If there's a trend in D&D, but you're not showing any evidence of a similar trend in other games, you probably shouldn't generalize the trend out to "gaming" as a whole, no matter what percentage of the gaming hobby D&D comprises.But a trend in D&D is a trend in gaming. Excluding D&D in discussions about gaming trends would be like excluding the US armed forces from discussions about global defense.
Taken on its own, 4e 1st level characters bring more of 'the awesome' than 1st level characters of previous editions. They have more than one effective HD, they have more abilities out of the gate, they have higher average ability scores. In another context, I doubt that would even be contriversial. People would be arguing how that was a feature rather than trying to deny its existance.
And for the record, I don't even necessarily consider all of that a bug. I adopted a portion of that (with different mechanics) into my own rules.
The thing is, your example would be a technical, literal and factual truth. The implication isn't false simply because the defense forces in question are solely American.If there's a trend in D&D, but you're not showing any evidence of a similar trend in other games, you probably shouldn't generalize the trend out to "gaming" as a whole, no matter what percentage of the gaming hobby D&D comprises.
In your example, if the U.S. Armed Forces started arming their soldiers with bunnies, saying "defense forces all around the world are arming their soldiers with bunnies" obscures the topic more than it enriches it. It'd be better and clearer just to talk about the topics for which you have actual examples or evidence rather than trying to make unjustified generalizations.
-O
I don't really want to derail this thread any further, so this is the last I'll say on this topic. A trend's value is predictive. In order for a trend to say something useful about the predicted course of games other than D&D, it should include data points on games other than D&D. Otherwise, any generalization of that trend to games other than D&D is unjustified, regardless of what percentage of the hobby D&D comprises. It lets us say, "D&D is moving in this direction," not "Games X, Y, and Z are moving in this direction." Saying "D&D's game design is moving in this direction, and therefore the hobby's game design is moving in this direction" doesn't add anything more to the conversation; in fact, it serves to confuse the issue by effectively ignoring all game design trends which haven't taken place in D&D.The thing is, your example would be a technical, literal and factual truth. The implication isn't false simply because the defense forces in question are solely American.
Instead of focusing on the minutiae of his positions in an attempt to discredit them, why not have some good faith and debate them directly?
But does a rule system that revolves around a short-cycle reward system preclude middle or long term rewards, or does it just not emphasize it? I would say that nothing prevents the system from having additional rewards cycle lengths. You will still get the short cycle "fix," but as with certain addictions those may become routine and no longer be as satisfying. As a result the game has to be able to take it to the next level, providing new and interesting challenges and rewards. If this were to hold true, then the perfect scenario for a game design company would be to start things out with the short-cycle, but over time introduce new rules, levels of complexity and suggestions for longer cycle rewards.As a ruleset, 4th Edition has both good and bad points, and no edition of any RPG is perfect. But I also don't think it's a pejorative to say that 4th Edition's push to have 1st-level characters be more powerful, survivable, and combat-ready may be because combat is one of the fastest, easiest ways to create short-cycle reward gratification. For many groups of players, it's a lot harder to justify that "You'll appreciate the awesomeness of your character and the plot/story/hook 3 sessions from now" (even though that's often the type of gameplay I enjoy). It's much easier to say, "You'll appreciate your character's 'combat win' here, and now, and 3 times every gaming session from here on out."
Now for some players, the "short-cycle reward" nature of combat is either not inherently satisfying, or is only satisfying for a short period of time. These players want a different sense of "reward gratification." Does this mean that their playstyle is any better or worse than someone who is wholly content with a shorter term reward cycle? Of course not. But it's easy to see why a rule system--any rule system--that revolves around short-cycle rewards is going to probably lose players that want a different length/type of reward cycle.
I have to say, I don't find the argument that video games are better at delivering instant gratification and rewards than PnP to be a compelling one.
I disagree, but only in the use of the word "instant" here. If you're talking about immediate, nearly instantaneous reward feedback, PnP is NEVER going to touch a video game. Ever. It just can't; the nature of a PnP game itself prevents it. There's no "Boot up in minutes and, oooooh, look at the flashy!" in pen and paper.
However--most of the ideas you posit are not what I consider to be instant gratification. They're longer-term, more intrinsic to the nature of the types of challenges that a PnP RPG can present. And to me, these are the types of rewards that can't be duplicated by short-cycle achievements (like finding "phat lewt" in a dungeon when playing Diablo).
I think what Celebrim has been saying all along, and I totally agree with him, is that the pen-and-paper gaming industry has to be careful not to sacrifice the longer-lasting, more satisfying long-term rewards simply to try and capture more of the "phat lewt" audience. Not that the demographics are mutually exclusive, mind you, only that it's going to be very difficult to satisfy both halves of the demographic totally successfully. And I also think Celebrim is right in saying that ultimately, the success or failure of the pen-and-paper RPG industry hinges on companies' ability to cater to the long-term reward cycle "lifestyle gamers," than to the short-cycle gamers.
So you feel that a television or computer monitor is more satisfying and powerful than ones own imagination and minds eye?