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<blockquote data-quote="TheAlkaizer" data-source="post: 8368796" data-attributes="member: 7024893"><p>The first motivator is not money. I'm interested in doing that. That's about it.</p><p></p><p>From a business perspective, the goal is to diversify. I will not go into too much details but we have several different video game projects and are trying to build strong IPs. There's interest in diversifying through different mediums (animated shows, TTRPGs, collectibles, etc). I'm probably the individual with the most experience and interest in reading up, dissecting, understanding and playing TTRPGs.</p><p></p><p>The TTRPG by itself doesn't need to break the bank. It needs to not be a financial disaster and create some synergy and movement between different demographics and populations of customers.</p><p></p><p>Also, I probably would not undertake such a project by myself, trying to get some money to pay artist left and right and cobble up together a game on my off time. But, depending on how things go financially at my work, we have over a hundred professionals with relevant skills (testing, localization, design, artists, programmers, etc) that are always looking for work.</p><p></p><p>Lastly, and this is entirely a personal opinion, I think the TTRPG hobby is quite obscure and hard to get into. It's pricy (or at least the entry point can be), it's time consuming, it demands that multiple people schedule time together and most of the time, the rules are daunting, numerous and require a real investment from at least one person to master them. These are all entry barriers. No wonder the hobby hasn't grown as much as other hobbies.</p><p></p><p>I think there's an unfilled space in the market and that TTRPGs can be spun into something that's:</p><ul> <li data-xf-list-type="ul">Easy to learn, easy to try and streamlined.</li> <li data-xf-list-type="ul">That's heavily supported by technology. For example, Paizo products have some unofficial websites and databases for feats, spells, etc. I don't understand why companies don't do this themselves.</li> <li data-xf-list-type="ul">That's not too pricy because it doesn't require people to buy multiple 50-60$ books.</li> </ul><p>Tabletop Games are gaining in popularity, video games are the biggest commercial media on the planet by a huge margin, play is becoming more and more prominent in education, formation, therapy, etc. We have many clients that think that the only solution to their solution are pricy technological apps and softwares that cost hundreds of thousands to develop when tabletop games could be a solution.</p><p></p><p>Anyway, I'll stop here. It would be short-sighted to say "it's a small market, there's no money to be made, why do it".</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 8368796, member: 7024893"] The first motivator is not money. I'm interested in doing that. That's about it. From a business perspective, the goal is to diversify. I will not go into too much details but we have several different video game projects and are trying to build strong IPs. There's interest in diversifying through different mediums (animated shows, TTRPGs, collectibles, etc). I'm probably the individual with the most experience and interest in reading up, dissecting, understanding and playing TTRPGs. The TTRPG by itself doesn't need to break the bank. It needs to not be a financial disaster and create some synergy and movement between different demographics and populations of customers. Also, I probably would not undertake such a project by myself, trying to get some money to pay artist left and right and cobble up together a game on my off time. But, depending on how things go financially at my work, we have over a hundred professionals with relevant skills (testing, localization, design, artists, programmers, etc) that are always looking for work. Lastly, and this is entirely a personal opinion, I think the TTRPG hobby is quite obscure and hard to get into. It's pricy (or at least the entry point can be), it's time consuming, it demands that multiple people schedule time together and most of the time, the rules are daunting, numerous and require a real investment from at least one person to master them. These are all entry barriers. No wonder the hobby hasn't grown as much as other hobbies. I think there's an unfilled space in the market and that TTRPGs can be spun into something that's: [LIST] [*]Easy to learn, easy to try and streamlined. [*]That's heavily supported by technology. For example, Paizo products have some unofficial websites and databases for feats, spells, etc. I don't understand why companies don't do this themselves. [*]That's not too pricy because it doesn't require people to buy multiple 50-60$ books. [/LIST] Tabletop Games are gaining in popularity, video games are the biggest commercial media on the planet by a huge margin, play is becoming more and more prominent in education, formation, therapy, etc. We have many clients that think that the only solution to their solution are pricy technological apps and softwares that cost hundreds of thousands to develop when tabletop games could be a solution. Anyway, I'll stop here. It would be short-sighted to say "it's a small market, there's no money to be made, why do it". [/QUOTE]
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