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A viable game and the vicious edition cycle
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<blockquote data-quote="tomBitonti" data-source="post: 6347690" data-attributes="member: 13107"><p>I think that bloat is a result of poor quality control, perhaps coupled with too much of a push to monetize the brand.</p><p></p><p>My answer is core content of higher quality and delivered at a slower pace. But also with a steady and growing stable of secondary products.</p><p></p><p>Consider: Since 4E was release, if there could have been tool updates every six months. A rules encyclopedia; a character builder; a monster and encounter builder; an encounter mapper; a character visualizer; a state tracker; a set of monster images suitable for a tablet; a database of NPCs; tools for players to contribute to a shared database; a sound effects module; a campaign tracker; a skill challenge module; a spell targeting and effects module. Keep each function limited, and build it solidly, then move to the next. Build a pipeline of new function.</p><p></p><p>As a contrast, look at what happened to Dungeon and Dragon: It should have been used both to deliver a solid pipeline of content, but should have provided a seed for other content delivery, and could have been a test bed for digital offerings.</p><p></p><p>Look at what Paizo has: Core books; a campaign world; miniatures; play maps; adventure paths; pdfs; organized play; soon, a MMO. They don't have software support, but I wonder if the license prevents that.</p><p></p><p>What I'm convinced is that the core rules are not the heart of the game: Facilitating play is the heart.</p><p></p><p>Also: Churn denies value to players. We should be accumulating content and utility, and steadily building on it. Completely discarding a past edition discards a huge amount of value. I guess that might work if players cycle into and out of the hobby in a few year time span, but, there is a subset which stays with the game for a long time, who become soured by the churn.</p><p></p><p>And: There seems to be a lost value in the product identity. Look at Game of Thrones. Take that, and add just a few elements of D&D. Not D&D'isms (saving throws, hit points, vancian spells), but other content, say, mind flayers. Take just a few elements and build a detailed world and story around them. That could drive a lot of products.</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 6347690, member: 13107"] I think that bloat is a result of poor quality control, perhaps coupled with too much of a push to monetize the brand. My answer is core content of higher quality and delivered at a slower pace. But also with a steady and growing stable of secondary products. Consider: Since 4E was release, if there could have been tool updates every six months. A rules encyclopedia; a character builder; a monster and encounter builder; an encounter mapper; a character visualizer; a state tracker; a set of monster images suitable for a tablet; a database of NPCs; tools for players to contribute to a shared database; a sound effects module; a campaign tracker; a skill challenge module; a spell targeting and effects module. Keep each function limited, and build it solidly, then move to the next. Build a pipeline of new function. As a contrast, look at what happened to Dungeon and Dragon: It should have been used both to deliver a solid pipeline of content, but should have provided a seed for other content delivery, and could have been a test bed for digital offerings. Look at what Paizo has: Core books; a campaign world; miniatures; play maps; adventure paths; pdfs; organized play; soon, a MMO. They don't have software support, but I wonder if the license prevents that. What I'm convinced is that the core rules are not the heart of the game: Facilitating play is the heart. Also: Churn denies value to players. We should be accumulating content and utility, and steadily building on it. Completely discarding a past edition discards a huge amount of value. I guess that might work if players cycle into and out of the hobby in a few year time span, but, there is a subset which stays with the game for a long time, who become soured by the churn. And: There seems to be a lost value in the product identity. Look at Game of Thrones. Take that, and add just a few elements of D&D. Not D&D'isms (saving throws, hit points, vancian spells), but other content, say, mind flayers. Take just a few elements and build a detailed world and story around them. That could drive a lot of products. Thx! TomB [/QUOTE]
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