Steel_Wind said:And then does what Microsoft did with Battletech: it keep the computer rights and license the rest off to someone who will continue to make the PnP RPG and promote your brand - while not frustrating your computer game design goals from time to time through IP approval.
LightPhoenix said:I'm not one for what-if scenarios, but I have to disagree with this. M:tG had very little to do with the preponderance of kids getting into computer games. That was pretty much completely the natural evolution and convergence of console systems - Atari, Nintendo, Sega, and Sony - and affordable widespread home computer usage (with all the benefits of CPUs) in the US and Japan. While D&D and M:tG both had influences on console gaming, it's grossly inaccurate to say that either brand acted as a primary feeder to get kids into video games. They may have acted as a primary feeder for console RPGs, perhaps - but until recently that was a very small slice of the video gaming market.
Steel_Wind said:Magic:TG was a disaster for RPGs. Kids who got into it skipped over RPGs entirely and went straight to computer games. Whereas before AD&D had been the main "feeder game" with players learning RPGs from AD&D and then churning off to play different systems - all of that just plain broke in its entirety for three years+. The echo of that effect on those companies who relied on churn from TSR to provide them with new customers took the hit later - but they got hit by the same bus.
Steel_Wind said:I'm not suggesting it acted as a Feeder to computer games. I'm saying that by not being a feeder to D&D and RPG spin-offs, most of those kids who played M:TG skipped over D&D in its entirety and the card game wrecked the market.
Many did move onto computer games - just as many RPG fans did. This was not a feeder effect as you point out. The reason this migration occurred is not a direct causation at all and is due to other sources.
The point - however - was that they skipped RPGS entirely. And that's why M:TG was a disaster.
Without yet answering the original topic, I have to comment on this. As a boy growing up in the 80s, I distinctly remember sections of D&D and fantasy books being in the local Toys-R-Us back in the first heyday of D&D. MADD and the satanic hysteria effectively killed those, and RPG companies avoided trying that avenue for years because the toy-store market had been poisoned. It wasn't because none of them saw what a success they could be if they sold in the right place; it was that the right place had suddenly become the worst of the wrong places.Drawmack said:Eventually the buzz dies down, but the market is no longer in jeopardy as the move to selling in toy stores worked since your product is available where people go looking for your product. By today all toy stores world wide have large setions of RPG books. Even Disney has gotten in on the market releasing RPGs for the 7 - 12 age market and catching children prior to them playing the more advanced DnD style games.
LightPhoenix said:Maybe I'm misunderstanding, but that seems to be exactly what you are saying.
I understand what you are saying about the MtG effect, however I don't think that it can be stated with any sort of confidence that those kids playing MtG would have been RPGs in general, or played D&D specifically.
I'm also going to point out at this juncture, though not directed at you Steel_Wind, that at the time TSR was bought out, Interplay had the rights to D&D computer games and Bioware didn't even exist.
In fact, Interplay had the D&D license until 2001, when Shadows of Amn was released.
Were WotC not to go and acquire TSR due to a MtG flop (ugh, rampant what-if speculation), I personally think that D&D games wouldn't exist at all today how we know them. I think the property would have been in so much turmoil, regardless of who acquired it, as to inspire very little confidence in publishers investing in the D&D brand. Atari (who owns it, not Bioware) probably never would have took on the D&D license (after five years of possible further decline), it either being not available or no one willing to pay for it, and Bioware probably would have gone on to make another game based on their own intellectual property - possibly even a spiritual successor to Fallout 2.
Steel_Wind said:Third edition had not told a single copy when BG1 was released and BG2 was released before 3e. All of these titles were based on 2 ed and set in the FR.
Third edition had absolutely nothing to do with the value of that license. It still doesn't.
Nifft said:Quite the opposite, in my anecdotal experience.
It was BG2 and ToB that got me and some of my friends back into D&D. I honestly hadn't touched D&D since AD&D (1e). The fact that 3.0e came so close on the heels of BG2:ToB got me to read it, then buy it and play it.
Cheers, -- N

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