D&D 5E What would success look like for Next?

Except that 5e has spent the last three years generating no profit and racking up debt. That's a steep cost to pay opposed to just cutting staff and maintaining the edition.
We also don't know that they're not going to make digital tools.

1. Wizards has still been bringing in revenue from D&D related sales over the past three years. We can safely assume that the cash generated from these sales, possibly coupled with financing from Hasbro proper, is covering development costs for D&D Next.
2. I am not an edition warrior. I am not interested in whether DDi revenues count as "4e" or PDF revenues count as "AD&D" or premium reprints count as which ever edition they belong to.
3. You are correct, we don't know what WotC is planning regarding DDi. It appears that there is little activity on this front. That is not to say that at some point they will not transition resources toward digital tools.
 

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I think D&D Next will be successful if it generates enought profit for WoTC & Hasbro's satisfaction, get a significant segment of the fanbase to buy and play it, gets enought production rolling to see most famous campaign settings getting published again, gets a thriving Organized Play program and ranks among the most long-lasting editions.
 
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"Success" has lots of different definitions... I see - at least - three for now:

Economic success: whatever floats Hasbro's boat, but most probably includes strenghtening the D&D brand name and supporting sales of all different products: movies, video games, board games, novels, toys, ... Tha actual sales of D&D The Roleplaying Game are probably not the decisive factor.

Gamer success: reunite the fan base and provide a game which satisfies the different preferences. This goal is the hardest to meet as gamers' tastes are radically different and there's a certain tendency for, let's say, exaggereted rhetoric in the community.

My personal success: a clean interface for the different options and modules, so I can quickly and easily configure the game for a certain campaign or maybe even part of a campaign. 1e-esque Tomb of Horrors? 2e-esque storytelling, 4e-esque tactical fights? If I can run such campaigns with using switches in 5e, I'd call it a success.

This is well said and covers the major bases, I think.

The fact they ended the edition to spend three years not producing any books.

I don't see why people are so hung up on this. It's permissible to like an edition that didn't succeed, that were good but didn't capture a large enough audience. And there are plenty of reasons 4e didn't succeed independent from the quality of the edition.

Success is not equated with quality, and quality is not equated with success.

Exactly, in a similar way that popularity does not equal quality. Justin Bieber is not a superior composer of music to Arvo Part.

Anyhow, aside from whether I personally like or dislike 5E, I think it will be a success if it accomplishes the following to some, or a large, degree (and this riffs off Jan Van Leyden a bit):

1) Is financially sustainable - meaning, it survives indefinitely, at least beyond five years or so.

2) Re-unites the community (to some degree). This doesn't necessarily mean bringing everyone back into the fold, but at least getting most folks back into the conversation - as part of the "D&D family." In other words, stop the hate, people! ;-)

3) Provides a platform for other media forms - this is a state goal of WotC, including movies, video games, etc. This might be the most important financial goal, at least from the higher-ups perspective, even if us old-timers don't care so much (although a real D&D movie that wasn't unintentionally hilarious would be fun).

None of this touches creative success because that veers too closely to personal tastes. I'm trying to look at it in terms of the big picture, and particularly in ways that 4E was not so successful.
 

D&D Next has a good chance to succeed.

It's a more flexible game, so it can appeal to a wider audience than 4e. And unlike 4e, WotC has diversified the brand into board games, Kre-O, renegotiated the video games, and is trying to get a movie out. All this helps as Hasbro cares about the total revenue from the brand. Now that D&D is more than just the tabletop game, the RPG doesn't need to do as well to succeed. It has the chance that 4e lacked.

There are other factors. WotC has likely learned their lesson about the OGL and will grow their pool of 3rd Party Publishers. And the recession is winding down, which helps give people more cash. They' we likely learned from the DDI debacle and won't allow their tools to completely cut into book sales, and will hopefully focus sales on core books rather than spreading out their sales and canniblizing their profits.


What would success look like?

I think the edition lasting three or four years without a revision or reboot (ala 3.5e or Essentials). Pathfinder dropping to third place on the ICv2 charts as they lose sales to WotC (with 2nd place being a non-fantasy game). A host of new 3rd Party companies springing up. Sustained growth in sales.
Which is all possible.
 

