Kyle Brink Interviewed by Teos Abadia (Alphastream) on OGL, WotC, & D&D

D&D executive producer's Kyle Brink's second hour-long interview OGL/D&D has dropped--this one is with Teos Abadia, otherwise known as Alphastream. The notes below are my attempt to paraphrase the main things Brink said, but as always you should watch the actual video if you want the full context.

Company Structure
  • There's around 30 people on the D&D team, and that many again freelancers.​
  • The hiring process has equity targets to bring in a representative sample of candidates, after which it is who is the best candidate.​
  • There has been increasing diversity in the pool of designers while maintaining quality.​
  • Brink reports to Dan Rawson, senior VP of D&D, who reports to Cynthia Williams, president.​
  • D&D Beyond is the front door to D&D on the web and will be even more so. It is the D&D website, and will become more so.​
  • D&D Game Studio is center for game content. D&D Beyond turns that into a play service. Content gets expressed in ways appropriate to an audiance (ie digital, book, etc.)​
OGL/Creative Commons
  • It was a surprise to some of the D&D team that the OGL might be changed. Partly that was about shielding them from distracting stuff. Brink feels that was too strong a wall and their views might have been beneficial.
  • Some internal feedback from the D&D team reflected the views of external creators.
  • The community's point of view was not the one wining internally, but may have been had people there been able to speak more loudly.
  • The worry was about new technologies and big companies--Brink uses the VR example, with user generated content but poor content controls. They didn't want the term D&D to become 'that video porn game' looking ahead.
  • The position now is that the community is the strongest weapon against that.
  • The royalties were to discourage big companies moving in and redefining D&D. By 'drips and drips' they got to the wrong position. $750K was a ceiling which they felt would not affect most creators, and larger companies would deal directly with WotC.
  • Right now they're looking at protecting D&D via things not now in the Creative Commons. Community protects the open space and WotC protects copyright and trademark.
  • They feel that the community is able to take care of hateful content.
  • They want the creator community. A deal where WotC got more powers to act but lost the creator community was not a good deal.
  • NFTs are not the concern, it's about how people use them for scams.
  • WotC will be publishing a content policy (for representation, hateful content, etc.) and hold themselves to it. They cannot hold others to it.
  • The Creative Commons license chosen's lack of sharealike attribution isn't a problem for WotC. They want people to build stuff they own and don't have to share and build value in their own IP. They've chosen the road which gives creators the choice, and can make any of their content sharealike, but WotC isn't forcing them to.
  • CC means that nobody has to take WotC's word for anything as they don't control that license.
  • The drive to change the OGL was coming from various parts of the organization (legal, business, studio). It was an ongoing effort when Brink arrived.
  • The faster the audience grew the bigger the risk that hateful content or scams would arise, so there was a rising sense of urgency to take action.
  • Did anybody sign the v1.1 version? It was distributed with an NDA, and with some creators a discussion about other arrnagements/licenses they might make separate from the OGL.
  • 'The impression someone could get that I have to sign v1.1 is absotely a believable impression for someone to get'.
  • The design of v1.1. was always going to be an ongoing no-signature process.
  • Feedback from larger creators like Kobold Press, the failing is on WotC for not communicating that they were listening. 'Thanks for the feedback' isn't enough.
  • 'If you're going to write a new OGL to protect yourself from the vulnerabilties of the old OGL, you kinda have to take the old OGL off the table, otherwise you're not protecting yourself at all'. There's no point in changing the OGL if you don't de-authorize the old one.
  • They weren't worried about competitors arising from within the community. They love the creator community, and WotC can't satisfy all appetites. That serves the broad needs of the player community.
  • They wanted to have closer relationships with the most successful creators, talking to them about licenses and going bigger. The tiering structure was meant to identify those creators. 'The way it was executed was very cleary going to be an attenuating destructive structure which we did not want.'
  • The OGL survey results were clear, from a range of people, 15000 responses. The intent was to treat it like a playtest but it became obvious where it was going. The survey feedback supported CC, and there was no reason to drag it out.
  • WotC still has their concerns, but their approach to it has changed (to a combo of copyrght/trademark and community).
  • Putting D&D into CC has made de-authing the OGL unimportant to WotC.
  • The SRD will be updated to continue to be compatible with evolving rules.
  • They're looking at adding the 3.5 SRD to the SRD but they have to review that content to make sure they're not accidentally putting stuff into CC.
Company Culture
  • People being afraid to speak up is a sign of 'immature management' and leading from ego.
  • That's not the kind of leaders WotC has today, but Brink cannot speak about those who were there before he arrived.
  • Brink feels that every month he is there people feel more comfortable speaking up, though that doesn't mean they'll always agree. But they will listen.
  • 'That's not how we operate today but I can certainly believe echoes of that in the past'.
VTTs/Digital/DDB
  • Roll20 and Fantasy Grounds are important to the hobby and WotC.
  • WotC is also making digital playspaces. The goal is to give more choice. The way WotC succeeds is if they make the best stuff. It's a 'virtuos' competition.
  • The license that Roll20 etc. has to sell WotC content still applies. Remains to be seen down the road.
  • It's possible that third party content will be seen inside DDB or the VTT but it takes a fair amount of work to being a piece of content in. It would have to be a pretty important piece of third party content. Brink could see a day when that would happen.
One D&D
  • The OGL issue has not impacted the One D&D strategy. It has maybe helped WotC express their plans publicly.
  • D&D should be a living game which evolves but is familiar.
  • The One D&D timeline is not changed, but the playtest timeline was impacted by the OGL situation. They'll get back on track real soon.
  • A professional research team gathers the survey information.
  • There are also internal playtests with robust feedback.
Other
  • The game team has gained more of a voice.
  • More trust has been built between design leadership and the executive team.
  • Dan Rawson's role is new and is the first time the D&D brand has been represented at that level at the executive level.
  • Cynthia Williams is empathetic and data-oriented, and willing to change direction.
  • It sounds like they'd consider the SRD being placed into French, German, Italian, and Spanish, though Brink did not promise.
 

