Shortman McLeod said:
You know, that is one thing that has irritated me for years (long before 4e), how every time a company releases a new product that may or may not be an improvement, they describe it as "evolution", implying that all change is good and all new editions of a game are part of a natural progress curve moving steadily up towards utopia.
It's amazing how often this "evolve" nonsense is thrown out by defenders of new editions.
ME: Why do we need a 3.5? I just bought 3.0 three years ago!
THEM: Dude, the game evolves.
[huge, massive, disgusted eyeroll]
Others have pointed it out, but I repeat in my own words:
Evolution is not per se good or bad. It is based on things (living things) changing, and the changed things being better at surviving - but this is only for the time and place the live in. If the place changes where they live, the changed thing might not suddenly no longer be that viable, and die again.
These changed things (being living) also reproduce, which gives them the oppertunity to mix and match their traits, thus further creating something that is "fitter" in the given enviromnent.
What evolution means in the context of a game:
1) It is based on something that existed before.
2) Some aspects changed, these changes can be best described as 3rd edition supplements and variant d20 based games in our scope.
3) Some of these changes (supplements, variant player handbooks and so on) were better recieved than others.
4) The changes are recombined in a new edition (the different mutations combine and produce off-spring)
Now, as in evolution, this doesn't work out perfectly and all the time. The environment (the players) might have changed. Maybe some combinations don't work as well together as they did alone.
But most likely, the new generation will be a bit better adapted. At least for a while. Sometimes, the new generation might actually fill a smaller niche then before. Or it might fill a bigger one. Or just a slightly different one.