1) The numbers in the DDI group are not reliable.

People have done a lot of experimentation with this. The number goes up when someone joins, and goes down when they cancel, by the correct amount. People watched from early on, and the counter started at or close to zero, grew continually for a few years, them tapered off to a level amount, then took a dip for a while, then flattened again. There is no way to opt into or out of it on your own. It seems pretty reliable. What's your evidence that it is not reliable?
 
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5e is the muliplatform brand name edition.

How is this--at all--unique to 5E? Or even linked to it? Vs. just the "D&D brand"?

Memories here are far, far too short.

FigureLineUpBackOfCard1a.jpg
 

How is this--at all--unique to 5E? Or even linked to it? Vs. just the "D&D brand"?

Memories here are far, far too short.

FigureLineUpBackOfCard1a.jpg

Haha, I do remember a friend having that Strongheart action figure and being in awe of how cool it was :)

It it not unique. What is unique is the extent to which they are pursuing multi-platform. IOW it is not just PR speak but actually represents an underlying approach that is pursuing new players. I know recently there was a press release or interview where a WotC rep basically said they weren't trying to get back market share lost to Paizo. Someof the things happening now with D&D

Tabletop games
Boardgames
Minis/dungeon command
Kre-o
Video games
iOS games
Movie rights

I think that's more than the days of Strongheart & co. And maybe it is a good thing that will grow the overall exposure of D&D. I don't know.
 

Mid 80s D&D had a cartoon on tv, toys, miniatures, video games, multiple book lines....

And more obscure stuff.

There has always been that desire to extend the brand and go mass market. And a lot of failure along the way (...movie...) with some successes.
 
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People have done a lot of experimentation with this. The number goes up when someone joins, and goes down when they cancel, by the correct amount. People watched from early on, and the counter started at or close to zero, grew continually for a few years, them tapered off to a level amount, then took a dip for a while, then flattened again. There is no way to opt into or out of it on your own. It seems pretty reliable. What's your evidence that it is not reliable?
There are a few reasons to be a tad wary with those numbers.


First, there’s the obvious point that you’re only counted towards the group if you join the community. So we cannot know what percentage join the community. Or if those who take the extra step to join the community are more or less likely to ubsubscribe. So the numbers could be skewed.
The number fluctuated when they upgraded their community, going up and down. This suggests not everyone was removed (or added) properly. Which does happen as I was a member of the group for a period some time after I ended my subscription. (I believe it was months but it was some time ago so the memory is hazy.)
The numbers have not moved much. While the proportion of posters on the WotC boards with a red icon has dropped dramatically the number hasn’t. During the renewal period in 2010, which fell during the time the tools were not being updated and the release of the online tools, the numbers didn’t drop. This prompted the initial testing.

There was the suspicion members were not removed, so this was tested. But the test only proved that the group numbers do sometimes go down and some members are removed, not that they always go down and all lapsed members are removed. It’s not conclusive.

For example, there might very well be some coding anomaly where you’re not removed until you log in and it updates your profile. Or there could be a steady influx of long-time subscribers joining the community at a similar rate to people unsubscribing giving the illusion of a subscription increase


The numbers can no longer just be dismissed outright, but they should still be used with caution and cannot be used as hard evidence of the success of DDI.
The big test will be looking at the numbers during the next few months while the magazines are gone and the only benefit are the online tools.



Regardless, DDI is not the massive source of profit some people suggest it is.
Each issue of Dragon or Dungeon costs thousands of dollars. Freelancers are paid $0.10 a word, which does not sound like much but adds up. Staff writers are likely paid better, art is a huge expense, mappers are in high demand and good ones cost money. And then there is the staff that does the editing, layout, and handles the website. All the time it takes to answer emails and sort through submissions is also done on the clock.
They likely need 50,000 DDI subscribers to just cut even on the magazines.
Plus the online tools (not cheap) and the web servers for the said tools and the magazines. Plus the cut Digital River likely takes from each sale for handling the money.

