Thanks for your thoughts, Alexander.
We agree more than you might think. You're absolutely correct that D&D relies on the appeal of hooking people into fantasy they already know. My point in the editorial was that the youth of today share a common knowledge of fantasy that is different from what we grew up with. Their foundation isn't Conan, King Arthur, and Tolkien; it's Final Fantasy and Harry Potter.
It's not about fashion; it's about where the genre of fantasy is going. Sci-fi has changed enormously over the past thirty years due to the development of the genre and changes in our society. Is it so odd to think the same could happen to fantasy?
We do differ quite markedly in our opinions of what will keep the hobby alive, though. You've been playing D&D for twenty-one years, but the die-hard gamers like you and I do stop playing (and more importantly for the continuation of the hobby, stop buying products), and even if we don't stop playing, we eventually die. Younger people tend to be more active as players, buyers, and recruiters for the game, so it's important to the hobby that they become involved.
The danger D&D faces is that people of all ages can become directly involved in fantasy far more ways than were available twenty or thirty years ago. As time goes on, the online environment will offer better, more sociable, and more customizable options. To survive in the future, D&D must draw in not a few teens but hundreds of thousands of them - continually. Each new generation must take up the game.
I'll be happily playing D&D when I'm in a retirement home, but I'll be happier if the teenagers I'll be complaining about play too. I'll be happier still if we both play the same edition of the game; then I can invite them to share a few raucous hours playing the best game in the world.