some of it is quite humorous. For example, rudeness aside, yes he probably should have quoted the whole article.
Paper RPGs have been failing for a very simple reason.
It's just too much work for the GM. Being a GM is a labor of love and always has been. I can remember when we were young putting in 1000 or more hours of prep work in a year and playing in games with that sort of labor. And that's not even counting play time, which even in the best of RPGs is occasionally laborious. More on that in a second.
Now days, it's not just a matter of who has the time for that, but the fact that there are now competitive products that deliver strongly on important aspects of the RPG experience without having to layout that sort of effort. These days, people can jump right into a multiplayer RPG if they want the social/tactical experience, or they can play a single player RPG if they want the huge immersive world and engaging narratives.
What the OP actually complains about is that many recent designs of RPGs don't feel like RPGs. The reason for the changes in how RPGs are written is largely driven by the need to remove as much of the effort from playing and running an RPG as possible. That's the reason for the increased codification. That's the reason for designs as extreme as something like Dungeon World. When people now talk about how they want 'rules lite' what they really mean is that they want effort lite. They want the same level of fun as they get from a cRPG for the same level of effort that they put into one. And to a large extent, that's a very reasonable and functional demand.
It's just one that is impossible to deliver on, because when you play a cRPG you are receiving 10's of thousands or even 100's of thousands of hours of someone's effort to deliver that experience.
That said, failing is a relative term. They'll probably never again take the world by storm in the way they did in the pre-personal computing era, but they'll I think remain a niche industry pretty much forever.
One thing that may change relative to the current industry is I think that we've reached the point we no longer need rules systems or rules industries. I think in the future we'll see more of the same shift we say in the cRPG industry where developers no longer bothered to build their own custom rules engine for each game, but instead licensed a world engine, tweaked it, and got down to the serious business of making content. Right now, the last thing that I think anyone really needs is a new set of rules. We are drowning in high quality rules systems suitable for virtually any genera or style of play.
Deep down, I think all of us as active roleplayers want some kind of great "revival" of RPG play. We want our hobby to magically shine forth and go truly "mainstream," like fantasy football. Because it would infinitely expand our options for gaming. The whole reason we put up with as much crap at our game tables now, with bad GMs and odious players, is that it's so stinking hard to find a group to do it with at all.
One of the reasons I think I felt so strongly about the "Edition Wars" back in 2008 was I somehow had convinced myself that creating the "right" RPG would somehow make it easier to "progress the hobby forward."
Now, I've fully accepted the fact that pen-and-paper RPGs will never be "mainstream," for the simple reasons you state here. It takes A) a certain type of person, with B) certain types of interests, with C) the time and creative capacity to participate, along with D) a social circle willing to also participate.
That's a rare, rare thing. Combine that with the historical "nerd baggage" that goes with the hobby, it's a wonder we're in as good a shape as it is.
I've said it before elsewhere, but a single, mid-sized software company that I used to work for---one, just one, out of tens of thousands of like software companies---has more overall revenue potential RIGHT NOW than the entire RPG industry, everywhere, in the entire world.
And I completely agree with your assessment, @
Celebrim, about rules systems. It's why I almost completely avoid (a competing web site that shall not be named), because half the conversations over there seem to revolve around "converting" people to some esoteric rules system that a grand total of 10 people have ever heard of or played. I don't need another set of rules, and I don't need to argue with anyone why their "ULTIMATE HOMEBREW!!!!!!" system is the greatest thing put to paper (or digital document file).
There are nigh-innumerable good entry points into our hobby now ---- D&D 5e, Pathfinder beginner box, the Savage Worlds "test drive," Fantasy AGE, GURPS Lite, Fate Core/Accelerated. I'm way, way more invested in getting new players into good groups with solid GMs so they'll stay in the hobby than I am in what they end up playing once they get there.