Project Sigil 90% Of D&D’s Project Sigil Team Laid Off

D&D's 3D virtuial tabletop.
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Reports are coming in of a swathe of layoffs at Wizards of the Coast, constituting 90% of the team of the new Project Sigil virtual tabletop platform. In all, over 30 people have been laid off, leaving a team of around 3 people.

Sigil is still in beta, only recently made public three weeks ago. Recent reports indicated that the scope of the project was seemingly being cut back.

WotC’s Andy Collins—who has worked on multiple editions of D&D and other WotC TTRPGs going back to 1996—reported via LinkedIn that he was one of those laid off. He indicated that the small team left behind would continue to work on the project.

More news as it comes in.
 

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Well that wasn't entirely unexpected, just so much sooner then I thought...

But, on the other hand, VTT's like Talespire are doing quite well. So, it's not impossible to do. Just seems that WotC hasn't figured out how to do it.
Ehh... Talespire looks great and all (I also own it), but what are you basing this off? After almost 4 years in Early Access, they have ~3,800 reviews, something like Tabletop Simulator has almost 42,000 reviews after almost 10 years. In the space I wouldn't call that a huge success. It did a $300k KS in June 2019. And what might be 'quite well' for Talespire, might not be even close to what Sigil was supposed to do.

The problem is that WotC/Hasbro is an Enterprise/Multinational, large, slow, not agile. That means overly inflated teams, a LOT of overhead, and slow going. I'm not sure when Sigil started, but they were already late to the party. Other, smaller developers were already working on related/similar projects, working faster, with far less people, thus a LOT cheaper.

Bouncyrock, the developer of Talespire, has currently 19 people working on it, 16 two years ago. Unknown if these are all fulltime employees or not.

The Foundry VTT core team is even smaller. And the even smaller 'The Ripper 93' has developed a 3D module for Foundry VTT.
Or look what Dungeon Alchemist has done/achieved in the last 4 years ($2.5 million KS) with a team of currently 16 (including a community manager):

I was never expecting that WotC/Hasbro would even touch the top solutions in this field. But we need to realize that people will want to compare Sigil to these top solutions, instead of the massive failures that are far more common.

My gaming rig can run smoothly with newly released games but it stuggled with Project Sigil. It has some serious optimization problem that kill my urge to use it after tried for 10 min.
I don't know, I tried running it on a Mac via Crossover (compatibility layer) and got overwhelmed by the mountains of dependencies Sigil required. I tried a bit ago, after some attempts to make everything work I threw up my hands and decided to wait for Crossover 25, which released last week. I hope I get to it again before Sigil shuts down completely.

The problem in the current PC market is that higher end GPUs are scarce, so the people that are hardcore PC gamers are willing to spend the big bucks on it while the more casual players that also want to play pnp D&D online via VTT in a 3D environment, aren't already using Talespire or Tabletop Simulator AND are willing to play a monthly fee for that privilage are kinda rare...

Most of us 'casuals' go for far lighter solutions, that won't also function as a space heater. Relying on either a port to MacOS, it working via Crossover or Proton (Steam Deck), or it running it via Geforce Now. No thought was put into that at all with the release, add to that crappy optimization and you have a product that very few people would touch.
Just as a side note, Remedy is finally making a profit from Alan Wake 2.
You do know that Remedy is Finnish and not American...

Edit: Fixed finish error. ;)

I'd say WotC doesn't know how to handle software development,
While that's also my first response, I'm told that the tools for 4e where excellent, I just never played 4e. And my experience with Magic Arena is also excellent. It's just everything else WotC sucks at software development, but they are also not unique in that. The amount of (KS) projects in this space that started during the pandemic (and some even before that) is surprisingly large, most never get anywhere close to their promises. There are just some successful examples that stand out.

Or... in the case of Mac users, like me, you can't download it and use it even if you want to.
Oh, you can download it and install it (via Crossover), I just wasn't able to run it... Might not work at all, but maybe we just have to suffer through the dependency hell that is Sigil.

I'm not going to be interested in changing VTT platforms.
And that's where a LOT of people are that are currently using a VTT, but the rest either aren't as attached to their platform as you or me, or haven't even decided on one yet (either because they're trying things out or are new to VTT). I expect that the VTT space will grow faster then the physical games in the next decade, that means a LOT of potential customers to pick up. Especially when it's the official, approved version...

Obviously this decision is a cost cutting measure by reducing a very costly component, personell, and probably office space. If Sigil was a massive success, then maybe it wouldn't have been sacrificed. And that's also where I expect that the folks running the project saw what was happening and pushed for a release when it wasn't ready yet (after how many years?)... If they hadn't it would have been probably cut without a release.

I also wonder if the people behind it went: Not a massive success, and we've got licensing fees coming in from all kinds of VTT solutions for zero work on our part, why try to reinvent the wheel when what we released isn't round in the first place...

Still not sure it is something people want though.
It's something that some people want and probably quite a few people that don't know yet that they want. If you asked me 20 years ago if I ever was going to be playing D&D online, outside of a computer game or MMO, I would have laughed at you. And I'm one of the computer savvy people... There are always people, but are they enough and is WotC/Hasbro willing to wait years or possibly decades until it catches on? Obviously not!

I'm not someone that's waiting on 3D in their games. It requires quite a bit of computer power on all the clients, often requires a client that does not always work on the OS the player is running, and from the DM perspective it costs a LOT of time to setup! 3rd party 3d maps/assets would cost significantly more then the pletora of 2d assets we can currently choose from. And from a personal perspective, maybe it will feel too much like a computer game. I do want to mess around a bit with 3d in VTTs (primarily FVTT, but also in Talespire and Dungeon Alchemist), something like a 3d Heroquest or the Lego D&D adventure in 3d...
 
