Show me this with actual game mechanics that were "imported". Show me the euqivalent of your literary examples in game design of 4E. Show me the specific example.
I only have counter-examples to your claim.
Fictional Example:
- Guilds. Can you translate them from WoW to D&D?
Not in the sense of a guild made of dozens or hundreds of player characters. You can translate the general idea, that players belong to a specific faction or create their own. A game mechanical representation might allow you to use the Guild to acquire resources (magical items, henchman or allies).
Actual Examples:
- Roles. A concept found in many MMOs, with various implementations. A concept also found in "classic" D&D, but more as an emergent principle than as a design guideline (incidentally, it seems the same is true for many MMOs. I remember comments on how people use different class builds in World of Warcraft to achieve a role of "DPS", "Debuffer", or "Tank" or "Healer"). In D&D, Cleric typically had a Healer role, Fighter typically had a Tank or a DPS role, and a Rogue tended towards DPS, and finally the Wizard always did a lot of area stuff and other things that shaped the battlefied (like just removing enemies from the combat via save or die.) But other classes had less defined focuses, and some complained about that, because they didn't work well in combat (lacking any specific role and designed with conflicting roles. The Monk was very fast, but could only use his attack/damage abilities well if he stood still, for example - and than lacked the AC and HP to survive long in combat).
So, 4E decided to pick out these "emergent" concepts of roles and make them explicit, designing classes to fulfill these roles. Was that fundamentally wrong? Or is that not even something _really_ taken from online games and just something that was always somehow present in the game but never fully realized?
- Monster "Weights" - Minions, Elites and Solos:
A common concept in many adventures if the final confrontation with the BBEG. After having brought down the defenses of the Dragons Lair, the adventurers finally confront the dragon. That's something found in CRPGs, MMOs and Tabletop/pen & paper RPGs.
How to handle this? Just give the monster more hit points, higher defenses? That's what was often done in D&D, as it seems. (Just pick a higher CR in 3E). Many computer games do it differently - these "boss monsters" don't just have a boatload of hit points, they have special attacks, area effects and all that. 4E adapted this idea with its Elite and Solo Monster denominations, trying to adress problems inherent with merely using increased defenses and hit points - the action economy issue.
Another simple concept found in many media (not just RPGs and MMOs) are weaker enemies, that the heroes encounter in big numbers but take down quick and dirty. A simple approach is just reducing the number of hit points of the monster, making it faster to kill. That alone might work, but there is still some unresolved issue - the processing power of the DMs brain required to keep track of more monsters. Just reducing hit points doesn't change this effort much, since you still keep track of conditions and hit point totals. So 4E went and removed most of the tracking process - monsters with just one hit point usually die and don't have time to suffer from conditions (most of the time.) I think this is a very clever adaption from other media and working in the specialities of online games. Not just looking at what is "simulated" with the rule, but also how it makes managing it easier!
In my POV your examples do not answer the medium problematic. Tabletop versus online. Of course communication and calculations are involved in both mediums but because the mediums are different they work in a different way. In tabletop rpgs the factor of direct human communication is a mechanic of the game - in-game. In MMOs this is not the case. So if you build for tabletops you have to expand on this mechanic. OTOH in MMOs you have to build feedback challenges by a pcomputer program. Then you compete and/or value performance of people on these challenges. This is very different than human communication experiences which is something inherent to the way we value reality.
Having said that, you see that guilds in MMO serve a vastly different purpose than your parallelism of inserting guilds in the storytelling or narrative instance of tabletop rpgs. Regarding roles: you assume that in tabletop D&D they are a principle. I can accept this. But I cant accept that in tabletop they have to remain stable as a principle. As a guideline, perhaps yes, this is true. But each player each moment serves a different, his own purpose or role. These roles or purposes are not permanently stable. So they are more casual we could say. OTOH in MMOs roles are mechanicaly stable because things are limited by the fact of the artifical program. Now, instead of caring to limit things I would try to build and expand on the actual strengths of the tabletop medium to make players happy, to enhance their enjoyment and "fun" with the tabletop game. I would alter the way combat works in my D&D regarding character creation and the actual combat mechanics to suit the tabletop's strengths -I would rather build it like a dynamic programm that can reprogram itself with each player's input -rather than building a system that has to conform things the other way around.But this is just a thought. Regarding monsters and threats I would try to expand this more dynamically. Rather than focusing on one kind of goal (fight monsters) I would introduce mechanics for how permanent strategic goals are formed or modeled (love relationships, honor-duty, revenge, stuff like that) aside from casual action. You are talking about other media but isnt't it what I describe here more akeen to the storytelling we find in them?
Anyway, I hope even if you do not agree that I managed to explain myself in a way that you can see my POV.
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