The biggest difference between a videogame and a tabletop RPG is verisimilitude.
This isn't just tossing off buzzwords. Videogames largely get a pass on a lot of believability because they show you pretty pictures. It's OK if you can't go to the Forest of Doom yet, if you're railroaded into a plot, if you can't say "no," if you "farm" monsters, if you can't die...all of this is totally acceptable in a CRPG...
...but all of it finds harder acceptance in a Tabletop RPG.
You can forgive CRPG designers for not being able to program in every possible human iteration.
It's more difficult to forgive a DM (or ruleset) who tells you "no, you can't do that," when clearly, it's *possible*.
This reaches into a few other areas -- videogames are comfortable with a high level of abstraction, a lot of subsystems....tabletop games are not. Videogames work good with complex formula for hiding damage and randomness, tabletop games are better when the maths are simple. Crafting and farming work well in videogames, it's harder to get them to work in tabletop games...It's not bad to have a game influenced by videogames per se. That'll depend upon the taste. But it is a definite flavor.
One thing that 4e does, for instance, that is a lot like a videogame is make positioning of minis very important. Much like moving sprites around on a grid, it's a level of abstraction that might help resolve some combats a bit faster, but it isn't very realistic.
FFZ, of course, takes that idea even further and does the whole combat system abstract, which is even MORE like a videogame.
It is true that a lot of videogames try to reach the same level of open-endedness that D&D and games like it have, but there is always a limit, somewhere, in hardware and software. There's no real limit to the DM except maybe involving heavy maths.