jpariury
Paragon
There might be a good set of categories that could parse this out, but I feel like the answer is less "X%" and more analoguey. (Yes, I made up a word.)
Over the years, the game has distinctly changed from its roots to something substantially different. Gone are the days when additional profs cost more than their predecessors, gone are Doom and Magic Key and Capture Magic, gone are the myriad verbals for different spells, or multiple spell names for the same resultant effect. Now we have golems and wands and ultralight latex-coated weapons which may or may not cause birth defects in your grandchildren's grandchildren and finally bring us peace in the Middle East. I think it's probably fair to say that the game we play now is not the game we played then (heck, they even have different names!). If you took the people we were then and tried to change straight into our current game... well, I'm not saying people's heads would explode, but you might want to bring an umbrella.
Some of the changes are substantial, some are non-rational, some provide greater flavor, some provide faster learning-to-playing turnover.
That said, the older players among us probably still treat what we do now and what we did then as "the same game". Certainly I lay claim to having played "this game" since I was 15, in the least. So, with all that a premise, I ask you: what defines the "Alliance game" to you? How much change in the rules could you bear all at once and still feel like you're playing "the same game"? What if we switched from spell packets to "point-and-click", where you just tell the player what effect they take? It would be different, but would it be so different as to no longer be the same game? What if we did away with the words "Elf" and "Dwarf" and replaced them with "Sylvanites" and "Stoneworkers"? What if we started allowing bowless, steampunkesque "crossbows"? What if we ditched spellnames like "Dragon's Breath" entirely and simply replaced the calls with "I Call Forth 40 Magical Flame"? What are the essential bits of the game that allow you to say "I've played this game for X years", and what bits would have you say "Well, if we do that, we're no longer playing Alliance!"?
Over the years, the game has distinctly changed from its roots to something substantially different. Gone are the days when additional profs cost more than their predecessors, gone are Doom and Magic Key and Capture Magic, gone are the myriad verbals for different spells, or multiple spell names for the same resultant effect. Now we have golems and wands and ultralight latex-coated weapons which may or may not cause birth defects in your grandchildren's grandchildren and finally bring us peace in the Middle East. I think it's probably fair to say that the game we play now is not the game we played then (heck, they even have different names!). If you took the people we were then and tried to change straight into our current game... well, I'm not saying people's heads would explode, but you might want to bring an umbrella.
Some of the changes are substantial, some are non-rational, some provide greater flavor, some provide faster learning-to-playing turnover.
That said, the older players among us probably still treat what we do now and what we did then as "the same game". Certainly I lay claim to having played "this game" since I was 15, in the least. So, with all that a premise, I ask you: what defines the "Alliance game" to you? How much change in the rules could you bear all at once and still feel like you're playing "the same game"? What if we switched from spell packets to "point-and-click", where you just tell the player what effect they take? It would be different, but would it be so different as to no longer be the same game? What if we did away with the words "Elf" and "Dwarf" and replaced them with "Sylvanites" and "Stoneworkers"? What if we started allowing bowless, steampunkesque "crossbows"? What if we ditched spellnames like "Dragon's Breath" entirely and simply replaced the calls with "I Call Forth 40 Magical Flame"? What are the essential bits of the game that allow you to say "I've played this game for X years", and what bits would have you say "Well, if we do that, we're no longer playing Alliance!"?