I think they're going to decline though. The problem isn't that technology makes rpgs obsolete. It's that the makers are getting a bit lazy, especially in the story department. They're predictable now.
http://serpent231.tripod.com/cliche.shtml
16-bit plot. Standard RPG plot. The Corrupt Empire rules the world. You're the leader of a small rebel band. Overthrow the Empire. Usually the hero is a soldier for the Empire at the start of the game (as in Suikoden, Vandal~Hearts, or FF6), but soon realizes that the Empire is evil and joins the fight against them. General standard for RPG plots.
32-bit plot. Similar to a 16-bit plot, but somehow religion is involved.
Ability Loss. Whenever you fight a character before they join you, they have abilities that they can't use once they actually join. (see young Rydia, Yuffie, Sonya in Suikoden)
Airship. Every RPG has a flying vehicle, usually an airship or a flying dragon, which is obtained near the very end of the game. (although in FF games, you tend to get the airship sooner).
Ancients, The. Ubiquitous race that vanished long ago (typically 1000 years ago), but left behind advanced technology. Usually, however, one of your party members is a female magic-user who is the last Ancient or a member of some other special race. (Terra, Aerith, Rydia, Mariel, Eleni in Vandal~Hearts, Asellus, etc.)
Asbestos Rule. If something is burning as part of the storyline, it will not burn down until whatever you have to do there is accomplished, yet it stays burning. (See the burning house in FF6 or any burning town)
Atheist rule. All priests and churches are up to no good (the same with rich guys). Religions that do not involve priests and/or churches are ok (Wild Arms) and in fact are always on your side.
Backwards Day. Whenever somebody tells you not to do something or go someplace, you should.
Blues Brothers Rule. The heroes are always right, no matter what they do. Whatever side the heroes are on is the good side.
Bonus Boss. Feature of many recent RPGs. Extremely tough boss that you don't have to beat to win the game and is just there as an added challenge. (Weapons, Elidibs, EarthDragon, ArchMage, Ragu Ragla, etc.) Usually, you get some really powerful item for winning that isn't at all useful because if you're tough enough to beat the boss, you don't need it. (Like the Sherrif Star in Wild Arms or the master materia from the Weapons)
Cait Sith's Rule.. Whenever a character permanently leaves the party (due to death or otherwise), all their items and equipment are usually returned to you. So named for the absurdity of Cait Sith No. 2 inheriting all of No. 1's experience, equipment, and Materia, even though No. 1 was crushed in the temple. (Of course, we all know what really happened to Cait Sith No. 2 ^_^) Very weird in FF8, especially parts when allies seem to be dead but you still can equip and un-equip them (Missile Base)
Leo's rule. Any bad guy that turns good dies, except for characters (Kain, Magus, the generals in Suikoden, Edea) that were possessed by or under the control of one of the truly evil characters.
Life's A Sport... Mad scientists to turn themselves into a monster (by drinking something or injecting something into themsleves) when you fight them (see Cort in BOF1, Hojo in FF7, Palet in BOF3, etc.)
Mithril. Usually, you have to find some sort of rare or precious mineral (generally mithril) to repair or upgrade something.
Party Compulsion Rule. After a character joins the party, they never permanently leave (unless they are killed) even if their storyline would cause them to part ways at some point. Through some silly plot device, the character decides to come with the party anyway (for example, in FF7, Red XIII is about to leave the party when you get to Cosmo Canyon, but Bugenhagen tells him to go with Cloud).
Prison Rescue. Whenever the party is thrown in prison, somebody immediately shows up to rescue them.
Prison Rule #2. When you're thrown in prison, your captors never bother to take your weapons and other equipment. (exception: Tales of Phantasia)
Self Help Booklet. Sequence right before the final boss (sometimes occurs elsewhere in addition) in which every character proclaims their reason for fighting against evil and what they've learned on their journey in an excess of melodrama. Named after Kefka's awesome "This is pathetic! You sound like chapters from a self help booklet! Prepare yourselves!" line in FF6 after such a sequence.
Typical Bad Guy Cut Scene.A scene where the Main Bad Guy is in a room with four lesser bad guys. He tells weakest of the lesser bad guys to kill the only threat to his plans. Weakest fails, of course, so the second weakest is sent out. Repeat until all four are dead, then all four are revived around the end. The third bad guy is almost always the only female one. Slight variations may apply. (Secret of Stars, Final Fantasy 4, Magic Knight Rayearth)
You see the point. these happen in almost every game out there, and it isn't a great story if I know the "plot twist" before it happens. If you see a church, it's evil, etc etc etc. So I think as more RPG fans get bored with the same old thing over and over, they'll move on to other types of game
and to the person who was waiting on stealth in an RPG -- already happened. FF6 dude.
What I want is some old fashioned betrayals, characters with a flaws (i.e a playable jakht), and bad guys with some depth, ie not simply trying to rule, but trying to do something that he thinks is good but it isn't. Maybe the hero could be a little bit "dark side" as well, and have the townspeople mad at him for it.