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Niches in Mirror May be Smaller Than They Appear

Posted 1st October 2009 at 04:18 AM by pawsplay
Early indications are that the 4e third party business is not what was hoped for. That is not a scientific measurement, just my impression from a handful of industry posts, off-handed comments on fora, and the visible lack of 4e products coming down the pipes. One Bad Egg has closed shop, while the Skarka has posted recently asking what the people really want. So what the heck is the deali-o? Allow me to speculate.

4e Does Not Lend Itself to Third Party Expansions

This has been touched on here and there. Bottom line: it's hard to offer the same value WotC can. Mechanics are hard to write. Some stuff is easy, and therefore trivial. New powers, new feats, and so forth can be drafted all day by someone with the right kind of imagination. Naturally, this puts them in direct competition with all the other creative types who can do the same thing. On the other hand, designing a coherent, balanced, fun class with its own unique style is a formidable challenge which involves, among other things, designing dozens of powers whose utility hinges on the other powers. Putting out even one or two 4e classes could consume nearly the entire creative output of a small operation for weeks at a time. And when you've finally created your masterpiece... very few people will care, because it's not in the Wizards character builder, and hence off the radar for the typical player.

Fun in a Box Versus Fun Outside the Box

Let's look at the 4e versus 3.5 Pathfinder split in practical terms. Now it's probably safe to say that in most major respects, the 4e and 3e crowds are similar, and it's important to keep in mind that a lot of players play both. But insofar as there is difference, it's important to think about what the nature of the difference. For the most part, your archetypal 4e player is looking for a mechanically streamlined system, the ability to throw some materials together and start playing quickly, a mostly tabletop-oriented experience that does not delve into grand sagas, and generally less math and less material related to the situation at hand. In short, the 4e crowd, on the whole is not composed of tinkerers but of people who are looking to play a game. In consideration of what I said above about 4e players and third party extensions, it should be occuring to you that at this point, new classes that cannot be easily "plugged in" to existing web tools, modules, and the like is going to be extraordinarily unattractive. New mechanical systems are unwanted; instead, players are looking at inventive ways to write up abilities that can basically fit on a notecard and make one monster or PC build stand out. In contrast, the biggest spending 3e players probably purchased a variety of d20 and OGL products ranging from books on Experts to town building to historical campaign settings to plain old monster books. 3e players, raised on a diet of late 90s RPGs, multiple campaign settings, and a highly modular core D&D system, are used to thinking of D&D as a game which allows different play styles and experiences. Mechanical complexity is the price paid for customizability, expandability, and basic versatility.

Loss of Consumer Loyalty

3e was like the second, well, third, coming, for a lot of players. It "fixed" D&D in a number of respects, and while some AD&D players were probably the hardest converts, many appreciated the changes. More importantly, a virtual army of former D&D players returned to the fold. The resurrection of D&D was a consumer event. Along with the rebranding, the OGL came with a promise of greater hobbyist involvement, more engagement with new and imaginative writers outside the halls of Wizards, and a sense of welcome. d20 did not exactly conquer the world, but it colonized and altered the landscape in important ones. Some spun off games, like Mutants & Masterminds and Spycraft, have become virtually their own phenomena.

Then 4e came along. It came too sudden and too soon for a lot of people who still viewed 3e as a system evolving and developing. The end of the OGL and the clumsily constructed GSL ticked off open gaming enthusiasts as well as loyal and enthusiastic third party publishers who felt pushed out of an industry they helped nurture. Wizards went a decade back in time by pulling PDF products on thin justification, including many OOP products coveted by collectors and fans. A subscription system married gamers to an ongoing financial relationship with WotC in order to continue to play D&D. Traditionally, D&D was a product that helped GMs design their own games, not a product created for consumption. Subcription services basically implied a dependence by the fans on WotC for more inspirational material, rather than the converse.

Many, many people were thrilled with 4e. Most of the rest did not suddenly become haters but did become, shall we say, less happy with WotC. So who split? People who felt a loyalty to some version of D&D but no longer associated Wizards with the game they enjoyed. Creative, forward thinking hobbyists and creators. Tinkerers who enjoyed 3e's sufficient complexity and modular capabilities. History and mythology geeks. AD&D setting loyalists who opposed setting changes. In short, the changeover alienated a substantial portion, if not a majority, of the people who had fed the plant up until them. The publishers interested in doing 4e stuff are a fraction of the cultural treasury that made 3e walk, run, and dance. Even people who play and enjoy 4e are not motivated to become 4e developers, any more than someone who enjoys Monopoly is motivated to become a Monopoly developer. The people who essentially made 4e possible have, for the most part, rejected it. What passes for a mainstream market in games would play any version of D&D which is well designed, which by a reasonable set of criteria 4e certainly is. But the people who constitute the gaming hobby, the writers of today and tomorrow and the day after, the people who say, "What would happen if you changed X?", the people who catalog FR deities or invent their own pantheons, the people who, above all else, play games besides D&D, are deeply divided.

The Economy

The economy never helps, but we've gone from an economic surplus fueling every hobby imaginable, even to the point of indirectly funding vanity projects, to a new situation where a product that isn't earning black is probably causing pain to its publishers. The PDF market for d20 was small, slim, and agile, but 4e products tend to be, as noted above, labor intensive if they are worth doing, and the bar for production values is much higher in the post-d20 world.

The Bottom Line

Considering the challenges facing meaningful development of 4e expansions, the lack of engagement by hobbyist designers, the loss of consumer loyalty to the WotC D&D line, and the economy, the real question is not, "Why is 4e third party support so halting?" but why so many people were surprised. There is still a market for 4e products, but the market is very different than the d20 market was. Consumers want and need different things with 4e, and if it isn't, at some level, a ready-to-use consummable, the market is just very small. If there is a future for 3PP in the new world, it is probably going to require greater engagement with Wizards, and on their terms.

