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<blockquote data-quote="Rygar" data-source="post: 6298559" data-attributes="member: 6756765"><p>Um...TSR was on the brink of bankruptcy, D&D wasn't having any problems selling, TSR was selling products at a loss. Being horrible at managing a business doesn't mean the product wasn't selling well.</p><p></p><p>MMO's aren't eating anyone's lunch. That's one of the biggest problems with the RPG Industry, they created their own mythical beast they attribute all of their problems to. If you count World of Warcraft as the generational fad it is, you'll find the rest of the MMO genre just pretty much shuffles around the same playerbase for the last decade. World of Warcraft was the 2000's Call of Duty, it was the game "Everyone played", and it'll never be reproduced, because it was that generation's fad. Once you count out WoW, everyone else is obtaining pretty much the same sized player base with each release. Star Wars Galaxies in the early 00's pulled 1 million players, The Old Republic pulled 1.6 million. People in the gaming field routinely report that when a new MMO launches the others all dip. MMO's aren't pulling in new blood, they're shifting the same people.</p><p></p><p>There's a reason for that, an MMO is designed around forcing you to repeat actions endlessly in order to keep you paying for as long as possible. Players must have large amounts of free time and an extremely high tolerance for repetitive actions. There's no real story, you can't change the world or complete a grand quest because the world state can't be changed, it's just an endless grind. That limits its impact to a fairly small segment of players as its requirements precludes anyone with an active lifestyle.</p><p></p><p>It's also worth pointing out, judging from Ryan D's 1999 survey, pretty much every MMO has had only a fraction of the players that D&D had in 1999. It's also worth pointing out, the Asian MMO's are irrelevant, the Asian territories were never big D&D participants.</p><p></p><p>If D&D's popularity is dropping, then the problem lies somewhere other than MMO's. I'd suggest that it's because WOTC's policy has been minimal adventure support, eliminating all players with time or imagination limitations who previously participated due to the ability to buy adventures to play.</p><p></p><p></p><p></p><p>Practically unlimited and viable are two different things. You could have a creature with a p/t of 0/0, but it isn't viable. Any combination of X/0 isn't viable. You could have an instant that states "Tap an already tapped land", but it wouldn't be viable. At this stage, a substantial portion of Mtg cards are reprints/recolors/renames of existing cards. In fact, if you do a google search for M10 you'll find a massive firestorm over the fact that the better part of the "New cards" were existing cards with a different name.</p><p></p><p>Chess games aren't comparable, Chess strategies are. Which at this point are so well exhausted that you can buy books outlining them and their commonly used names.</p><p></p><p>Rejoining you on the topic at hand. I agree there is potential for awesome movies to be made. They can either tap into existing strong novel series like Dragonlance Chronicles or they can create new ones, but the key is to do a Resident Evil if they create new ones. Take the theme and some high level elements from D&D and focus on the story, not trying to tie it into D&D's mechanics like the jarring "You're just a low level mage..." from the first movie.</p></blockquote><p></p>
[QUOTE="Rygar, post: 6298559, member: 6756765"] Um...TSR was on the brink of bankruptcy, D&D wasn't having any problems selling, TSR was selling products at a loss. Being horrible at managing a business doesn't mean the product wasn't selling well. MMO's aren't eating anyone's lunch. That's one of the biggest problems with the RPG Industry, they created their own mythical beast they attribute all of their problems to. If you count World of Warcraft as the generational fad it is, you'll find the rest of the MMO genre just pretty much shuffles around the same playerbase for the last decade. World of Warcraft was the 2000's Call of Duty, it was the game "Everyone played", and it'll never be reproduced, because it was that generation's fad. Once you count out WoW, everyone else is obtaining pretty much the same sized player base with each release. Star Wars Galaxies in the early 00's pulled 1 million players, The Old Republic pulled 1.6 million. People in the gaming field routinely report that when a new MMO launches the others all dip. MMO's aren't pulling in new blood, they're shifting the same people. There's a reason for that, an MMO is designed around forcing you to repeat actions endlessly in order to keep you paying for as long as possible. Players must have large amounts of free time and an extremely high tolerance for repetitive actions. There's no real story, you can't change the world or complete a grand quest because the world state can't be changed, it's just an endless grind. That limits its impact to a fairly small segment of players as its requirements precludes anyone with an active lifestyle. It's also worth pointing out, judging from Ryan D's 1999 survey, pretty much every MMO has had only a fraction of the players that D&D had in 1999. It's also worth pointing out, the Asian MMO's are irrelevant, the Asian territories were never big D&D participants. If D&D's popularity is dropping, then the problem lies somewhere other than MMO's. I'd suggest that it's because WOTC's policy has been minimal adventure support, eliminating all players with time or imagination limitations who previously participated due to the ability to buy adventures to play. Practically unlimited and viable are two different things. You could have a creature with a p/t of 0/0, but it isn't viable. Any combination of X/0 isn't viable. You could have an instant that states "Tap an already tapped land", but it wouldn't be viable. At this stage, a substantial portion of Mtg cards are reprints/recolors/renames of existing cards. In fact, if you do a google search for M10 you'll find a massive firestorm over the fact that the better part of the "New cards" were existing cards with a different name. Chess games aren't comparable, Chess strategies are. Which at this point are so well exhausted that you can buy books outlining them and their commonly used names. Rejoining you on the topic at hand. I agree there is potential for awesome movies to be made. They can either tap into existing strong novel series like Dragonlance Chronicles or they can create new ones, but the key is to do a Resident Evil if they create new ones. Take the theme and some high level elements from D&D and focus on the story, not trying to tie it into D&D's mechanics like the jarring "You're just a low level mage..." from the first movie. [/QUOTE]
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