DDI likely makes money. Good money. Otherwise they would have cancelled it. But it’s a products and is not a replacement for all other products.
 

There are a few reasons to be a tad wary with those numbers.


First, there’s the obvious point that you’re only counted towards the group if you join the community. So we cannot know what percentage join the community.

To subscribe, you need a user ID. The user ID is linked to the group. They used to have an issue with multiple ID systems, but they resolved that quite some time ago. It's also an error that would ONLY under-report subscriptions, not over-report them. So, if you want to view the number as a floor, I don't think it contributes much to your point.

Or if those who take the extra step to join the community are more or less likely to ubsubscribe. So the numbers could be skewed.

You cannot unsubscribe from that forum. It's locked. Like I said, people tested it extensively, you can neither opt in nor opt out of it. If you subscribe, you are added to the number. If you unsubscribe, you are subtracted.

The number fluctuated when they upgraded their community, going up and down.

Yes that was them fixing the user ID issue. After the upgrade, the number was presumably the accurate number, as it incorporated the people who had no community account but were subscribers. But again, at best, you're arguing the number is the floor.

This suggests not everyone was removed (or added) properly.

It does not. They added people who had not previously had community accounts. There appeared to be a hiccup where they reversed the combination, then they put it back in, but the final number remained consistent. At worst, the number is undercounting. It cannot overcount, from what I can tell.

Which does happen as I was a member of the group for a period some time after I ended my subscription. (I believe it was months but it was some time ago so the memory is hazy.)

The adjustment happens on what appears to be a 30-days-from-unsubscribe basis or less. But on a month-to-month basis, it appears to be accurate. Unless you're arguing some mass of people just unsubscribed this month and it hasn't shown up yet, it's not really anything that adds much to your point.

The numbers have not moved much. While the proportion of posters on the WotC boards with a red icon has dropped dramatically the number hasn’t. During the renewal period in 2010, which fell during the time the tools were not being updated and the release of the online tools, the numbers didn’t drop. This prompted the initial testing.

People have tested from the beginning.

There was the suspicion members were not removed, so this was tested. But the test only proved that the group numbers do sometimes go down and some members are removed, not that they always go down and all lapsed members are removed. It’s not conclusive.

Incorrect. After no more than 30 days each person who unsubscribed was removed from the group, usually in less than 30 days, but it was due to the fixed date updating.

The numbers can no longer just be dismissed outright, but they should still be used with caution and cannot be used as hard evidence of the success of DDI.

I am not arguing success or failure (I don't even play 4e anymore). I am saying the numbers are accurate, and proven as such. At worst, the system is under-reporting people who subscribe but who don't join the community (though again I think they corrected that error). Nothing you've said would indicate the number is HIGHER than the actual number of subscribers, other than your inaccurate statement that "there was suspicion". I am sure there was "suspicion" but it was proved false. Everyone who unsubscribed eventually was removed from the group. Not one person, beyond around a month's period of time, has ever demonstrated they were still a member of the group after they unsubscribed.

Regardless, DDI is not the massive source of profit some people suggest it is. Each issue of Dragon or Dungeon costs thousands of dollars.

It's making tens of thousands each month however, by even conservative estimates.

Plus the online tools (not cheap)

Most is fixed cost already sunk in R&D years ago. Once the magazines stop updating the tools don't even need updating, but at this point it's pretty cheap to add the few additions from each magazine. They're not as crunch-heavy as they used to be.

and the web servers for the said tools and the magazines.

Again, fixed cost, spent long ago on capital equipment.

Plus the cut Digital River likely takes from each sale for handling the money.

I doubt sales are increasing much these days. These are already-purchased accounts for the most part.

DDI likely makes money. Good money. Otherwise they would have cancelled it. But it’s a products and is not a replacement for all other products.

I agree I don't think it's a replacement. But, I think the reprints have sold well also, and their expenses are much lower now than they used to be. I don't think WOTC is hurting as a unit right now, and not just from MtG. I think the D&D section is close to holding it's own even without a current edition out.
 
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