Undrave
Legend
Roles were a good thing actually and made for better designed class. It also meant that no class was designed to play in isolation and that teamwork was rewarded all the time.They didn't focus enough on making each class unique, and hard coding roles was a mistake. Your Wizard CAN be a controller, but that label shouldn't be there and the players should choose the role for that particular PC without the intentional and explicit "pulling back the curtain" on that level of design. There was just too much of a gamification tone to the rules.
But really it's that last part that was the big rub wasn't it? That the GAME treated it's rulles like the rules of a GAME. That it said 'here's how you play the game and here's why we made them like that to make the game better'. People playing role playing games didn't want to be reminded they were playing a game.