The problem with kids today (I realize how this sounds) is that they're coming to D&D quite certain that they know what an RPG is, from video games and MMORPGs. They need to unlearn some of these notions, which is always harder than learning from a blank slate, and they need to do so with less focused rulebooks and much less published adventure support, and with a guy running D&D who would rather they tell him what D&D should be like rather than he tell them.
This is the opposite of true. Kids today have access to sandboxes that will
crush D&D sandboxes. First the computer doesn't care. It can't be whined at, it can't be cajoled. Second there's far more in a computer sandbox world than any one DM would ever have prepared - or can keep up with. Mass Effect 1 is a better sandbox than the Isle of Dread. (Not that either of them are great sandboxes tbh). Skyrim beats out even Harn. The best sandbox in the history of any form of RPG is Eve Online.
It's not the kids who have unlearning to do. Adults need to learn from the sources the kids are.
While this is all true, 3.5 was also a far bigger game popularity wise than either it's predecessors or 4E turned out to be.
[Citation Needed]
The biggest edition in history was BECMI, followed by 1e.
Actually, he's right.
Today's "CRPG's" are really just shooters or action-adventure with the RPG label slapped on them. All events in game are resolved by Player skill, the Character's ability has no impact on outcome. The character's stats perform no real function, the character's "Role" is irrelevant as it has no impact on the game, and there's no consequence to any actions. Sure, you could "Roleplay" in Skyrim, but the game doesn't notice and it is really just you pretending at your screen.
Welcome to early D&D where the game was one of pure player skill and the concept of making decisions that weren't the best you could see was ... weird.
Same thing in Mass Effect, the game treats all "Roles" the same. In games like Mass Effect where there's dialogue, your morality is irrelevant, you can flip-flop without consequence, and no matter what you say you always get the same outcome.
Tell it to Wrex. Oh wait. You can't. I shot him on Virimire. Or tell it to Tali - assuming she survived both the Suicide Mission and Rannoch. Mass Effect is basically an adventure path, with ME1 being fairly hex-crawly with half a dozen dungeons you need to find McGuffins in, and Mass Effect 3 being extremely heavily railroaded (and the less I say about the Starchild and the ending the better).
Even if you kill a character, a new one is put in his place to issue his dialogue and quest. In Skyrim you don't even get that much interaction.
Which makes it different from Dinosaur Island/Isle of Dread how exactly?
It is a huge difference from an RPG where your decisions matter, your Character is what decides outcomes, and the world reacts to your roleplaying.
The NPCs react to the way you approach them as far as I know in
all Bioware games. Your character isn't merely an alignment you write down on your character sheet, it grows over time. (And I play the Sheps differently simply because they have different voice actors).
If someone sat down and tried to play an RPG from a CRPG style: They'd resolve combat by whether or not they could punch the DM,
This is absurd.
their alignment/morality would be "Whatever I need to be to get the quest reward",
Or as my tabletop group calls it "Neutral/Pragmatic". The concept of greyhawking rooms didn't come from the CRPG world.
and they would expect that no matter what they do it wouldn't impact the game world.
And that's a wtf as far as I'm concerned. If my actions don't affect the game world I'll find another CRPG.
So he's right, there's *a lot* to unlearn.
Yes. But it's not unlearning by the kids. The kids need to learn one thing. RPGs came out of Tabletop Wargaming and people wanting to do things that the designers hadn't planned on.
Just the seperation of Character and Player in terms of resolving actions alone is wildly different today, primarily because the games that are labelled "CRPG" are actually some other genre because they don't implement the Character to simulate an RPG and they don't recognize roleplaying to simulate LARPS, they're not even trying to be anything out of the RPG genre.
And you're saying 9 point alignment
does implement the character? Or that character is what you do - in which case you do that too in CRPGs.
Then you have Dragon Age 2, where the dialogue is so irrelevant that they put in a bunch of icons so you don't even have to read it, just click on the icon for "Nice" or "Mean" and don't worry about what the outcome might be.
Or you can e.g. break the diplomacy rules and resolve everything using dice.
There isn't even a common ground of stats, abilities, character derived outcomes, or consequence from action today.
Stats are not inherent to the roleplaying experience and nor are abilities. Some of the best RPGs I've played have been freeform LARPS. Character derived outcomes? Consequence from action? If there isn't a common ground there it's because D&D is light on them.