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Comments

  1. Old
    MerricB's Avatar
    Nice article. I agree with a lot of it, but...

    [4e players want] "a mostly tabletop-oriented experience that does not delve into grand sagas". Huh?

    More particularly, you've got a great contradiction in the article. "Traditionally, D&D was a product that helped GMs design their own games, not a product created for consumption." If that were true, then we wouldn't have the 3rd party publishers at all in 3e, because we wouldn't have needed them!

    Instead, what you got in 3e was a veritable flood of consumables!

    The only part of 4e that is actually hard to design for is a fully fledged new class. I think ease-of-designing isn't quite an issue. The effect of the character builder is definitely there for sales of other designs (feats, powers, etc.), but that's a different issue.
    permalink
    Posted 1st October 2009 at 04:59 AM by MerricB MerricB is offline
  2. Old
    pawsplay's Avatar
    My impression is that most GMs introducing a third party 3e product took a toolkit approach. For instance, you wouldn't insert the Scarred Lands critters willy-nilly. Whereas with 4e, I think there is the expectation that you would take a book of critters and plug them in. There isn't anything about either system that really mandates the approach, but the publishing and licensing strategy is markedly different between 3e and 4e. I have a hard time picturing something like Testament even being a 4e product, although you could probably use 4e underpinnings to write such a thing.
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    Posted 1st October 2009 at 07:52 AM by pawsplay pawsplay is online now
  3. Old
    Angellis_ater's Avatar
    Indeed, things are changing and in exactly the direction that Wizards wanted it too. 3PPs, if they want to honestly try to make any form of money, are relegated to campaign settings and adventures - the areas where WotC long complained they didn't get enough back for what they invested.

    A tip of my hat to WotC for managing this, but it is a hat tipped with sorrow. The response my own company, Dreamscarred Press, has seen from Pathfinder and the Pathfinder crowd is overwhelming. Support is major and we are selling MORE 3.5 material still, than what we are selling NEW material for 4E.

    No, the future for 3PPs are with Pathfinder primarily and other "open" gaming systems such as Savage Worlds, True20, M&M and the likes of it.

    But that said - I am going to be uncovering a "Design House" for 4E which won't carry the same pressing need to make money and will be handled on a purely "hobby" aspect.
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    Posted 1st October 2009 at 05:15 PM by Angellis_ater Angellis_ater is offline
  4. Old
    You focused on mechanics, but you didn't discuss adventures and settings. What are your thoughts on those types of 3pp products?
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    Posted 1st October 2009 at 06:32 PM by Armadillo Armadillo is offline
  5. Old
    pawsplay's Avatar
    Adventures are probably the best target for 3PPs. They are consummable, people can always use more of them, and they can be tailored to any specific setting or to be as generic as desired. 3PPs can also compete on fairly even ground with Wizards in terms of production values since adventures are by their nature projects for small teams.

    As far as campaign settings, there are three basic types of campaign I can see. The first to do is something Wizards would not. For instance, something like Testament or a 21st century Tekumel would fall into this category. You would be tapping into people who like the 4e experience but are very open to non-traditional settings and who are willing to work with a number of mechanical adjustments to make the new setting work. This is a small market; I would suggest that Pathfinder, OSRIC, or a homemade game system of your own would probably tap into a larger market for reasons I outlined above concerning hardcore hobbyists. The second option is to design the sort of settings 4e is made for. These settings are probably salable, but you are creatively constrained by rather extensive built-in campaign assumptions, from starleather to eladrin to shadow assassins. You are competing directly with Wizards and a handful of other publishers who can put out 200+ page books in color hardcover. Either the setting needs to be completely exciting or you need to take a fairly substantial financial gamble on premium production values. I think this second option is the worst; you are competing with Wizards on their home turf for customers who probably don't care about you. Option three is a tweaked setting. This is probably the best route to take. Rather than making something completely unique (which is hard to sell) or generic (which Wizards can do very well) or split the difference (hard to hit the sweet spot), you take a fairly generic setting and you tweak it in one or two substantial aspects. Adding steampunk, changing how alignment works, slightly altering the core races in an interesting way, or building in a new class promimently into the campaign are examples of this. Some Wizards examples I can think of would be Dark Sun and Krynn. As far as third party settings, think of things like Midnight, Scarred Lands, and the like.

    Licensed settings are just not going to work very well in 4e. Most licensors would not want their property anywhere near the GSL. The GSL's terms make it hard to tweak the 4e engine to get it to do different things, and it also makes it hard to rewrite, basically, the rulebook. Creating such a thing would probably involving a very large rules appendix just to move the dials and substantially altering the classes and races to fit the new setting. It's work intensive, and results in a product which is destined to feel incomplete.
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    Posted 1st October 2009 at 07:08 PM by pawsplay pawsplay is online now
  6. Old
    pawsplay's Avatar
    "Indeed, things are changing and in exactly the direction that Wizards wanted it too. 3PPs, if they want to honestly try to make any form of money, are relegated to campaign settings and adventures - the areas where WotC long complained they didn't get enough back for what they invested."

    Early on, a number of publishers developed special business relationships with Wizards. I am thinking of the beholder books, some of the S&S studios stuff, and, of course, the Rokugan and Dragonlance publishers. I think it's still possible for a reputable publisher to work out a sweet deal with Wizards to get their stuff into the character builder in some fashion, but a) it's probably some time in the future, and b) as I said, developing with Wizards is going to be on their terms.
    permalink
    Posted 1st October 2009 at 07:20 PM by pawsplay pawsplay is online now
 
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