Also, does no one else worry about Drizzt being too dark? I mean there was a huge stink with a black actor for Heimdall in the Thor movies. And now we're talking about making a new DnD movie centered around a inky-black character who comes from an evil race of inky-black characters? I'm not saying depictions of Drow are racist, I'm saying that people will call racism and it will taint the movies.
Yeah, this crossed my mind as well. The simple idea of "dark-skinned race is bad, pale-skinned race is good" is quite problematic, even if it isn't derived from racist sentiment. I'm guessing there could be a way around this, though, by say making the drow more gray-skinned, and having sub-races of elves that are darker skinned, like wood elves, for instance, could be a kind of nut-brown.
Concerning name recognition in general: it would help if DnD names were pronounceable which by in large they're not....etc
You mean
Battle of the Svirfneblin and Ixitxachitl isn't a good movie title?

But yeah, this is another good point. Even the LotR movies had a couple cringe-worthy moments (and I'm not talking about Galadriel's goofy trip-out scene) where actors over-emphasized the exotic pronunciation of a word. "Mordor" with a rolling "r" was a nice attempt on Viggo's part, but it still sounded a bit forced. Or the overly affected,
"Isildur!"
Not really, no. A lot is made of 4e 'tactics,' but it's mostly just that the combat happens at that immediate, tactical level, and remains dynamic....
Again, you're talking from the perspective of someone for whom the 4E approach worked. There were lots of folks that just didn't take to it. So what you're saying is true, of course, but so is the experience of those that found it dissociative. I think the difference isn't as much one group being right and the other wrong, but more akin to cognitive or even learning styles. Some people think in a way for 4E works well, while others don't. I'm not prepared to make a value judgment about it, but instead stick to "different."
That's a revisionist-history fiction I just don't understand. There is no 'harkenning back to theatre of the mind.' D&D was a wargame, in the ensuing 20 years, it never distanced itself much from that mindset. 1e gave everything in freak'n scale inches. Playing without minis or tokens of some sort and a surface was something you did if it was logistically impossible to use a playsurface.
Perhaps you are right, but the thing is that most people I know learned to play AD&D in a more theater of mind approach, hand waving or outright ignoring a lot of the 1E stuff. Perhaps that is part of the appeal of 5E: the rules are closer to how people played 1E than how Gary actually wrote it - a simple, core game, and you could add in the details that you wanted (e.g. how many people actually used encumbrance? I'm guessing it was a minority).
Whether you approach your character in 1st person or 3rd is a matter of style. The mechanics have basically no bearing on it. Pretending that there was some golden age of RP when everyone played TotM, and it was 'real RP' and that age ended with 3.0 or 4e is just an artifact of the edition war. A lie repeated so often that some people seem to think it's true.
Again, we're talking about perspectives not what is factual or not (if for no other reason that our facts are always colored by perspective). Anyhow, I agree that 1st or 3rd person is a matter of style, but my point is that the 4E mechanics seemed to encourage, or at least imply, a greater separation between the player and the character, with the player being the controller and the character being a kind of avatar or game piece. This is why, I think, many felt that 4E was more dissociative and that 4E combat seemed more tactical than prior versions.
I certainly feel like that's the case. 3e was right on time. 4e was too early, 5e ridiculously so. It's hard to set aside the sense that we've been deprived of two or four years (respectively) of those editions.
Welll again, there are reasons that WotC pulled the plug on 3E and 4E when they did, which are probably almost entirely financial (although with 4E I think it had a lot to do with the tenor of the community as well). You say that "4E was too early, 5E ridiculously so" but that is presumably only from the perspective of adherents of said edition. Clearly WotC felt otherwise.
I personally think that a "better" approach would have been for 4E to be a kind of alternate path for D&D, a game within the game - sort of like D&D's answer to Exalted. Then they could have gone even further with it, made it more gonzo and true to its newer influences of anime, World of Warcraft, Hong Kong cinema, etc.
This would have still necessitated a new edition of the core game, and perhaps it would have been something like 5E is, but it could have come out after 10-12 years (thus 2010-12), rather than 8.
But of course that isn't how things happened, but it is fun to consider alternate histories!
I am going to try and restate your reasoning as I understand it: SNIP
Good job!
As I posted, or at least implied, upthread, if (2) is true then that already tells us how small the RPG market is, which in my view is inconsistent with the idea of a new "Golden Era". A new "Golden Era" would falsify (2), because (3) would completely swamp (2).
Hmm...perhaps. But there's still the vocal minority thing, as well as the "bird in hand" principle. I think with 4E WotC made the erroneous assumption that the Hardcore Few could be taken for granted, that they would come along no matter what. But it didn't work out that we (thus, Pathfinder and, to a lesser extent, the OSR).
If (2) is true, however, then it is likely that (3) is to some extent a function of (2) ie new/lapsed players are (re-)introduced by the hardcore few. Thus reinforcing the importance of catering to the hardcore few, if (2) is in fact true.
