D&D in 2011: From Books to Digital

MerricB

Eternal Optimist
Supporter
The recent announcements by Wizards of the Coast have shed some light on what will be coming in 2011. It gives us a strong indication as to what Wizards new strategy will be for D&D, as well as giving us a clue of how well supplemental books have been selling.

My analysis of the new way of selling D&D involves a lot of guesswork. Perhaps informed guesswork, but you should still take it with a large pinch of salt. I'm looking forward to further clarification from the upcoming D&D Experience convention.

The trouble with book sales
I've written in the past about "tiers" of potential books. The underlying tier is those books everyone needs: the core books for playing the game. In the past, you'd say the Player's Handbook and (to a slightly lesser extent) the DMG and Monster Manual. These days, you can also add three or four Essentials products to the list.

These books are the evergreen products of the D&D range. They support the sales of the other "tiers" of books. The power books would be on the second tier, being quite popular with players, and likely supplemental Monster Manuals as well. After that, products become more and more specialised in appeal. Campaign settings and Adventures. Even more specialised, adventures for campaigns settings. And books devoted to a single race. (Very specialised).

I believe that the overall sales of D&D are down, affecting all the tiers of products. A book like the Dragonborn book was never successful enough to succeed. However, books that once made enough of a profit are now selling much less, putting them in the "very risky" basket.

Why is this? Well, just apart from declining numbers of players playing 4E (not actually known, just suspected), a lot of players have wandered onto D&D Insider. There are a lot of players out there who are only interested in the mechanical side of what Wizards produce for D&D. These players aren't just power gamers: they also include roleplayers and storytellers who are themselves or with their DM are creating the world they play in: D&D's default world is meaningless to them. With this significant portion of the player base only interested in the mechanical elements, it's no surprise that D&D Insider is more attractive than a physical book, especially once you add the fact that it's a lot easier to find the power you want in it rather than flipping through several books... and magazines.

So, you have D&D book sales - especially with the supplements - declining. What do you do then? Wizards isn't yet ready to call it a day with D&D, so they do something different.

Innovation: A Sidebar
There seems to be a belief amongst some people that innovation is only actually innovation when it's something they like...

The Digital Experience
In a perfect world, Wizards would have all the sales they like of their printed books, and they could keep producing them. This is a far cry from what is actually occurring, however. Is there a way that they can still produce D&D supplemental material and sell it for a profit? Certainly there is, and it looks like we'll see it this year. 2011: the year of D&D, the Digital Experience.

Printed books have quite a number of cost factors associated with them. They embody risk at a number of steps. They have to be printed, bought by distributors, shipped to distributors, sold to retailers, shipped to retailers, stored and displayed by retailers and - hopefully - at the end of all of that, sold to us, the customers.

Digital material doesn't have all those steps. It does have a somewhat smaller market, but you're not left with a bunch of unsold books at one step of the process (making the person holding the unsold material unhappy... and, if there's too much of it, possibly going out of business).

In previous years, Wizards could have happily produced material in both digital and printed forms and made a profit from both. Unhappily, the profits from printed material have dropped, making it infeasible for most books. So, in 2011, they're moving material that would have once been printed into a digital form. It's the end of one way of producing the material, but it doesn't mean the content is going away altogether.

It's not much of a consolation to those of us who prefer the weight of a printed book, but it doesn't mean that D&D is dead; it's just changing its selling pattern.

Will all of it be covered by a D&D Insider subscription? This is unknown as yet. Issues such as DRM, purchase plans and individual e-books will raise their head in the coming months. The D&D Experience convention should be most enlightening on that front.

Acquisition of Players
Despite the shifting of many of their products to a digital form, D&D isn't going completely digital. Actually having books for sale in stores is essential for the game being able to pick up new players. Thus, D&D Essentials.

The acquisition products, products that you need to actually play the game, aren't going to disappear in a hurry. (If they do, then D&D - and the roleplaying hobby as a whole - is in incredible trouble). Potential new players are going to be able to wander into a store and find the basic set and the core rules waiting for them there. There are ten Essential products - let's see how they sell in the year ahead.

The question that still needs to be answered is how many other products see printed form. From what I can see, Wizards aren't abandoning printed supplemental material altogether - at least not until they see the sales figures of the newest batch - but they'll mostly confine it to products that (a) can't be done any other way or (b) that will make an acceptable profit.

