Gygax IP To Be Made Available For Video Games

I don't usually cover video games on this site, but this news item involves D&D co-creator Gary Gygax. Gail Gygax (Gary's wife) contacted me last week about this -- unpublished work by Gary Gygax is to be made available for video game developers to develop using a "community publishing platform" named Fig.

I don't usually cover video games on this site, but this news item involves D&D co-creator Gary Gygax. Gail Gygax (Gary's wife) contacted me last week about this -- unpublished work by Gary Gygax is to be made available for video game developers to develop using a "community publishing platform" named Fig.


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Fig describes itself thus: "Fig is a community funding and publishing platform for independent video games. Fans back games on Fig to get exclusive rewards, or invest to earn returns from game sales." To be honest, I'm not quite sure I understand it, but it kind of looks like Kickstarter but your funds are an actual investment. The press release is below.

The Gygax Trust and Community Publishing Platform Fig Collaborate to Bring Unpublished Works To Life

Unpublished Works from Famed Game Designer and Co-Creator of Dungeons & Dragons Will Be Made into Video Games Using the Fig Platform

Fig, the only community publishing platform created by gamers for gamers that offers rewards and investment-based funding, and the Gygax Trust, who owns unpublished I.P. from Gary Gygax, the famed game Designer and Co-Creator of Dungeons & Dragon, are working to develop and publish video games based on Gary’s works that formed the inspiration for creating Dungeons & Dragons. Leveraging Fig’s community publishing platform, the Gygax Trust will work with Fig to find developers for Gary’s I.P., launch Fig campaigns, and publish several titles. Additional information will be announced later this year.

“The worlds and characters to be discovered in my husband’s unpublished intellectual property are an incredibly important part of his legacy,” commented Gail Gygax.
“Therefore, it was paramount that we partner with an advanced and innovative platform such as Fig that gave us complete control of his creative vision.”

“As a gamer, I wanted to bring my father’s works to life in a medium that I enjoy. I’m looking forward to working with talented developers who love my father’s work as much as I do,” said Alex Gygax, CEO of Gygax Games.

“At Fig we already offer our partners a full channel of services without forcing them to limit their creative endeavor, from helping them find the right developers for a project, to funding, and all through the development cycle to launch. Gary’s unpublished works were some of his most cherished, shared only with his closest friends, and now we will help the Gygax family bring them to gamers,” said Justin Bailey, CEO, Fig.

Fig is democratizing video game publishing by inviting the community to financially support the development and release of games they love. Fans can back a game funding campaign on Fig to get exclusive rewards or invest in Fig Game Shares to earn returns based on game sales. Fig Game Shares are available to both accredited and non-accredited investors, in accordance with the SEC’s Regulation A+ (JOBS Act).

Each series of Fig Game Shares generate returns from the sales of individual titles. Investors can earn returns from revenue shares from Fig’s publishing operations, distribution arrangements, publisher and first party buyouts, and advances on distributions. Since its inception in August 2015, Fig has had four of the top 10 most funded video game campaigns: Obsidian’s Pillars of Eternity 2 ($4.4M), Psychonauts 2 ($3.8M), Wasteland 3 ($3.1M) and Phoenix Point ($766K).

Three Fig games have already driven positive returns for Fig investors: Fig investments related to Annapurna’s Outer Wilds (developed by Mobius Digital) more than doubled; sales from Kingdoms & Castles (developed by Lion Shield) tripled investments; and Trackless (developed by 12 East Games) and Solstice Chronicles: MIA (developed by Ironward) have generated sales, with Solstice Chronicles driving positive returns for Fig investors. In 2018, a dozen new releases will launch including the follow-up to
Obsidian’s Game of the Year title, Pillars of Eternity 2, Julian Gollop’s Phoenix Point, Make Sail, Flash Point and Solo in Q2.


Alex Gygax was interviewed by Polygon. He speaks a little about some of the available Gygax IP -- "One of the major ones that everyone knows about is his personal dungeon. It was his personal D&D campaign that he had never released to the public. He didn’t want his game nights being destroyed by publishing his work and then having his group go out and buy it and find out all of his secrets. So that’s one of the main things that we have to use, and all the little side derivatives of that.”

Alex says that "Pen and paper is a dying art. Computer games, video games, they’re the next generation, the next wave of games and I’ve always wanted to see them on that new medium and I’ve always wanted to be working with someone who’s excited as I am about it.”

