As it stands now, the people working at WotC are primarily video game design teams, by volume, and has been for years. They haven't had any big releases since Arena (since you seem to want to insist on using that), but Arena is wildly successful and ia funding a lot of video game development which we will start seeing something from in the next couple years. Juat because they haven't brouhaha those products, like the G.I Joe video game, to make yet doesn't negate that it is most of what WotC has been doing for half a decade now.
By volume is a rather poor metric for this discussion, since we're talking about D&D, which is very much the little brother of WotC's two largest properties (i.e. D&D and M:tG). That said, WotC's staffing video game design teams is largely an aspect of them acquiring existing studios that do that, and their desire to turn themselves into a video game company. Even then, calling Arena a "video game" strikes me as something of a stretch, similar to calling a VTT a video game. As it is, if they've been trying to make video games for that long and are still relying on licenses and struggling with a VTT, that seems to be evidence that they're not (yet) a video game company.
I am not sure either, yet you seem to articulate an imagined threat.
"Threat" is a term that you introduced into the discussion, not me. I am concerned about the impact of WotC trying to place a digitized version of D&D as the first-and-foremost method of interface for their customer base, but "threat" strikes me as an exaggerated term to use in that regard.
Big difference between being a good or successful video game company and simply being a video game company. The basis for the latter, I would posit, is spending most resources in a company on building video games.
I disagree. Making an attempt to do something doesn't mean you can characterize an entity as that thing. Someone who keeps trying and failing to pass the bar exam isn't a lawyer, for instance (notwithstanding reading for the law or something similar).
From an executive point of view, those practicalities are further down the food chain: managing one team who design and another who also designs are going to be using the same principles. He is not a designer T this time, he manages design studios.
This suggests that even if those skills
were transferable (which hasn't been established), then they're not really relevant to his current position anyway, since he's not going to be in a position where he's doing any designing. So that seems to make the issue of his background, in that regard, even less salient. Sure, he
might be more "sympathetic," but it's a stretch to say that translates into anything specific and tangible.
Irrelevant in this case, since we are discussing an executive who is rhe boss of designers, not someone doing the design work.
Which makes me wonder why you brought it up in the first place, then.
And yes, I think a TTTPG design team will probsvly find a more sympathetic ear from someone who had gone through long, complex design processes for a different type of product versus an accountant (no insult to accountants).
This strikes me as a hope more than anything, since given that sympathy not only can't be quantified (and can't be correlated directly to this specific area of background experience) but, as noted, has no obvious translation into concrete results.
No, nobody is using it that way.
One person comparing the forthcoming interactive VTT to an externally-developed DOS-based single-player game doesn't support the assertion you're making here.