Imaro
Legend
I think a lot of this current discussion can be (and already has been) summed up in saying that 4E is giving players a new form of narrative control that hasn't existed before. Thus Come and Get It doesn't have to be explained a magical, it's just that now the player gets some new authority over how the game world runs that they didn't have earlier. That's it, full stop.
--Steve
I've seen quite a few pro 4e posters espouse this idea...but where is it backed up at in the books. Do the 4e core rules talk about and explain this as the style in which D&D 4e is suppose to be played? Because the other games that people seem to like drawing comparisons to take the time to explain this type of gamestyle as they're default. 4e, to my knowledge (and I might be wrong) doesn't talk about this at all. this could or could not be the style that 4e was intended to be played by the designers, but I think if it is, that it was shoddy and a bit lazy not to spend some pagecount on making this explicit and explaining it as the new style of D&D.
Of course the other option is that the designers didn't plan on this being D&D's new style and thus didn't explain it, instead they believed that the game part of D&D was the most important and instead of narrative control, just made game elements they believed were fun without consideration for narrative or simulation (Also believing that most gamers would like the mechanics so much, nothing else would matter) If this is true, fans who argue the narative angle are just glossing over the fact that it's pure gamist functionality that's being strived for. The funnny thing is I have seen plenty of gamist comments by the designers, but I find it hard to remember any about narative control or the like.