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Hussar

Legend
I already answered that when you asked the first time, no I do not, but it does not have to be to show that there is no correlation

So you agree with the statement:

Tyrannical of Dragons is the worst adventure. As in Forest Oracle level bad.

?

If the adventure is that bad but still sells better than virtually every other adventure ever published, how are you not calling gamers stupid?
 

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Hussar

Legend
No, there simply is not. That is the point.

So let me repeat an example I provided earlier. A perfume is not selling well, the manufacturer tries to figure out why, asks people in a study, they like the smell of it, but it turns out the price is lower than the competitions (on purpose) and the public perceives it as 'cheap' without trying it. They increase the price, sales go up. Problem solved. The quality never changed at all.

Is this a real example or hypothetical?
 

Parmandur

Book-Friend
No, there simply is not. That is the point.

So let me repeat an example I provided earlier. A perfume is not selling well, the manufacturer tries to figure out why, asks people in a study, they like the smell of it, but it turns out the price is lower than the competitions (on purpose) and the public perceives it as 'cheap' without trying it. They increase the price, sales go up. Problem solved. The quality never changed at all.
You seem to he missing the point: price is a quality. Market perception, such as you describe, isbpart if a network of qualities. There isn't a universal "quality measure," otherwise it would be quantity, not quality.
 



mamba

Legend
So you agree with the statement:

Tyrannical of Dragons is the worst adventure. As in Forest Oracle level bad.
I already answered that as well, why do you keep repeating your questions when they were answered already. No, it is not the worst adventure. Based on reviews (have not played it, have not read it), it is pretty mediocre for 5e, that is it.

Here is what I wrote last time, not quoting the rest too, it is redundant
It is not exactly regarded as one of the better 5e modules, but that is not the same as being the worst ever.

If the adventure is that bad but still sells better than virtually every other adventure ever published, how are you not calling gamers stupid?
First of all, you fail at the premise. Second, I already explained that too...

People can buy it without looking into it, simply because they like the description on the back, heck they can do so for liking the cover. People can buy it despite knowing that it is mediocre because they still like the description and think that whatever issues the reviews they read mention are not important to them or they believe they can fix them in their own campaign.

Let's turn this around, because this way at least we do not just get a repeat of what was said already ;)

Given that you claim it is selling so well (no idea if it does), do you believe it is the best 5e adventure out there? Do you believe it is the best D&D adventure ever? If not, why not (and which one is)? If not, then why do you insist on the sales as an indicator of quality?
 
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Parmandur

Book-Friend
sorry, but that is nonsense


about as much as the price being quality
No, it isn't. And that's the point you keep missing. Quality is a matrix of different values, not a single continuum that can be measured objectively.

I think you and I can agree that a given Michelin star resterraunt is "better" than McDonalds, due to several qualities...yet when my wife and I are too tired to cook and children need to eat, I never, ever go to a Michelin star restaurant. Why? Because McDonalds has several qualities that make it more fit for function (not least of which is "the 4 year old will eat nuggies").
 

mamba

Legend
No, it isn't. And that's the point you keep missing. Quality is a matrix of different values, not a single continuum that can be measured objectively.
you are still confusing the two definitions of quality. You are stuck on 2) when we are discussing 1). They are not the same thing, they are different things / meanings described by the same word, this is a fallacy.

I pointed this out too already, must be Groundhog day...

I agree that we will not all agree on a ranking, but I am not sure what that has to do with anything. The premise was sales are a reflection of quality, how does it relate to that? At best I can see that you would say I can disagree with that because my own preferences are not reflected in it for a particular product. My statement is not limited to one product however.
 
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