IMO, I think that the internet has had one massively huge effect on gaming - the ability to connect to other gamers outside of your circle. Pre-internet, other than maybe some Forum letters in Dragon or some other gaming magazine, it was extremely difficult for the vast majority of gamers to talk about anything related to gaming outside of their group of gamers.
SO, groups developed their own playstyles and preferences pretty much in a vacuum distinct from everyone else.
Now, you have sites like this one with tens of thousands of members, probably hundreds of thousands of hits and readers per day, certainly per week, all discussing "the game". That has an enormous impact. Rules are discussed, dissected, gone over, folded, spindled and mauled on a daily basis. That right there has a huge effect on someone's personal game. People read these threads, then apply whatever they take away to their own game.
But, then there are the higher level discussions outside of specifics - all the sensawunda threads, edition wars, discussions on higher altitude issues like campaign design or "what is a role playing game?" and things like that. All those things get batted back and forth as well.
I would say that the average gamer is likely a heck of a lot more informed about the game (whatever game he or she actually plays) than they ever were. If you want to run a game, it's not like you're stumbling around in the dark out of ignorance, you can find a wealth of information on how to run a game that suits your style in minutes.
And I think the Internet has become ubiquitous enough in recent years that the average 14 year old just getting into the hobby would have no real problems hopping on, reading forums like EN World or WOTC, or listening to a podcast or on and on and on.
That statement implies a lot. Not just about gaming per se but about how the real world constantly overlaps the game and vice versa due far superior modern forms of mass communication.
It also subtly transforms the way many look at the game in relation to the real world. When we first started playing it was typical to communicate by post (a letter, especially to other parts of the world - at one time I had some buddies at the University of Leningrad back during the Cold War and I had to communicate with them by mail which was intercepted by the FBI on our side, and the KGB on their side) or telephone.
Nowadays people have the internet and SAT phones and cell phones and because there are so many modes and methods of mass communication people expect two things simultaneously, a fair degree of personal privacy (unless you live in a tyranny or dictatorship) and for communications, like a convenience, to be mass-employable, instant, cheap, reliable, and immediately accessible.
I suspect that whether people stop and think about this much at all or not, it has radically changed the perceptions of what a fantasy game world actually is, can be, or should be. People start automatically, subconsciously or not, interjecting their "real world concepts" into their gaming situations and milieus, making assumptions that a fantasy game world would have an equivalent to their real world technologies and devices "in some manner or fashion."
But if you lived in a world where there were no personal computers (I remember the first magnetic tape reel computer I saw at Johnson and it was as big as a freaking house - the very first computer I ever saw was punch card and had to be reprogrammed every time you turned the freaking thing on - and the first PC I saw could barely do anything beyond simple calculations and typing) and most long distance communication was done by post, and so forth and so on, then people's conception of their fantasy world is also much, much different. (As is their conception of sci-fi worlds, or current military capabilities, or whatever the case may be.)
The real world overlaps the imagination of what is possible, and in-game, the imagination overlaps the real world.
This implies an awful lot beyond just the immediately apparent implications.
One important thing implied to me though is "lag-time" as Hussar implied. Concept sand expectations suffer from extremely small lag-times between the point of conceptualization and employment and re-interpretation.
That's good sometimes, but it is also sometimes bad.
But one thing it definitely does is that it changes how men think, and what they imagine, and how they imagine the things they think about. And how they draw conclusions not just based upon what they know and expect, but on what they can imagine and desire/demand to be.
I would argue that D&D with its predone module adventures is designed to be Fafhrd and the Gray Mouser, you want PCs to be involved and relevant and generally up to the combat challenges presented, you don't want for them to be Aquaman in the legion of superheroes where he talks to fish while Black Vulcan flies and hurls lightning going through the same challenge that was not specifically designed around them.
Of course I want PCs to give it their all and try and strive to be heroic. I don't want one of them to end up being the hero though and everyone else the supporting cast or have the party split into the heroic supers and the clever, lucky mortal vigilante second string portions of the team.
I want the game structure to set up the balance so that the DM and players don't have to worry too much about such power dispairities and can focus on the adventure and their own characters.
Players and DMs can provide a satisfying experience where the overshadowing problems of mechanical imbalances are avoided through constant evaluations of game mechanics and the specific challenges the party faces and how they approach them but as both a player and a DM I'd prefer to spend my energy on other aspects of the game.
Therefore as a game design goal I want PC balance included so that I don't have to consider it as much when designing or roleplaying a PC or challenges to PCs.
Well, that really wasn't my point V. I wasn't saying only one character, class, or individual should be the extraordinary individual, but rather that all can be extraordinary in certain circumstances.
I personally don't think that "the fight" is the game though. Combat is an important aspect of heroic fantasy but it is far from all consuming, unless one is playing in a combat-only setting.
I do though think that is a DM problem and issue, not a game designer one. That is to say it is not the job of the game designer to create opportunities for all characters to thrive but it is the job of the game designers to provide designs where it is possible for all characters to have a chance to thrive.
The game designer provides the chance, the DM the actual opportunities, and then the players through their characters have to exploit those chances and opportunities.
I'm not dismissing your point, by any means, merely saying I have a different view of whose job is what exactly.
Take a version of modern heroic myth, superheroes. There are plenty of superhero groups, some are fairly balanced, others are hugely imbalanced. When you have Wonder Woman, Superman, Green Lantern together they are all powerful and can handle super tough foes. Throw in the Green Arrow whose power is being good with a bow and you have him dodging a lot and making wisecracks and other non combat stuff or contortions of story telling to make him keep up with the others as they challenge Apokalypse or Bizarro superman head to head.
You've got a point here if every fight is against a Cosmic bad-guy, and..., and this is a very big if, fights are won only by raw power.
I've seen a lot of fights that get concluded in the real world though not by firepower, but by potent application of capability. A smart, clever, cunning, original, innovative, and fearless man is often a far more dangerous man than the man with the most armor or the longest spear shaft.
Yeah, a man with an RPG is theoretically far more dangerous than a grunt with a rifle. But if the guy with the rifle knows his job, is patient and waits for his shot, then it just takes one well aimed round to the head and Mr. RPG is no longer bad man on the block.
If every fight were a "I'm gonna run up straight into your face and we're gonna have a slugfest fight" then physical power and raw combat capability might, or might not, always reign supreme. If every fight went only to the apparently strongest side then the strongest side would win every fight. But it just don't really work that way. The mind is a far more potent weapon in most fights than is mere muscle. Or men would kill by tooth and claw, instead of by blade, bullet, missile, and guile.
Personally give me guile any day on the potency chart.
You kill one man at a time with muscles.
But with guile and cunning you're really dangerous.
But I will also say this about your point. I think it is the job of the DM in designing adventures or scenarios to give his "Green Arrow players" opportunities to do far more than just wisecrack and dodge. If I were Green Arrow I'd want an opportunity to exploit my real capabilities, both in a fight and outside of one.