S
Sunseeker
Guest
I agree with Hussar's point, I've said it myself before.
But this thread is useless and should be closed.
But this thread is useless and should be closed.
WOTC has to make a decision to include this mechanic or not. If they do, they will have to build the game around it. It cannot be replaced/modded out/Modularized/whatever.
Not in a modular system you don't.but you have to account for preferences and tastes when talking about the funcitonality of mechanics. And if 4e's mechanics recieved negative responses we have to examine that. Because this negative reaction eventually translated into the system not being embraced as widely as 3e, I think the failure of 4e is a valid point of discussion.
Not in a modular system you don't.
Let me put it this way: 50.000 (or 60.000?) people subscribe to DDI. This could be an argument for every 4E mechanic. But it is not. Because if you talk about specific mechanics and how they work, it does not matter how many people actually pay money for 4E. From a design point of view, what matters is if that mechanic is reaching a certain design goal on a mechanical level. Otherwise, why bother thinking about very old mechanics from way back when that most young people do not know and probably do not use anymore? If these "old" mechnics factor into the design goal "unique DnD experience" they are important though. And they can be solid mechanics that can be reused in a new edition. Especially if there are supposed to be lots of modules with different gameing styles that people can choose from.
So your point of view is a sales point of view, not a view on mechanics. And the number of DDI subscribers alone put a spin on the word "failure" in my opinion.
I'm going to bet that, when viewed in this manner, 4e exceeded the penetration and distribution and sales and profits of all other editions. It's simply that in Hasbro's eyes, this is still a 'failure'.
Repeating a false rumor does not make it real. I've heard that the 50 million per year is the benchmark by which it is decided what brands are treated as flagship products and get additional marketing resources. The company only makes about 650 million per year, and they have a lot more than 13 brands.On top of all of that, the measure by which 'failure' is determined is very much subjective and peculiar to the company controlling the brand. Hasbro's measure of failure is, "Anything less than $50 million per annum."
On top of all of that, the measure by which 'failure' is determined is very much subjective and peculiar to the company controlling the brand. Hasbro's measure of failure is, "Anything less than $50 million per annum."
I would love to see some accounting of the various iterations of D&D compared and adjusted for the inflation of the dollar value within which currency success or failure (ie. the US dollar) is measured. Profit, loss, expenditure, etc. for each edition.