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Wierd Pete's lament in KODT #116 - is it true???
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<blockquote data-quote="teitan" data-source="post: 3034706" data-attributes="member: 3457"><p>WoW took away from table top gaming in the same way that Magic: The Gathering took away from the table top RPG audience. It appealed to a broadbase of people but primarily appeals to role players. The people who play WoW are the target audience of games like D&D or WoD and when WoW is pulling those people away then the target audience isn't there. They aren't going out looking for new experiences etc. Its affecting the gaming hobby industry as a whole, not just the tabletop RPG market. I believe Ryan laid out what was going on a year ago when Blizzard announced their 6 million user base. It has also been all over the industry newsletters, like ICV2 Guide to Games and Game Trade Magazine. </p><p></p><p>As to games like Arcana Unearthed/Evolved, the game's sales demonstrably diminished in my own store, as I said, it was anecdotal. </p><p></p><p>I think the cost of gaming products, which have rapidly increased since the release of D&D3e, though not the fault of D&D3e by any means, have really turned off a lot of the customer base that have in turn gone to video games. My own experience with video gamers trying out table top games is the lack of dramatic visual effects like a video game possesses and the cost, thinking being "I've already got a computer and WoW is 30 bucks and 16 bucks a month whereas a tabletop game is 40-50 dollar buy in and I have to get all these other supplements at 30 bucks each" because there is a perception that the supplements are essential to "mastering" the game. This isn't the hobby companies fault, a similar thinking occurs with old Magic players who refuse to buy the expansions because they "put out too many and its hard to keep up". Another aspect is the "its only a book" when people see the price tag and looking at gaming prices just five years ago vs. today the price increase has been huge whereas the books were pretty steady at about 20 bucks for years and 30 for a hardcover and the D&D books were even cheaper compared to the indy stuff. WOTC have managed to keep their prices down but how long is that going to last? I see more and more 34.95 priced books on the horizon vs. the 30 dollar standard they've been able to maintain for years. WoW also has an advantage over books in that they are releasing the first expansion in its two year plus history in a few weeks or so. Part of what has made WoW so successful has been the lack of expansions and thusly the low cost of playing it. </p><p></p><p>Now I know that supplements aren't essential. You can get by on just the core books for D&D and WoD with the core monster books very well, for years and years even because they have a tool kit nature but that isn't the perception video gamers get and it isn't a perception that the RPG companies can rebutt or they'll lose their sales...</p></blockquote><p></p>
[QUOTE="teitan, post: 3034706, member: 3457"] WoW took away from table top gaming in the same way that Magic: The Gathering took away from the table top RPG audience. It appealed to a broadbase of people but primarily appeals to role players. The people who play WoW are the target audience of games like D&D or WoD and when WoW is pulling those people away then the target audience isn't there. They aren't going out looking for new experiences etc. Its affecting the gaming hobby industry as a whole, not just the tabletop RPG market. I believe Ryan laid out what was going on a year ago when Blizzard announced their 6 million user base. It has also been all over the industry newsletters, like ICV2 Guide to Games and Game Trade Magazine. As to games like Arcana Unearthed/Evolved, the game's sales demonstrably diminished in my own store, as I said, it was anecdotal. I think the cost of gaming products, which have rapidly increased since the release of D&D3e, though not the fault of D&D3e by any means, have really turned off a lot of the customer base that have in turn gone to video games. My own experience with video gamers trying out table top games is the lack of dramatic visual effects like a video game possesses and the cost, thinking being "I've already got a computer and WoW is 30 bucks and 16 bucks a month whereas a tabletop game is 40-50 dollar buy in and I have to get all these other supplements at 30 bucks each" because there is a perception that the supplements are essential to "mastering" the game. This isn't the hobby companies fault, a similar thinking occurs with old Magic players who refuse to buy the expansions because they "put out too many and its hard to keep up". Another aspect is the "its only a book" when people see the price tag and looking at gaming prices just five years ago vs. today the price increase has been huge whereas the books were pretty steady at about 20 bucks for years and 30 for a hardcover and the D&D books were even cheaper compared to the indy stuff. WOTC have managed to keep their prices down but how long is that going to last? I see more and more 34.95 priced books on the horizon vs. the 30 dollar standard they've been able to maintain for years. WoW also has an advantage over books in that they are releasing the first expansion in its two year plus history in a few weeks or so. Part of what has made WoW so successful has been the lack of expansions and thusly the low cost of playing it. Now I know that supplements aren't essential. You can get by on just the core books for D&D and WoD with the core monster books very well, for years and years even because they have a tool kit nature but that isn't the perception video gamers get and it isn't a perception that the RPG companies can rebutt or they'll lose their sales... [/QUOTE]
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