I'm A Banana
Potassium-Rich
Thanks a lot for setting the record straight, Ryan. I do adore it when the people who made the game I know and love tell me what's what. 
I think I latched onto something in your post that I can maybe make a new thread, or maybe make my entire mission statement as a game designer myself. Specifically, it was this:
I played CRPG's before I ever touched D&D. My first encounter with a Mind Flayer was not rolling saving throws, it was in the original Final Fantasy (where they were called WIZARDS, but are obviously rip-offs
). I came to D&D from a background of growing up on videogames. It strikes me that this is exactly backwards to the way that most of the designers have had it.
I have been constantly engaged in a struggle since discovering pen-and-paper RPG's to mesh it up with my on-screen experiences, while embracing the particular benefits of not having a computer program dictate the possibilities of my character. In examining what makes one fun different from another, and attempting to harvest the best of both worlds to meld them comfortably together. To note what pen-and-paper does differently than an MMO.
I think the future of gaming lies more in campaign settings and adventure paths than in countless rules updates, however.....
Okay, off to keep designing the game.

I think I latched onto something in your post that I can maybe make a new thread, or maybe make my entire mission statement as a game designer myself. Specifically, it was this:
The danger of not taking those steps is that the RPG format risks losing its network value to MMORPGs. The RPG "hobby" can withstand a lot more attrition than the RPG "industry" can - so if you care about the ability of people to make a living designing RPGs, you have to care about how well those people are tackling the problem of making the RPG more fun than the MMORPG format.
I played CRPG's before I ever touched D&D. My first encounter with a Mind Flayer was not rolling saving throws, it was in the original Final Fantasy (where they were called WIZARDS, but are obviously rip-offs

I have been constantly engaged in a struggle since discovering pen-and-paper RPG's to mesh it up with my on-screen experiences, while embracing the particular benefits of not having a computer program dictate the possibilities of my character. In examining what makes one fun different from another, and attempting to harvest the best of both worlds to meld them comfortably together. To note what pen-and-paper does differently than an MMO.
I think the future of gaming lies more in campaign settings and adventure paths than in countless rules updates, however.....
Okay, off to keep designing the game.
