Raven Crowking
First Post
For my part, I believe that the Shaman's first post in this thread pretty much nailed it, and everything thereafter is a footnote. 
The videogame things I don't want my tabletop games to emulate include:
1. Railroad. The plot of Legend of Zelda is going to be the plot of Legend of Zelda no matter what you do. To succeed in the game, you will visit these places, in that order, and do those specific things. Success is dependent not upon what you wish to do, but upon how well you intuit what the programmer wished you to do.
2. Limitations on Action and Role-Playing. If the designer didn't think of it (i.e., write code or a rule for it), you can't do it.
3. Boss Fights. Yes, you are going to have major opponents in all kinds of gaming, but I never want it to feel as though I have discovered the "boss" of the "level", ala Zelda or Turok.
Now, I don't play a lot of video games, so bear with me here. Because there are some things that I definitely do want:
1. Cool terrain like those which appeared in Turok -- log bridges over cliffs, dark caves, jungles, etc. Some very cool stuff.
2. Phantom shifts like those in Silent Hill. Cool, moody, atmospheric.
3. Players getting excited over anything; it doesn't matter to me whether it is because it reminds them of something in a movie, a book, or a video game.
My dislike of some mechanics has a lot more to do with feel, or setting implications, than with whether or not they appeared in a video game.
Tabletop games do an open environment better than video games do. That is their greatest strength and, IMHO, something that the creators of said games should be doing all they can to exploit. And this doesn't occur at the rulebook level, but at the adventure level. Adventures should, IMHO, be made capable of shifting with circumstances arising from play as much as possible. IOW, they should be the opposite of the current Delve format.
4e isn't "too video-gamey"; the Delve is.
RC

The videogame things I don't want my tabletop games to emulate include:
1. Railroad. The plot of Legend of Zelda is going to be the plot of Legend of Zelda no matter what you do. To succeed in the game, you will visit these places, in that order, and do those specific things. Success is dependent not upon what you wish to do, but upon how well you intuit what the programmer wished you to do.
2. Limitations on Action and Role-Playing. If the designer didn't think of it (i.e., write code or a rule for it), you can't do it.
3. Boss Fights. Yes, you are going to have major opponents in all kinds of gaming, but I never want it to feel as though I have discovered the "boss" of the "level", ala Zelda or Turok.
Now, I don't play a lot of video games, so bear with me here. Because there are some things that I definitely do want:
1. Cool terrain like those which appeared in Turok -- log bridges over cliffs, dark caves, jungles, etc. Some very cool stuff.
2. Phantom shifts like those in Silent Hill. Cool, moody, atmospheric.
3. Players getting excited over anything; it doesn't matter to me whether it is because it reminds them of something in a movie, a book, or a video game.
My dislike of some mechanics has a lot more to do with feel, or setting implications, than with whether or not they appeared in a video game.
Tabletop games do an open environment better than video games do. That is their greatest strength and, IMHO, something that the creators of said games should be doing all they can to exploit. And this doesn't occur at the rulebook level, but at the adventure level. Adventures should, IMHO, be made capable of shifting with circumstances arising from play as much as possible. IOW, they should be the opposite of the current Delve format.
4e isn't "too video-gamey"; the Delve is.
RC