Jonathan Tweet was the lead designer of D&D 3E and not involved in 4E so what he says has absolutly no relevance either and its clear that he does like his baby better.4E connection to MMO also comes from other sources like Art and Arcana book. People have been gaslighting the MMO connection for years essentially claiming what you're saying. No one recently has actually said 4E is WoW on paper.
They are saying there's an influence. Hard coded roles and refresh/encounter powers make it hard to not see it.
Jonathan Tweet also said in a Grandmother Fish AMA interview 4E was a disaster which lines up with what Mearls is saying about 4E alienating the playerbase.
Also the Art in 4E looks like Magic the Gathering art. As in it has the same artists and same artstyle. Again this may look similar to WoW, but this has to do with WoW, like MANY MANY games is inspired by Magic the Gathering.
Also instead of embaracing yourself by posting wrong things why not read the post I linked? In the video I linked Andy Collins specifically states that the roles come directly from organized play from D&D.
It is not that specialization is only shown in WoW. There are Jobroles, there are roles in soccer etc. everything teambased works better with specialized roles.
Also again if you would read my post, and try to understand the gamedesign behind, it is pretty easy to see that cooldowns (WoW) and refresh per encounter and per day (which btw. is how spells worked in D&D before as well. Vancian Spellcasting is daily spells) is mechanically not the same as cooldowns. The trick is to try to not only look at the superficial "oh both limit how often you can do something", but what gameplay is created by the mechanic.
Then maybe check a bit deeper? Like the interview I posted? Which clearly states that in the beginning only 3 people were involved. James Wyatt, Andy Collins and Rob Heinso.Your claims don't even rise to the level of a Wikipedia check. Mike started as a designer in 2005, and was part of the "flywheel" design team that led the design from that point until the launch in 2008.
That's why we take what he says about 4e more seriously than what you say; he was there and you weren't.
The flywheel team started later (the 9 months I mentioned). And in the first player handbook of D&D 4E you can see that Mike Mearls was NOT a designer but developer.
This can also be read in the book Wizards Presents: Races and Classes - Wikipedia which clearly states that 4E development started early 2005 and mearls joinsed in october in the development process.
Last edited: