Short answer:
Story - 1
Graphics - 5
Gameplay - 57
Sound - 37
Medium answer:
Story:
Because there's no such thing as an original story or character in any form of writing, this is only relevant to the extent that I'm not be playing as characters I can't stand, such as Cloud or Squall. I don't need emotional involvement, just not an outright turnoff. Even if story was very important, though, I often find that even a bad one can seem interesting once an awesome soundtrack is behind it.
Graphics:
Again, if they're not a turnoff, they're good enough. This gets a higher score than story because it's much harder to give me a story turnoff than a graphical one. That said, if it's 3D from the PS1 or N64 era, or DS, I probably don't like it. If it has jaggies, I probably don't like it. Rare exceptions can be found.
Gameplay:
See long answer.
Sound:
Music has the capacity to make gameplay feel better than it actually is because of the atmosphere it provides. (It can also make it feel worse. Sure did in Yoshi's Island DS.) And, like I said earlier, it can also improve the story--or at least seem to. Great music is a pivotal component of a quality RPG.
Long answer:
Note that this is a really idealized perfect RPG, to me. I can consider an RPG about as good as it gets as long as it meets even 80% of these. Some aspects such as a great soundtrack and good graphics go without saying, so they won't appear on the list; this is more for specifics.
-Either character creation or a minimum of thirty characters. Odds are that I can find some sort of likable team with a cast of that size; with character creation it's guaranteed. (See Fire Emblem.)
-Loads of outfits. Aids enormously with replayability, so I don't have to stare at the same sprite/model all the time. (See Tales, or most things with character creation.)
-No useless moves in battle. If a spell exists, it had better have a use--and no, being able to use Sleep on one boss in the game out of fifty-eight doesn't count as a use. Every attack should be viable. (See Pokemon, Final Fantasy Tactics.)
-A large variety of moves. Unless it's an action RPG (and maybe not even then), the game should include something beyond the basic categories of Attack, Defend, Attack Spell, and Healing Spell. Multi-target doesn't count as a new category. If there are no stat buffs and status effects at minimum, it's probably not worth playing. Skills are better yet. (See Pokemon, Final Fantasy Tactics, Star Ocean 2.)
-Motoi Sakuraba (see hear Tales, Baten Kaitos, even GBA Mario Tennis) or Yasunori Mitsuda (hear Chrono Trigger).
-Japanese developer. No, really.
-Visible characters, at least outside of battle. This instantly dooms most dungeon crawlers and a decent number of western RPGs, yes, but it's my bias. I don't like first-person shooters much, I don't like first-person RPGs much, and to be honest I don't even like first-person novels that much. I already live life in first-person; I don't need to carry that over to a second meta-level in video games.
-Some sort of system in place to involve the battlefield. That's really broad, I know, but I don't really care how it's done as long as it's there. Fire Emblem uses terrain to change hit percentages; Star Ocean and Tales let you move around; Chrono Trigger has area-based damage; Pokemon and some Dragon Quest games have systems to allow most characters on the team to be withdrawn and safe from damage at any given time; Valkyrie Profile involved timing as each successive attack moved the enemy further back. I just don't want to be standing in one place at all times, stepping forward only for a moment to attack and then returning to my original position.
-Enemies, or at least bosses, relatively on par with you. If bosses are worse than you in every stat except that they have twenty times your HP, as it went in Mario & Luigi 2 and tends to go in Final Fantasy, it's less than perfect. Alternatively, if bosses and sub-bosses are better than you in every stat and you end up relying on critical hits, as it went in 7th Saga, it's also less than perfect. It should be the player's skill in balancing characters, moves, roles, etc. that determines who wins and loses a battle, never luck or broken stats. (See Final Fantasy Tactics, Shining Force, Fire Emblem, almost every other strategy RPG, Dragon Quest, multiplayer Pokemon.)
-The game should use one of two options for dealing with weak enemies:
1) Weak enemies are auto-defeated. (See Earthbound.)
2) Once a dungeon has been beaten, enemies never reappear there. This is only applicable to games where unused characters level up like the rest of the team, or where the team is tiny to begin with.
-Fixed stat growth. Makes for a more balanced game.
-Lots of female characters. >_>
-Battles are either not random or can be warded off with an item of some sort. (See Chrono Trigger--eh, honestly, see most RPGs.)
-Replayability. If it's awesome but I can only enjoy it once, it's not perfect. Meeting all three of the character creation, large variety of moves, and no useless moves criteria tends to grant replayability by default. Alternatively, give me multiple endings or post-game rewards or a matchmaking system or something like that. (See Star Ocean 2, Chrono Trigger, Tales of Symphonia.)
-Varied cast. That could mean either in terms of personality or in terms of species. The casts of Shining Force or Suikoden 2 have next to no personality, but they're loaded up with bizarre characters. Baten Kaitos Origins somehow managed to pull off a varied cast in both senses with a team of only three.
-Puzzles in an RPG with difficult puzzles and a New Game+ option should be skippable. I've never seen a game actually do this, but they should. There's usually not much of a sense of achievement in solving the same puzzle a second time, which just reduces the experience to tedium.
-The battle system is fun from the beginning. It might almost be one of those things that should go without saying, but a lot of games seem to think that it's okay to have some sort of painfully slow start and let you ramp your way up from there. I think it should start off perfectly fun and still get progressively refined as you move through the game.
I could probably think of more if I wanted, but I'm tired for now.