QUOTE (tete @ Jan 10 2015, 11:18 PM)
Shame, though I'll agree the example design and fluff for pre VR2.0 was terrible in every sense of the word. Irony is that SR4 is basicly a return to the orginal matrix rules but simplified the numbers and didn't show us 30 node system maps as average. It was really a terrible presentation. I also think the crazy sometimes three digit program/memory numbers didn't help any especially since it was all formulas. They needed to just slow down the fluff so you could use it as cut scenes without ignoring the fact that all this matrix stuff supposedly happened in less than a second. Shadowrun Returns basicly does what most GMs i knew did, ignored the fluff and just made it regular combat time. They also would have had to describe how to manage cut scenes though and limit those system maps to much much less (6 nodes is pushing it). Instead I feel like many groups abandoned it until 4e came out. Which is a shame but understandable.
My experience was that a lot of people abandoned Decker PC's during SR1 and 2. As I recall, Sr1 decking ran on a different time frame than regular combat, so it was impossible to run it side by side. SR2 fixed that, but it was still hard to keep decking and real-world actions together.
In Sr3, I largely bypassed that problem with offline storage becoming the norm. The decker had to penetrate physically, then do their thing. Admittedly, decking was still an isolated act, but it was just a small scene as part of the bigger run, instead of being a separate run all by itself. Like you said, SR4 was largely a throwback. They clearly wanted to make decking more like astral space, which was the whole point of the AR matrix. However, they failed to account for the fact that a lot of people were glossing over astral space anyway, and adding another layer didn't solve the problem.