Yeah, I think this is basically true. But the other thing is that the Hardcore Few isn't static, that it can gain new "converts" - and they must come from (3).
What about (4)? I think the presence of edition-war rhetoric can hurt (3), for reasons already given upthread: people trying to (re-)enter the hobby get caught up in a furore that is of no interest to them, but pushes them away. The smaller the overall player base, and the more important the "hardcore few", then the more likely this is to matter.
But does the absence of edition-war rhetoric serve as a useful predictor for (2)? If it does, that is a sad thing, because a corollary is that many/most people can't choose not to play a game without feeling the need to launch salvos against that game and those who are playing it.
Maybe, although a bit overstated and perhaps one-sided, as someone noted ("Two to tango"). I mean, it is also probably true that the absence of edition warring means that there is less unhappiness with the new edition.
I defer to others for any speculation about what actually motivated WotC. But in the abstract (and with numbers made up - in particular, I don't know what degree of return on investment commercial publishers generally expect):
If the sane standard for a successful RPG is (say) $10 million sales and a 5% return on investment, and WotC's standards for maintaining a product line with a dedicated staff is (say) $50 million sales and a 10% return on investment, then WotC will cut a RPG even if by the sane standards it is successful (eg because making $15 million sales with a 6% return on investment).
So regardless, 4E wasn't "successful" by WotC's definition of what that means. Presumably neither was 3E, or at least not by 2007.
But one difference is that where 3E seemed to dry up the well with its onslaught of product from 2003-07, 4E hadn't gotten to that point. There were other, deeper problems than simply the law of diminishing returns via the splat treadmill.
I'm always curious when I see a post like this... what should it be fixated on being like? It's the number one brand (for the most part) of the market... the number two (and/or other number one at times) in the market is just a different version of D&D so what exactly should it be trying to be similar too? People like D&D... if they wanted something else they'd play one of the numerous alternatives out there now?
IMO, if anything D&D should be trying to re-establish, refine, streamline and perfect the winning formula it's had for years... not go for something totally different. They tried that with 4e and while it may not have been a failure in the literal sense, I don't think they would have branched the newest edition off in such a different direction if they felt a 4e base could have been the base for success this time around (and if it's as small as @
Tony Vargas seems to think it is that says alot about the popularity of 4e) until another game can usurp D&D (and is not itself D&D) I'm failing to see an actual reason for massive change except for the sake of change... options, tweaks, refinements sure... drastic change, why again??
I think this is exactly what WotC did with 5E - in a way it tried to create the "renaissance edition" of traditional D&D - a classic feeling but with modernized mechanics and presentation. As the oldest and flagship RPG, this seems like a good choice. D&D, as the oldest and flagship RPG, probably
shouldn't be too innovative, too exotic. The corrolary is that for people wanting exotic or innovative takes on gaming, maybe D&D isn't the right choice.
Makes sense to me. But there's an RPG forum meme out there that people don't really play D&D because they like it, but because they don't know any better, or they're hidebound, or they have no choice because it's so popular. I feel bad for people who have always disliked D&D but felt they had no option but to keep playing it. But they're deluding themselves if they think they're representative of the hundreds of thousands - even millions - of people who have played and enjoyed the game for decades. People play D&D because they actually like it.
I agree, although think the truth is somewhere in the middle and includes element of that RPG forum meme. People buy brand names because that's what they recognize, that's what they grew up with. It doesn't mean its crappy, though, just that the familiarity breeds a kind of loyalty and love.
RPG forums also attract a lot of people who love discussing game design and theory. It's kind of a sub-hobby of playing RPGs. Most of the people in the RPG design sub-hobby think D&D is objectively a poorly designed game. It frustrates them that the flagship game in the hobby is, in their opinion, incoherent and mathematically unsound. It seems obvious to them that a mechanically re-designed D&D would be an improvement, and thus more popular.
Personally, I disagree with the theorists because I don't share the belief in objectively superiour RPG design. Furthermore, I don't believe most players engage with the system anywhere near as intently and analytically as RPG theorists like to believe. These 'objectively superiour' design principles are largely irrelevant to many gamers - especially casual gamers. WotC focused on 'feel' in the 5E playtests because they're quite correct that feel is the foremost experience of the game for most D&D players, not mechanical structure and numerical balance. 4E was a system-up game design. WotC clearly believes that was a mistake, in hindsight. 5E is something of a throwback, because WotC believes that - contrary to what RPG forum theorists have been saying for years - gamers quite like D&D already, and don't feel it needs a substantial redesign.
Yes, true. I think you're touching upon the difference between experts and lay people, and how experts (and academics, for that matter) can get so lost in abstraction, in their expertise, that they forget what the point of what they're talking about is - in this case, a game's primary purpose is to have
fun. If game rules facilitate that, they work.
Most people who play D&D simply want to have fun in a game of imaginative, fantasy immersion. They don't care about cutting edge game design, excepts as it facilitates that primary objective.