For as long as both existed, tabletop RPGs and computer RPGs have been in a cycle of borrowing from each other. From early games like Wizardy, to the more recent Pillars of Eternity, computer RPGs have followed a design ethos that closely followed the systems of Dungeons and Dragons. This ethos is simple: the more choices, and as such more systems, you give a player, the more immersed they will be. Even now, games with RPG elements like the Fallout series and The Outer Worlds still fall into this design, even if they're much simpler when compared to some of the foundational games in the genre.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/bjwkd8/video-games-rpgs-should-start-borrowing-from-tabletops-creative-renaissance