Professional software developer since 2002 here.Point the first, almost all software projects are mismanaged and under-resourced.
Point the second, in my experience and the experiences of many friends and colleagues in or adjacent to software development (so: here come anecdotes, but I'd like to submit the are representative) -- the loss of two key people is ALWAYS crippling on ANY team in ANY size company on ANY project REGARDLESS of how well managed and funded it is.
We might like to think that large organizations have in place redundant backups and knowledge transfers and blah blah blah and some of that is true, but the reality is that software is still build by individuals working in small teams (or often: working solo). Thus when you lose that one guy or gal it is a BIG PROBLEM.
I will give you an example from my current employer, which is a huge multi-BILLION dollar company you almost certainly have heard of. We have a process that sends some key product information to our suppliers (trying to be vague); that process and much of the code was written by one woman. She is still, thankfully, with the company and not dead like the tragedy that befell the Wizards team -- but she is off in another area and this is, frankly, no longer her problem. It has been a COMPLETE DISASTER since she changed teams, as the new developers try to figure out what she did (I dunno, maybe it's junk? it worked, though), the new non-development manager tries to answer questions from the supplier that he can't answer, and everyone is pointing fingers at everyone else.
This kind of thing happens ROUTINELY at major, very well capitalized companies doing work far more serious than elfgaming.
Thus, how could Wizards be immune to it?
So when someone says "part of 4e's failure was their crappy software development!" that complaint applies to LITERALLY EVERY BUSINESS IN AMERICA.
What made you change your mind? Had you never run the game before?After being a 4E apologist for the last 10 years, I ran a 9 month campaign which ended last fall.
The result: all my 4e books have been removed from my shelves and put into boxes, ready to go into storage. (For those keeping score, I have no other gaming books in storage.)
Moreover, I disliked it so much that it's carried over into similar games such as 13th Age and Pathfinder 2. I'm completely disengaged from those systems as well as watching my enthusiasm disappear for Draw Steel.
Most recently, I had run it often at my FLGS for D&D Encounters. That was a very different experience than in a home game.What made you change your mind? Had you never run the game before?
I don't think it would have helped as much as we might like. Presumably we'd have better early adventures, better tool support, probably wouldn't have awkwardly mixed attribute classes and we'd have snappier monsters out the gate.I wonder if the designers of 4e had the time that they wanted to properly develop 4e D&D how much would it have changed things? Would the people who like 4e still like this product? Would the people who hate 4e still hate this product?
I guess my question is "which designers"? Members of a team rarely have the exact same opinions. I think 4e struggled because there were factions between...I wonder if the designers of 4e had the time that they wanted to properly develop 4e D&D how much would it have changed things? Would the people who like 4e still like this product? Would the people who hate 4e still hate this product?
According to Lisa Stevens, it was primarily driven by the folks at Paizo really not liking 4e. They were looking into ways of making the GSL work for them, but had "releasing the d20 SRD with Jason Bulmahn's house rules" as a plan B. After Bulmahn went to the D&D Experience in 2008 to playtest 4e, they decided to turn plan B into plan A, because "that's not the game we wanted to write for."The Paizo split probably still happens, because that's driven by the GSL.
Not to say it was all sourness of the 4E system. I know when Paizo inquired about the GSL and what assurances they had the rug wouldn't be ripped from under them after publishing, WOTC replied, "none".According to Lisa Stevens, it was primarily driven by the folks at Paizo really not liking 4e. They were looking into ways of making the GSL work for them, but had "releasing the d20 SRD with Jason Bulmahn's house rules" as a plan B. After Bulmahn went to the D&D Experience in 2008 to playtest 4e, they decided to turn plan B into plan A, because "that's not the game we wanted to write for."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.