You're mostly correct, Riachu, and the side-effects of that can still be seen in the industry today. However, CT did not do enough. A lot of the elements that make RPGs annoying to non-RPG players were minimized or changed to something similar instead of eliminated (such as leveling up, random encounters, mindless wandering, complex battle tactics, micromanagement, etc.).
In this day and age, a properly disruptive RPG would eliminate all of the above entirely, yet remain compelling for additional features which hold more value than any of them to a non-RPG player. What those features would be I can't say, in part because I haven't worked them out entirely, and in part because I don't know how all of them would fit together.
Sky Render - Sanity is for the weak.











