I don't think it is all so random and arbitrary as you imply.
I certainly didn't assert that it's random or arbitrary, and I don't see that I implied that either.
I asserted that it is
not a normative matter. And hence that language like "turning of the back" or "abandoning" has no work to do.
It would be absurd for me to complain about WotC "abandoning me" by stopping publishing 4e books and starting to publish 5e ones. My partner can abandon me. My friends can abandon me. But all that WotC is doing is making commercial decisions about what books to write and print.
there was a whole host of people who stopped playing 4E because they burned out on it for reasons specific to 4E, not out of vitriolic nerdrage (like the Camp Two people).
And? What is meant to follow from that? That those people were clever? Or silly? That WotC was evil? Or good?
All you are saying is that some people didn't like a game system, either from the start or after the passage of time.
5E came along for three reasons
5e came along for one principal reason: WotC formed the view that it could make more money from its ownership of the D&D intellectual property by publishing new books with a new ruleset.
This is much the same reason that 4e came along. And 3E before it.
You can then try and explain this commercial state of affairs, by pointing to different segments of the market and their preferences for purchase (which are probably more than tangentially related to their preferences for play). And that is important information for a commercial publisher like WotC to have and use.
But it does not generate any normative conclusions.
For instance, it doesn't give anyone a reason to play 5e. Nor a reason to play 4e. Nor a reason not to play 4e, or 5e.
It doesn't support any normatively-laden claims like "turning of the back" or "abandonment", either.
there was also a perhaps larger Camp Three - people who liked but didn't love 4E, played it for awhile, but burned out more quickly than they (we) "should" have. By "should" I mean long enough to support and nourish a healthy edition cycle. 4E was struggling mightily by 2010, just a couple years in, and basically dead in the water by late 2011 - three and a half years into it.
I don't really follow this. You define "should" by reference to "healthy edition cycle", but what does that mean? Healthy for whom? And in what sense?
Does anyone know what the profits were, or the rate of return, for the WotC D&D group was between 2008 and 2012? What it was during the time of the 5e playtest? And how this compares to historical rates of return for that commercial group? I certainly don't, and I've never seen such information published. Nor do I know how D&D at those various times compared to WotC as a whole, or to Hasbro as a whole, or to the hobby market or publishing market as a whole?
Without that sort of information, how do you characterise an edition cycle as healthy or unhealthy?
No doubt, in a perfect world from the point of view of Mearls in 2011, Essentials would have become the "evergreen" product it was intended to be, and WotC would have sold hundreds of thousands of books per year while spending no money on system support other than printing and DDI maintenance. But the fact that nothing like that happened, and the WotC had to spend money designing a new system, doesn't mean that they lost money, or went broke, or anything of that sort. Perhaps all that investment has already been recouped, and more, in 5e sales! (Plus ongoing DDI subscriptions. Plus sales of D&D PDFs. Plus sales of D&D novels. And boardgames. Etc.)
I think most posters on these boards would characterise 2nd ed AD&D as a "healthy" edition cycle, yet from the point of view of its publisher that
did cause bankruptcy.
Does "healthy" really mean "pleasing to some segment of the fan base that includes you"? That would be fine as far as it goes, but doesn't have any grander normative reach.
I actually think that 4E was good game, but that it might have proved more successful as a "tactical variant" to core D&D. What WotC could have done is let 3.5 go another couple years, come out with 4E in the form of a game that is a hybrid of board and RPG, and then developed what would become 5E and released it around 2010 or 2011
This strikes me as an improbable scenario, for two reasons.
First, the only evidence we have of the financial viability, for WotC, of "letting 3.5 go another couple of years" is that they decided not to do that. What reason is there to think that sales of 3.5 core books + supplements in 2008 to 2010 would have been larger than sales of 4e core books + supplements? I don't know of any (eg PF probably didn't sell as many books as 4e in that time, and I don't see any reason to suppose that WotC could have replicated what Paizo did with PF).
(And a related question - what evidence is there that there was a large demand for a "tactical variant" of 3E? Didn't the Miniatures Handbook and Heroes of Battle already provide that?)
Second, I think that 5e couldn't exist, as a design, without Essentials, and so could not have been invented without 4e. Essentials follows a development pathway sketched by
Rob Heinsoo - start with balanced because symmetrical class design, and then branch out:
We weren't always planning to give all characters equal numbers of powers. Many times we experimented with vastly different power acquisition schemes for different classes. And when we decided against those approaches, there were people in R&D, including myself, who sometimes balked and felt like giving different classes different numbers and types of power might be a good way of differentiating between classes. But sentiment didn't pan out. All of our actual experiments with different power-distribution schemes didn't work out, so we moved ahead with the notion that a richer understanding of our system might give us room to experiment in the future.
5e is the outcome of that experimentation!
another prt of the polarization that occurred over 4E, I found, was when fans of the edition couldn't accept the fact that some that didn't love it didn't actually irrationally hate it, but had legitimate complaints about it.
I'm not sure what the standard is for "legitimate complaint". If people enjoy a game, they will play it (everything else being equal). If they don't, they won't (again, everything else being equal). The notion of "legitimacy" doesn't have much work to do in this domain, in my view. (Nor the notion of "complaint", really. "Complaint" implies some sort of legitimate expectation that was thwarted. The only complaint in this context can be "I'm not enjoying it any more.")
The "edition wars" aren't a function of people not wanting to play a game, however. Most people don't want to play Rolemaster, because they have a legitimate complaint against it - namely, they don't enjoy it - but there are no "edition wars" around Rolemaster. (I mean, if I post that I used to GM Rolemaster I'll get the odd crack about "chartmaster" but nothing vitriolic. Last time I was on the ICE boards there were people who swore by RMSS and others who preferred RM2, but they didn't generally get vitriolic either.)