What I have been realizing, slowly, is that in fact 4e has made my group more grid-centric, more focused on what the character can do in combat. Its been slowly creeping up on us, and while I had a feeling of je ne sais quoi, I couldn't quite put my finger on what was wrong. It's not that it is a huge problem, my players all seem happy enough with the game, but there is this feeling that we lost some of the magic along the way.
There's this old idea in a lot of design circles:
the interface changes the experience.
Think of how walking through something like the Alhambra is different than walking through, say, a Denver Mega-Church, and you start to appreciate how, while the purpose is largely the same, the experiences, how they achieve their goals, is very distinct.
Or how, to bring some videogames into the phase, Super Mario Brothers is a different design experience than, say, Pong (though the goals of playing a game are similar), or even the difference between SMB and Super Mario Galaxy (the plots of the games are even pretty similar there).
Design is about the underlying experience of the thing. Game design should, IMO, be about the experience of the game. Good D&D game design should, IMO, be about that shared narrative, the thing that D&D does that is unique, the thing that D&D is the most famous for doing.
Part of that is, of course, a simple "new coat of paint," and some fresh guidelines about what you can do within the Powers structure and advice about how to treat sacred cows. It's marketing. But it's not JUST marketing. It's a different play experience.
To me, the narrative experience is at the core of the thing, and why those first 4e products received a very skeptical embrace from me. Essentials I feel much better about. There's still plenty of legacy issues that are in there, but there's far fewer now, and I can't wait for the CB to be updated so I can play some Essentials characters.