Thus, Heroes of Shadow will be produced. A new monster boxed set with tokens? Quite likely. Beyond that, the future is misty. I'll let you know in a fortnight after Wizards tell us their plans.

The Death of Miniatures
I've written slightly more about this elsewhere, but D&D Minis have had a very good run of over seven years. At this point, the market is saturated with a lot of very cheap minis for play in D&D thanks to the secondary market. In the past, you bought the boosters to use the commons and hoped that the rare would be good. Now you have enough of the commons (or can get them very cheaply), and the rares aren't enough of a draw.

Add to that the much, much greater cost of producing and shipping the miniatures, and its no surprise they're disappearing. Forever? I wouldn't want to make that call. For at least a couple of years, certainly. They were great whilst they lasted... and I still have two or three thousand of the things to us in my games.

Acquisition Revisited
If there's one element that I bet Wizards wished they still had control over it is this: the right to make D&D Computer Games. The lack of such recently is a great flaw in their acquisition strategy. I've played with several players that were introduced to D&D through Baldur's Gate... oh, for another breakout D&D computer game like that one!

However, there is another way to introduce people to the concepts of D&D: Boardgames. And Wizards managed to produce a very good game that did just that: Castle Ravenloft. Yes, it's not perfect, but it is a very, very good introduction to the play of D&D. It's been good enough to sell out its initial production run; let's see how its follow-up, the Wrath of Ashardalon game goes. (It will be previewed in a couple of days, if it doesn't get pushed back).

So, D&D boardgames and D&D Essentials - they way forward for new player acquisition.

Looking to the Future
D&D is changing to meet the needs of the current age. Whether these changes will be sufficient is not yet known, but at least something is being attempted, rather than letting the game (and the RPG hobby) slide into the abyss.

There is no doubt that these changes are distressing to those of us who are attached to the old model of publishing actual books, but I doubt this decision was taken lightly.

The trouble that faces Wizards going forward is not just selling the idea to us that digital content is in fact real content, but in improving the quality and reliability of that content. Nowhere is this more exemplified by their tremendously flawed release of the new online character builder. I fully appreciate why they had to change the model for the character builder, but the initial rollout contained so many flaws, it soured their relationship with the customers they most need to embrace their new digital strategy.

D&D can survive and flourish in this new digital age, but it is by no means assured. Let us see what this new year of 2011 will bring.
 

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Why is this? Well, just apart from declining numbers of players playing 4E (not actually known, just suspected), a lot of players have wandered onto D&D Insider. There are a lot of players out there who are only interested in the mechanical side of what Wizards produce for D&D. These players aren't just power gamers: they also include roleplayers and storytellers who are themselves or with their DM are creating the world they play in: D&D's default world is meaningless to them. With this significant portion of the player base only interested in the mechanical elements, it's no surprise that D&D Insider is more attractive than a physical book, especially once you add the fact that it's a lot easier to find the power you want in it rather than flipping through several books... and magazines.

I have one debate about this... I think part of the problem lies in the fact that even the books that have what for recent incarnations of the game is a "lot" of flavor- it's still a small amount.

So with that regard, I don't think it's always that people aren't interested in the flavor- there just isn't enough to be interested in.

There have been a few books they've released with a good amount of flavor (and even they were relatively sparse) and I bought those up right quick...

But crunch laden books with a few token flavor bits- meh... I can access them in digital where I'm more likely to be using them anyway.
 

I have one debate about this... I think part of the problem lies in the fact that even the books that have what for recent incarnations of the game is a "lot" of flavor- it's still a small amount.

So with that regard, I don't think it's always that people aren't interested in the flavor- there just isn't enough to be interested in.

There have been a few books they've released with a good amount of flavor (and even they were relatively sparse) and I bought those up right quick...

But crunch laden books with a few token flavor bits- meh... I can access them in digital where I'm more likely to be using them anyway.
I am pretty much in the same boat. I bought some of the initial cruynch but then felt I was better served by the DDI sub.
 

I have one debate about this... I think part of the problem lies in the fact that even the books that have what for recent incarnations of the game is a "lot" of flavor- it's still a small amount.

So with that regard, I don't think it's always that people aren't interested in the flavor- there just isn't enough to be interested in.

There have been a few books they've released with a good amount of flavor (and even they were relatively sparse) and I bought those up right quick...

