I think I understand now, and can put it into long-term perspective.
This is just my personal take, based on what I've read and heard.
Prior to D&D, we had Miniatures Games.
The idea came about to give certain miniature figures special powers and characteristics (hey, look at MY version of the starship design!)
Then the idea came of acting out the part of some of the miniatures (the captain of the Starship wants to talk!)
Then came the idea of the miniatures having their own unique powers, special and different from the other miniatures, and for this purpose they stopped being miniatures and became 'characters.'
It was discovered that running these 'characters' was a whole lot of fun, and a lot of people got into that, and the idea of roleplaying was born.
The concept was formalized when the first book of OD&D came out, and further enhanced with each new book.
But now, instead of miniatures, there was a setting in your head (Blackmoor, etc.) and not on the tabletop (although it could be on the tabletop still, if you wanted it to be.)
And so the Campaign Setting came into being, and the Adventure Module shortly after.
Something else came into being, then. Something crucial. Those who played these miniatures turned into characters ... wanted these characters to be ... special. Just ... special. In so many different ways.
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Well, this drive towards 'special' took many forms.
In the beginning, it was attaining high level and lots of gold. It was defeating more and more powerful monsters until you beat the most powerful monsters of them all.
After that, it was in the nature of the character himself or herself (remember the infamous druid/ranger, anyone - how much uproar and controversy she caused at that time?)
And after that, it was revolt against the rules, rules deemed too restrictive, an ever continuing push of the envelope, both in terms of character power and versatility.
Restriction after restriction dropped.
Elves could be 9th level wizards (10th with Int 17, 11th with Int 18, and 12th with Int 19.)
Then elves could be 15th level.
Then elves could Slow Advance beyond 15th level, and had High Magic.
Then elves could be any class they wanted, and attain any level they wanted.
At first, there were only high elves and grey elves and Olvenfolk.
Then we had wood elves. Wild elves. Valley elves.
Then we had Qualinesti, Silvanesti, Dargonesti, Dimernesti, and Kargonesti.
Then we had Sun Elves, Moon Elves, Green Elves, and later Star Elves.
And later on yet we had Athian elves.
We started with evil, nasty drow as NPCs.
Then we had evil, nasty drow PCs.
Then we had good aligned drow PCs.
Then we had good aligned drow PCs accepted by the surface races, with great powers (and one of them, proved so popular he is still around today.

)
Tieflings came into being. Aasimar came into being. We gained half-dragons. We gained warforged. And a lot of other nifty things. And it all started with that 2nd Edition Complete Book of Monsters, where the monsters could be PCs (albeit with heavy level limits.)
We imagined, we explored, we pushed the envelope.
The result was 3rd edition, where the possibilities were truly endless, and the DM's headache was also truly endless.
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I've read the posts about 4E, and have learned a lot about it. Thanks, all, for sharing your thoughts.
I'll say this: the dreaming, the imagining, the min/maxing (you don't expect that to ever stop, do you?

), the conniving and scheming, the pushing of the envelop, will continue. Just as it has been going since someone first said: I think this miniature on the table should have some trait that miniature on the table doesn't have, back in the 1960s.
So, whether 4E simplifies, complicates, or merely changes - or, does not change - things, I think the game's newest incarnation will ultimately get swept up in the torrent of the roleplaying, the incessant and endless stream of the imagination, the dreams and desires and goals of Gamers.
Yours Sincerely
Edena_of_Neith