GMMichael
Guide of Modos
DRPGs have modernized. There's room for even more, but I don't think it's necessary. They're online, on virtual table tops, blended with CRPGs, cooperative, single -player, designed solely for online use. They share GM responsibilities, save the GM from rolling, have GM intrusions, metacurrency, X cards, and moves.10. They don't outstay their welcome. They have a definitive end that can be predicted. This builds tension and excitement.
9. Every turn is fun. You don't get a dead turn spent just rolling to move and not getting to a destination. All players are equal (same number of actions). There's always something worth doing. You don't have skipped turns (no "Go to Jail" cards.)
8. No player elimination in modern boardgames.
7. Scores are less varied. Objectives can be hidden and not revealed until the end. Scores are often not tallied until the end, so a player doesn't sit around for the whole game feeling like a loser.
6. Different set-ups mean there are unique dynamics to change strategies. It's not always the same game (i.e. chess).
5. Players have agency. Failure isn't controlled by luck.
4. When luck is used, you roll (or draw cards) before deciding what action to take.
3. Boardgames used to be intended for children or were based on war/fighting. There is more working together and less conflict now.
2. Games are less aggressive as a result. You aren't required to bankrupt or wipe out your opponents. They can be competitive without being aggressive.
1. There are many options. . .
I don't know. I'm just sort of rambling here. Do you think RPGs need to modernize like we've seen in the boardgame hobby?
D&D took note, and fumbled, with 4th edition, and it's belatedly attempting to modernize with the new edition.
It's the boardgames that are playing catch up, or at least co-evolving with DRPGs and CRPGs.