Remathilis
Legend
All I know is that this weekend, I'm playing WotC Tales of the Valiant.
5E early on was performing typically well for D&D. it reclaimed the mantle from Pathfinder and it was selling pretty good, probably even better than expected, but it was not this monstrous success we see today. THAT was the result of elements well beyond WotC's control.I don't know about that. 4e was widely perceived (fairly or not) as bringing Word of Warcraft to D&D, and there was a reaction against it (fair or not) that computer games and tactical combat was not really what the game was all about. 5e was a return to roots of sorts, with some nods to 3e that was fully embraced, along with the wave of the internet (Critical Role, YouTube, Wil Wheaton), and Hasbro's global reach. All these together were instrumental to 5e's success.
Though most of this is somehwere between "design" and "brand identity". It was obviously important that D&D5 was a well designed-game, but it also had to be the right kind of design that sends the right message; because D&D4 sent the wrong message. If D&D5 is 10 times more succesful than D&D4, that doesn't mean that it is 10 times better designed; it just means that its design didn't hamper it in tapping into far more important marketing factors like nostalgia or "identity as pen&pater gamers, ot computer gamers". Simiarly, if D&D is 100 times more succesful than, let's say, The One Ring (I'm just picking numbers here, so be lenient if I get them totally wrong), it doesn't mean that it's a 100 times better designed.I don't know about that. 4e was widely perceived (fairly or not) as bringing Word of Warcraft to D&D, and there was a reaction against it (fair or not) that computer games and tactical combat was not really what the game was all about. 5e was a return to roots of sorts, with some nods to 3e that was fully embraced, along with the wave of the internet (Critical Role, YouTube, Wil Wheaton), and Hasbro's global reach. All these together were instrumental to 5e's success.
@Oofta and I read a few of your posts as seeming to imply that, so instead of presuming I thought it would be best to ask.It's core is very well designed. Some of its components are a little wobbly, and its CR/XP/Encounter system is bonkers. It is missing some components of D&D that I prefer to have, but that doesn't make the design bad, just incomplete.
Why do epople think i said 5E was not well designed, or even not good? I did not say that.
Those were all USA things, mostly in the 80s. I was more aiming how well known D&D was even in geek circles outside USA/Canada and maybe UK. Like continental Europe, Latin America, developed Asian countries etc. Cause today, with globalization and instant communication channels via internet, D&D as a brand is recognizable around the world.
WotC era of D&D coincides with proliferation of internet.
All in all, love it or hate it, but they played their cards right and D&D became industry leader. Like someone said, it's Coca- Cola of TTRPGs. Love or hate it, but mass market appeal and recognition is there.
I'm not disputing that it has grown exponentially since then under WOTC/Hasbro and that the company made some good decisions for the brand, just that it was pretty damn big under TSR back in the day. The game was every bit as huge in the UK as it was in the US. You can count the TSR days as another reason for today's brand recognition -- it didn't start with WOTC.The game had more than three million players around the world by 1981,[175] and copies of the rules were selling at a rate of about 750,000 per year by 1984.[176] Beginning with a French language edition in 1982, Dungeons & Dragons has been translated into many languages beyond the original English.[71][73] By 1992, the game had been translated into 14 languages and sold over 2 million copies in 44 countries worldwide
Right. I think we can go a bit further on your first point. Popularity can still be a criteria without being the only criteria.Agreed.
Popularity can't be used to prove that the design is actively excellent, unless one is making the argument that the only valid critical criterion is popularity. And I don't think most people agree with that.
But, one can argue that the popularity indicates that the design certainly isn't actively bad, and must at least hit the floor of "pretty good". Otherwise, you're arguing that mass popularity is completely insensitive to design quality, which I don't think most people agree with either.
Might have had something to do with the ‘big tent’ design goals?5E early on was performing typically well for D&D. it reclaimed the mantle from Pathfinder and it was selling pretty good, probably even better than expected, but it was not this monstrous success we see today. THAT was the result of elements well beyond WotC's control.
For the record: I can't find Reynard suggesting anything like this at all. They just claimed that the system design is not the reason for D&D's current success. They may be right or wrong, but either way, it doesn't mean "D&D5 is badly designed", and it certainly doesn't mean "if you think you're having fun playing that game, you're wrong." It could just as well mean "D&D5 is a really well-designed RPG, but I think it's success is due to other factors", which would make a lot of sense to me, because a) D&D5 seems to be well-designed, and b) there's a lot of well-designed RPGs that aren't remotely as succesful as D&D5; so if it is all about design, how can that be? There MUST be other factors that are a lot more important. If there was a linear relation between the good design of an RPG and it's success, D&D would have to be, what, 1000 or 10000 times better designed then the next contender?
You could do that, but that would be on you since I did not say a single thing about liking 5E or whether 5E was fun. You're erecting a strawman.
If you want to claim that the media attention, streaming, and the pandemic did not have a major impact on 5E's popularity, you are welcome to do that.
5E's success is not really attributable to its design...
I can get on board with that. The game needed to tread a fine line between nostalgia and game design, and I think 5e successfully thread the needle. Not the best design in general, but perhaps the "perfect" design (so far, and sales-wise, and for the D&D audience) for the D&D "brand."Though most of this is somehwere between "design" and "brand identity". It was obviously important that D&D5 was a well designed-game, but it also had to be the right kind of design that sends the right message; because D&D4 sent the wrong message. If D&D5 is 10 times more succesful than D&D4, that doesn't mean that it is 10 times better designed; it just means that its design didn't hamper it in tapping into far more important marketing factors like nostalgia or "identity as pen&pater gamers, ot computer gamers". Simiarly, if D&D is 100 times more succesful than, let's say, The One Ring (I'm just picking numbers here, so be lenient if I get them totally wrong), it doesn't mean that it's a 100 times better designed.
Agreed.
Popularity can't be used to prove that the design is actively excellent, unless one is making the argument that the only valid critical criterion is popularity. And I don't think most people agree with that.
But, one can argue that the popularity indicates that the design certainly isn't actively bad, and must at least hit the floor of "pretty good". Otherwise, you're arguing that mass popularity is completely insensitive to design quality, which I don't think most people agree with either.