helium3 said:
Why exactly is Incarnum dreck? Because you don't like it? What exactly is wrong with a different mechanics system?
buzz said:
I don't understand why MoI is being singled out as representative of WotC's entire design strategy and R&D capability. Why is the fact that you didn't happen to like the book proof that WotC solely targets the lowest common denominator? Isn't the book actually proof that WotC was willing to take a risk on something different? Isn't Eberron?
I mentioned
Magic of Incarnum simply because I was reading the thread about it before I read this one, so it was foremost in my mind.
What I don't like about
MoI, the reason I call it "dreck," is that it's neither different nor risky. It's just recycled concepts from
SWRPG given a fantasy veneer. As I said, I find it bland and rote.
WizarDru said:
Of course, some of us look at Incarnum and see something completely different than a Star Wars rip-off and useful, at that.
As Mark Twain wrote, "Difference of opinion is what makes a horse race."
I'm glad you found your investment worthwhile - for me it's a pass.
buzz said:
And my argument is that I don't necessarily buy that WotC's strategy is to produce nothing but "safe" vanilla books. Eberron alone is evidence against this. You and GVD seem to be assuming that your personal opinion of their books is fact, and thus proof of a strategy.
First
buzz, nothing that you or I or (with a few exceptions) anyone else says on the boards should be taken "proof" of anything. They are opinions regarding the topic, based on our respective experiences. There is no argument to be won here or solution to suss out, just the sharing of differing ideas about what we enjoy in gaming and why.
Eberron, IMHO, is the least risky move that WotC could make on a new setting - it is a mish-mash of "pop fantasy" elements designed to capture as many people as possible by appealing to whatever is deemed hip in the genre at the moment. I see it as the natural evolution of a gaming style that originated with
Myst. That doesn't make it 'bad' - in fact, I don't think Eberron is a poorly-done setting at all, though it holds no appeal for me, but I do think that once again it was a risk-avoidance strategy, a grab-bag setting so that people could play lycanthropes and droids and fly around in zeppelins while taking advantage of a wealth of anachronisms.
Ghostwalk was a risky choice.
Midnight, had it come from WotC, would be a risky choice. Eberron was about the safest choice that WotC could make.
buzz said:
Then how are you qualified to make blanket assessments about the objective quality of WotC's products?
buzz, first, I'm not making blanket assessments about the objective quality of the books - I'm offering my subjective opinion of the quality of WotC's product, just like you. My "qualifications" are the same as yours: I'm an informed consumer.
and if you go back to my post, you'll see that I already answered your question: I read the books, read reviews, and compare different approaches. I don't have to like something or play it to appreciate the fact that it's innovative or not: I'm not interested in playing
Blue Rose or
Warhammer Fantasy Roleplay, but I think they're both excellent games mechanically and thematically. I don't have to 'like' something in order to appraise it's relative merits.
Without access to the planning notes, marketing research, and sale figures generated by Wizards of the Coast, all any of us can do is speculate as to their decision-making. However, all of us see what's released and when, can look at the products and develop informed opinions, and are entitled to have an opinion on the end result.]
buzz said:
Just like here, the thesis boiled down to "WotC is the source of all evil because I don't like their products."
No one has said anything of the kind, and as for me I'll thank you to not ascribe quotes to me that I didn't write.
To make sure that my point isn't lost here, I'll restate it: I think WotC is the undisputed leader in marketing, production values, and perhaps business strategy, but I think that most of their products are dull and uninspired, that more innovative game design happens elsewhere.
WizarDru said:
But I'm still not seeing why WotC should be doing that...I was under the impression that was one of the core advantages of the OGL in the first place.
My feeling is that the OGL was intended for one purpose: to sell
Player's Handbooks.
The fact that third-party publishers did something different with it (there's innovation again) has produced comments from WotC about "splitting the market" and how it's bad for gaming. Looking over my gaming books, as a consumer I benefit directly from the market splitting, since none of the games I play require the
PHB.
WizarDru said:
I'm not trying to say that WotC is the most innovative publisher around...clearly nothing they've done this year is as innovative as Mutants and Masterminds second edition or Northern Crown. But I have a hard time correlating that with the fall of the industry. The core argument sounds like, to me, "WotC should do more diverse and experimental things, because that spurs new ideas and creativity from third-party publishers and competition, which in turn grows the industry and keeps it healthy". As I understood it, the OGL was essentially enlightened self-interest; it shifted the burden for a lot of material OFF of WotC, while at the same time empowering other parties to both bolster WotC's core sales, enhance their brand, provide support for more niche interests and make a few bucks for those third party publishers. From what I can tell, it's done exactly what it was supposed to do. That it is no longer the gravy train it once was doesn't signal to me that the industry has fallen on hard times...just that growth is not permananetly sustainable, and a natural correction of the market has taken place.
This is a really interesting point,
WizarDru. I agree with much of what you're saying -the only place I'm inclined to disagree is with respect to the fact that the OGL is working out as planned.
To be fair, I am anything but an expert on the OGL, but I've heard rumblings several times to the effect that the third-party publishers didn't "play along" as planned, that instead of taking on the peripheral parts of the games that weren't profitable enough for WotC to invest in, the third-party publishers came straight at WotC's core supplements instead, so much so that the market was glutted and a thinning of the herd was necessary. If I was a publisher, I know that would've been my strategy as well - why settle for being a bottom-feeder when there's all those juicy fish floating around?
WizarDru said:
You suggest that the market has a problem in the form of the cyclical nature of RPG releases. I agree that it's the prevailing model...but what could replace it, really? There really are some people who buy the core game and nothing more. How do you get off of that cycle and remain profitable? I certainly prefer WotC's 'add more options' approach to White Wolf's "sure you bought the core book, but it'll be a year before you have all the clan books and information" strategy. Is there another way?
I don't know yet, but I'm thinking about it.
Excellent post,
WizarDru.