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5e and the Cheesecake Factory: Explaining Good Enough
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<blockquote data-quote="Dausuul" data-source="post: 8201156" data-attributes="member: 58197"><p>This explanation is insufficient when you look at D&D's history. 5E didn't just rely on newcomers and 4E players; it also clawed back a lot of people who had left 4E for Pathfinder. That can't be explained by simple inertia. And while it's hard to find data on this, I'd be willing to bet a fair amount that 3E also reclaimed a bunch of players who had decamped to other games during TSR's decline.</p><p></p><p>That isn't to say D&D doesn't <em>benefit</em> from player inertia and brand recognition--of course it does. But I don't think that is a huge factor over the long haul.</p><p></p><p></p><p></p><p>Again, I think 4E undercuts this argument. 4E was laser-focused on the "core experience" of D&D--the dungeon crawl--and it executed on it very well. No other edition holds a candle to 4E for exciting, dynamic battles. But 4E failed, while 5E succeeded despite being much less focused.</p><p></p><p>I'm with [USER=7023840]@Snarf Zagyg[/USER] - 5E succeeds because it offers a good-enough experience to many types of players. There's crunchy combat for the wargamer, extensive lore to support the story enthusiast, a (reasonably) simple core system for the casual gamer, and it allows newbies and wallflowers to participate at whatever level they feel comfortable with. There are other systems that do each of these things better, but not many that do all at once.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8201156, member: 58197"] This explanation is insufficient when you look at D&D's history. 5E didn't just rely on newcomers and 4E players; it also clawed back a lot of people who had left 4E for Pathfinder. That can't be explained by simple inertia. And while it's hard to find data on this, I'd be willing to bet a fair amount that 3E also reclaimed a bunch of players who had decamped to other games during TSR's decline. That isn't to say D&D doesn't [I]benefit[/I] from player inertia and brand recognition--of course it does. But I don't think that is a huge factor over the long haul. Again, I think 4E undercuts this argument. 4E was laser-focused on the "core experience" of D&D--the dungeon crawl--and it executed on it very well. No other edition holds a candle to 4E for exciting, dynamic battles. But 4E failed, while 5E succeeded despite being much less focused. I'm with [USER=7023840]@Snarf Zagyg[/USER] - 5E succeeds because it offers a good-enough experience to many types of players. There's crunchy combat for the wargamer, extensive lore to support the story enthusiast, a (reasonably) simple core system for the casual gamer, and it allows newbies and wallflowers to participate at whatever level they feel comfortable with. There are other systems that do each of these things better, but not many that do all at once. [/QUOTE]
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5e and the Cheesecake Factory: Explaining Good Enough
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