I had a conversation last night with one of my mates who's a rabid Everquest player, and we came to the conclusion that these days, games like Diablo, Dungeon Siege, Everquest etc. do hackfests just plain better than D&D does. That plays on their strengths - combat simulations and looting for treasure and XP.
Meanwhile, WotC releases products (or used to) aimed at the same target, with Diablo books, RttToEE and CotSQ. This, we thought, doesn't play on PnP's strengths, but rather simply shows quite clearly where the CRPG technology is outstripping PnP. We know that PnP can do a campaign with much more depth than any CRPG, and conjectured that the "Back to the Dungeon" ethos in the form of combat after combat with little RP depth whatsoever might be sabotaging D&D's long term success, by emphasising where D&D is weakest rather than strongest.
I remember a comment from a WotC staffer (Dancey?) that just putting the words "Dungeon Crawl" on a series of modules sent their sales up. This sales observation is probably the basis of the policy...is it shortsighted?
Meanwhile, WotC releases products (or used to) aimed at the same target, with Diablo books, RttToEE and CotSQ. This, we thought, doesn't play on PnP's strengths, but rather simply shows quite clearly where the CRPG technology is outstripping PnP. We know that PnP can do a campaign with much more depth than any CRPG, and conjectured that the "Back to the Dungeon" ethos in the form of combat after combat with little RP depth whatsoever might be sabotaging D&D's long term success, by emphasising where D&D is weakest rather than strongest.
I remember a comment from a WotC staffer (Dancey?) that just putting the words "Dungeon Crawl" on a series of modules sent their sales up. This sales observation is probably the basis of the policy...is it shortsighted?