RE: D&D, Board Games, 4e, and MMO's back in 2012
RPG Codez: "On the subject of exact rules, did Wizards take inspiration from computer or board games for the rules in the previous editions? If so, could you name some that were especially important? Do you see these more exact rules as something that could help the game make the transition to video-games and board games and other environments where there is no GM to make a ruling? If so, does the new edition's focus on modularity make it harder to make a boardgame or videogame based on it?"
Mike Mearls: "As far as I know, 4th edition was the first set of rules to look to videogames for inspiration. I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible and that creating a set of MMO-conversion friendly rules would help hasten that.
What we’ve learned since then is that the specific RPG rules aren’t very useful for making other games. Instead, the world lore, feel of the game, distinct features of each class, race, and monster, and so on are much, much more important. If you look at our current boardgames, they don’t use the same exact rules as the RPG but they evoke a similar feel. That’s really the key to us. We want to be able to have a clear, easily understood definition of what a wizard or paladin is. We can then transfer that definition into other games. As long as the feel and key story beats are there, the specific rules are secondary."
from:
RPG Codex > putting the 'role' back in role-playing. A highly prestigious gaming magazine with news and views on the latest and not so latest RPGs.
rpgcodex.net
(followed by a question on modularity and one on balance)