How much 4e play experience is this remark based on?I think the difference is that in 4e you either succeed or fail. In previous editions there were other options that had to do with how you behaved with your PC in respect with the others.
In 4e play (both combats and skill challenges) there are degrees of success or failure, ranging from healing surges consumed to foes defeated vs foes escaped to less mechanically defined changes in the gameworld situation (eg we won the combat but it took too long and now the prisoners have all been killed).
In 4e play there is also a lot of interaction between PCs, such that it matters how your PC behaves in respct of others. Tactical positioning in combat, using immediate actions sensibly, in a skill challenge using one skill to set up another, etc.
I don't really know what you mean by this. In AD&D, for example, combat encounters were mostly about winning (by inflicting hit point damage or by getting the foes to fail saving throws). I don't recall it being primarily about influencing the decisions of party members, unless you mean advising the player of the magic-user as to which spells to use.As a player, playing your PC was mostly on about influencing party decisions -or to be more precise "decisions of party members"- rather than if your party won the encounter or not.
Again, is this based on play experience with 4e? If so, tell us more about the actual play stuff.If your game engine is based on "daily resources" roles -instead of encounter roles- , resources that are expandable or risked at different ways, I can see dungeon options having a point. One player may want to risk in way A while another player may risk in way B -depending on their characters. Negotiating through this is what I am talking about. It is not about winning a specific combat or encounter: it is most generic dealing with players' place and position within a dungeon or adventure. Encounters just make part of it. Now, if you separate encounters from this, to say that in each encounter everyone is supposed to contribute in a balanced way, so as encounters have equal costs and risks for each player, this negotiation is lost.
If it's just theory, then in my opinion it's wrong. It's not borne out by my own experience with 4e. First, crucial resources in 4e are not per-encounter (healing surges, daily powers). Second, even when encounters don't turn on the use of these daily resources (because good play by the players allows them to avoid consuming many of them in the course of an encounter), the encounter can still affect the overall game situation in various ways (enemies escape, hostages are freed, etc).