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Ehh... Talespire looks great and all (I also own it), but what are you basing this off? After almost 4 years in Early Access, they have ~3,800 reviews, something like Tabletop Simulator has almost 42,000 reviews after almost 10 years. In the space I wouldn't call that a huge success. It did a $300k KS in June 2019. And what might be 'quite well' for Talespire, might not be even close to what Sigil was supposed to do.
Indeed.

Steam numbers for Talespire are peaking at 1000 each week - at launch it reached a peak of 1400 players.

Those are not great numbers. It's not growing, though it's surprisingly stable looking over the figures, and it's better than Suicide Squad, but it's certainly not setting the world on fire.

(Source: https://steamdb.info/app/720620/charts/#3y)

I expect that if Sigil had been launched in a good state, it would have had far more traction. It's still a bit of specialist software, but that's okay.
 

I’m late to the party, I assume this has been thoroughly discussed already (but I ain’t reading 19 pages about this). But I’m shocked! Mainly because this is exactly the kind of thing that seemed to happen with every other attempt by WotC to create a project like this during every other edition—big promises, then the product is dead on arrival. 3E, 4E, 5E 2014, and now 5E 2024! (I guess this isn’t actually dead yet, but 90% of staff laid off? Woof.)

The shocking part is that it just went into public beta, right? And it was promising, wasn’t it??
 

What's kind of interesting is that the 5.5e books were written so clunky because of this. Many people have commented on how a lot of things in the new books are worded in a tedious, awkward way that's sometimes difficult to parse for a normal human, but is great if you're planning on plugging those things into computer code. People speculated that this was done to make things easier to implement into Sigil. What a shame.

This is nonsense.

2014 was wordy and they got a lot of criticism for its use of natural language for describing rules.

Natural language is great to read but harder to reference or distill into "gameable" mechanics.

2024 just optimized the language, dialed back on natural language and codified it more. They did it in response to fair criticism and I think they managed to strike a nice balance.

Edit: as an added benefit that also allowed them to increase font size and add more art to the books.

Treantmonk recently posted a video showing how just the spell Antimagic field was reduced from 458 words and 2.5K characters to 144 words and 700 characters without changing the gameplay effects.

You want to see a game that seems to run on code? Go read Pathfinder 2e or D&D 4e.
 

What I'm saying is that WotC is being pulled in several different directions because the Hasbro C-suite doesn't understand the audience, can't comprehend how to make D&D profitable enough for them, and have no organizational vision of what their goals or purpose is. They are wasting money and goodwill and will ultimately lose fans. WotC and Hasbro desperately need to get their stuff together.

I work in management. This stuff is inexcusable.
It's notable that in his TSR post-mortem, Ryan Dancey identified several problems with the way TSR was doing business, but almost all of them could be traced back to not knowing their market.
 

Right.
  • And the number that could afford to buy and shutter a film studio at a $3.5 billion loss.
  • And the number that would try to revoke their game license and then revise it and then backtrack.
  • And the number that would start development on a VTT and lose around $1 billion.
  • And the number that would pull access to 2014 content on DND Beyond but then put it back.
  • And the number that would have enough money to misprint, scrap, and then reprint a luxury boxed set of Deck of Many Things to completely miss out on the holiday shopping season.
  • And the number that would confuse the entire market and fanbase with an edition that's not a new edition that has no idea of what it is.
  • And the number that announced, produced, and then hid the release of several streaming originals.
  • And the number that could release a major motion picture and fail to do anything to capitalize on it and let it be forgotten at the box office.
  • And the number that would release a book utilizing AI art after denying it, then reprint that book, make a statement that they'd never use AI, and then have their CEO make statements about how great AI is.
What I'm saying is that WotC is being pulled in several different directions because the Hasbro C-suite doesn't understand the audience, can't comprehend how to make D&D profitable enough for them, and have no organizational vision of what their goals or purpose is. They are wasting money and goodwill and will ultimately lose fans. WotC and Hasbro desperately need to get their stuff together.

I work in management. This stuff is inexcusable.
Most of that list is demagoguery. Interested where you got the $1bn loss on VTT from? Is that definitely a thing?

The genuine mistakes… are just that… mistakes.
Better to try and fail than never try at all. It’s not like others haven’t flopped… Pathfinder Online anybody?

Sigil might not have met expectations - internal or external. If it can’t be fixed then move on.

Just writing my Drow Academy adventure for 2024 rules. They’re great. Very easy to use. You’re missing out.
 


Most of that list is demagoguery. Interested where you got the $1bn loss on VTT from? Is that definitely a thing?
After reading the article (from EnWorld) more closely, it seems the $1bn includes video game projects too, so I'll edit it to "a large amount" in my post.
I think the points are reasonable because they largely demonstrate a lack of focus. For example, if your market studies show that most groups play theatre of the mind, maybe don't put a lot of resources and tie your new edition launch to a very high tech VTT if you're 1) unsure of the demand, 2) unsure of your abilities to deliver, and 3) launching a competing product simultaneously.
Just writing my Drow Academy adventure for 2024 rules. They’re great. Very easy to use. You’re missing out.
I don't feel like I'm missing anything because we're enjoying A5E currently. If and when the time comes I need a new version of 5E, I'll look at the 2024 stuff, but I'm not in a rush.
 

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