6. An Open Ended Story
The one thing that absolutely kills video game RPGs is that the story itself rails against the very thing that made traditional RPGs great in the first place. The story in most video games forces the player to go through a series of events that they cannot really deviate from and spend their entire level progression on one adventure. Anyone that has ever played a table top RPG before will explain that they might spend weeks or months (sometimes years) going through a campaign only to level up a few times. Each level set is a rich experience in and of itself. The basic video game story mechanic makes the entire experience (no matter how seemingly vast) extremely limited. This exists because there is too much story, and becomes problematic in terms of a sequel (Which explains issues like Final Fantasy pretty much introducing a whole new set of characters with each installment, or how hard Mass Effect works to explain why Shepard starts off the sequel at level 1). The story for a game like Star Trek should have no real super objective, and instead feature a series of peaks and valleys much like the television series. This would allow the developers the chance to focus on filling up the world with tons of adventures waiting to happen. This will allow the player to feel like they truly exist in a world where any number of things can happen, not simply treading water until they trigger an event that forwards the story, instead they are the story.