But crunch laden books with a few token flavor bits- meh... I can access them in digital where I'm more likely to be using them anyway.

Quibble here is that this digital crunch be optional crunch. At least until 5E is announced and there's a different model right from the start. But as it is now I just can't agree to having the updated rules be only accessible through DDI. That smells of cheapness. I buy the product in book form, what a sorry sod I am, now I have to pay to look at it on a screen in it's current form.

Crunch being online is fine, just not basic crunch. Put stuff like the power books online, that's fine. Everything I NEED to play the current form of D&D should be available as a book (for the current edition) or free updates. If you're not going to call it 4.5 I shouldn't be paying to access information I already bought. There is no precedent. If that's how 5E turns out, fine then, I'm ok with that, but not a few years into 4.

The cancelled class compendium information that relates to updated versions of the original PHB classes should be free. Everything else could be on DDI.
 

Crunch being online is fine, just not basic crunch. Put stuff like the power books online, that's fine. Everything I NEED to play the current form of D&D should be available as a book (for the current edition) or free updates. If you're not going to call it 4.5 I shouldn't be paying to access information I already bought. There is no precedent. If that's how 5E turns out, fine then, I'm ok with that, but not a few years into 4.

The cancelled class compendium information that relates to updated versions of the original PHB classes should be free. Everything else could be on DDI.

Everything you need to play 4e IS in print though, and is intended to stay in print. That's what Essentials was all about. WotC isn't getting rid of Essentials.
 

I even suspect that Wizards skimped on the quality of the books to try and save money, compare the quality of the Star Wars Saga books (some of which are works of art and can be coffee table show-pieces) to 4E books. Have you had the misfortune of getting one wet yet? I only had a few drops of water on mine and the text smeared. And gaming tables aren't the cleanest.

But I will be very, very disappointed if D&D goes online-only, as there are some things that I want a physical book for. Like to lend to players who are just getting into the game and not sure. And I hate computers at the gaming table.

A compromise could be an encrypted pdf (or some other kind of file) officially released by Wizards that could also be distributed if you buy additional licenses for it. This would solve the problem of people wanting digital books as well as Wizards whinging that they hardly get any money for the sales.
Though I hardly know anything about the technical aspects on how this could work.
 

Everything you need to play 4e IS in print though, and is intended to stay in print. That's what Essentials was all about. WotC isn't getting rid of Essentials.

But Essentials is not enough for me to play 4E.

I'd rather face more than a dozen different creatures from level 21-30.

Having one Epic Destiny is not enough for me.

One PP per build is not enough for me.

Magic items? Yeah, not enough.

Enough to basically play. Yeah, I can grant that. But to play with the variety I like, (and frankly am used to from WOTC) nope.
 

Everything you need to play 4e IS in print though, and is intended to stay in print. That's what Essentials was all about. WotC isn't getting rid of Essentials.

I believe nothing WoTC says anymore because their plans will change with market conditions. I may change my mind when I see the PHB1 reprinted with ye old errata since they said that they will keep that book in print but until then...
 

But I will be very, very disappointed if D&D goes online-only, as there are some things that I want a physical book for. Like to lend to players who are just getting into the game and not sure. And I hate computers at the gaming table.
.

That's what Essentials was all about. They're the books for beginners that WotC has stated will stay in print. You have a new player? You can hand him Heroes of the Forgotten Lands.

Really, all this gnashing of teeth regarding WotC going 100% digital is massively over-extrapolating the news that just came out.
 

But Essentials is not enough for me to play 4E.

I'd rather face more than a dozen different creatures from level 21-30.

Having one Epic Destiny is not enough for me.

One PP per build is not enough for me.

Magic items? Yeah, not enough.

Enough to basically play. Yeah, I can grant that. But to play with the variety I like, (and frankly am used to from WOTC) nope.

Okay, so pick up the PHB1, MM1, PHB2, MM2, PHB3, MM3. They're still available. Heck, as far as I know, every book WotC has published since 4e started is still in print.

The question is what WotC does from here on out. The bottom line is that they cannot make money selling splat books anymore.

If you're a new player, you can buy your Essentials books, and then for $6/month get access to a MASSIVE amount of crunch through DDI. Heck, if I was a new player that'd be much better than needing to buy three years worth of books that we'd have to do if DDI didn't exist.
 

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