Of course, the statistics from sources like ICv2 show that tabletop gaming -- and, indeed tabletop roleplaying games -- have been growing rapidly for years, not dying. Since 2013 the hobby game market has gone from $700 million to $1.4 billion, with tabletop RPGs leaping from $15 million to $45 million, a threefold growth in just the last five years.
 

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RobertBrus

Explorer
This is nothing more than the continuing battle over who speaks for Gary Gygax, his sons (Ernie & Luke) who were with him during the beginnings of D&D, or the "next generation." If you want to support Gary Gxgax's legacy, you can find it to a degree in "Castles & Crusades." Or, in what Ernie and Luke continue to do in spite of the legal BS of Gail (i.e. "Garycon"). It is a shame that someone after the fact wants to cash in on another person's legacy.
 

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Kobold Boots

Banned
Banned
If that's your experience than great. But I feel that ttrpgs offer many things even the best video games are a long ways off from replicating. In a tabletop campaign your character can have a personal history, goals and ideals that actually matter in the world.I'm video games, you are usually cast as the key player in an epic storyline. But that story isn't personal to you. It was designed without knowledge of what you might bring to the character. Your backstory is in your headcanon only. Your objectives may not be achievable unless your only objectives are those the game designers gave you on a serving platter.

I would say that there's no need for the video game to replicate what the tabletop game does. Each has its strengths.

TT: Your character can have a history, goals, personalization.
Retort: Only if the DM actually spends time on allowing the players to explore it.

VG: The story isn't tailored to you.
Retort: But at least I don't have a DM screwing it up, and I can still spend time with my friends exploring it fully.

TT: You can achieve all of your objectives
Retort: Yes, I already mentioned this. It's a function of customization.

VG: You may not be able to achieve all of your objectives.
Retort: If you have a good leader, and a good group, you can achieve everything. Fairly, without fluffing die rolls or sitting through absolutely lousy storytelling. Leet isn't handed to you, you have to actually earn it.

And no matter how large of a map an open world game has, the map of a tabletop game extends further. No matter how many monster modelss, types of magic items and wondrous mounts a video game can reproduce, a gamemaster can produce more.

Retort: Any part of a DM's vast game world that isn't experienced by the players, doesn't exist.
Any part of a video game that is on the map can be experienced when the player earns it or wants to experience it.
200 people working on an MMO for 10 years have more bandwidth than one DM playing weekly with 5 players over 20 years.

I call the basis of the argument sound, but execution is lacking so I would call that bluff every time.

And deaths matter. You don't just respawn back in town with half your gold or revert to your last saved game. You have to play smart, work as a team, and deal with the consequences of failure.

I would guess that you've never led a 20 or 40 man raid team going for (hopelessly going for really) world-first kills. In a perfect world.

1. You've spent weeks prior to raid opening getting your team to level and gear three toons so you've got flexibility with builds.
2. You've got more toons focused on resource gathering so you can craft all of your buffs and support the main toons with gear that can be good enough until you get the raid drops.
3. You've vetted personalities and schedules so folks can agree to all be in the same place at the same time so you can spend 4 hours at a go throwing yourselves at bosses up to 400 times before getting a kill. (We averaged around 100 times - but I've heard horror stories in the thousands)

Anyhoo, thousands of gold pieces and hundreds of hours go into this kind of thing because you're essentially coordinating a small village. Anyone who has ever been on voice chat during these events knows that it's exuberant chaos when you actually down something, and miserable when you're four hours in on a boss on a weeknight and trying to hammer stuff out. Especially when you lose people after a particularly bad run.

4. Dying matters when you play to win. If all you're doing is killing kobolds in goldshire with a level 4 human, well then, yeah, I see your point.

I enjoy playing these games but they cannot truly replace the joy of playing in an evolving dynamic world that is affected by choices video games could never foresee, where story and interaction is not reduced to a dialog tree with three responses possible.

If I get to hang out with folks I care about and we're shooting the breeze about our families, our work, and keeping in touch - I don't know that I care about the supposed advantages of tabletop and I don't know that they really matter.

My experience has been that most of the folks that I know that take your position talk a huge game about how compelling the tabletop experience is, but at the end of the day I play their game and if the personalities aren't right, the game sucks no matter how much work the DM does. When the personalities are right, it's still not the tabletop that's a better experience, it's the people in the group.

If I'm with the right people whether it's tabletop or WoW, EsO whatever, that's where the fun is.

edit: sorry for the garbage formatting. it's late and for whatever reason, the post I'm replying to really tweaked me.

Be well
KB
 
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