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<blockquote data-quote="Whisper72" data-source="post: 1691879" data-attributes="member: 17339"><p>Hmm... I disagree that all the 'power' lies with the gamers themselves. Sure, ultimately, the 'voting dollar' of the gaming public decides how and where the gaming industry will grow, but companies can have a large impact by making stuff that appeals to new / larger audiences. I will focus on DnD, as that is my main interest and field of experience.</p><p></p><p>WOTC has done so with the release of DnD3.x. Some people (myself included) sometimes complain about it having a more 'CRPG' like feel, but this is actually a good marketing ploy to attract a new generation of players whose first exposure to 'role'playing is from CRPG's. The launch of Eberron, with a new look/feel gameworld is similarly an attempt to unlock a different kind of audience in addition to the FR people.</p><p></p><p>There are several things I do not understand though:</p><p></p><p>- why is there no good introductory / basic version of DnD? The set of 3 core rulebooks is larger than the old Gutenberg Bible, and at times more difficult to understand, whether you know German or not, especially for not-yet gamers.</p><p>A version with only the four basic classes, limits on spells/powers available, maybe only for the first 10-12 levels or so etc. to get ppl going. Just a bit more then the very limited introductory box which only covers levels 1 and 2.</p><p></p><p>- if one of the problems of the industry is that once you have the game-books, you do not need to buy new ones, why is there not more focus on modules, which are essentially the 'one shot' products that should generate cash?</p><p></p><p>- the whole distribution thing sucks IMHO. Especially overseas, there IS no FLGS, and in any case, most FLGS's that exist are hardly the best places to attract new players to the game, as the air / look / feel of those places are often intimidating to anyone not already in some sort of game related hobby in the first place. There should be more effort put in the availability of adequate (in terms of range of items / choice) gaming material in 'regular' game and book stores.</p><p></p><p>- as for societies not being necessary, since the individual gaming companies usually do not have the money available for real advertising (i.e. national coverage TV spots, ads in non-gaming magazines to attract new audiences etc.), this could be the tast of an organization transcending individual companies. If all d20/DnD related companies got together and spent some cash to do a joint ad campaign, maybe they could summon up some real impact.</p><p></p><p>Just some thoughts...</p></blockquote><p></p>
[QUOTE="Whisper72, post: 1691879, member: 17339"] Hmm... I disagree that all the 'power' lies with the gamers themselves. Sure, ultimately, the 'voting dollar' of the gaming public decides how and where the gaming industry will grow, but companies can have a large impact by making stuff that appeals to new / larger audiences. I will focus on DnD, as that is my main interest and field of experience. WOTC has done so with the release of DnD3.x. Some people (myself included) sometimes complain about it having a more 'CRPG' like feel, but this is actually a good marketing ploy to attract a new generation of players whose first exposure to 'role'playing is from CRPG's. The launch of Eberron, with a new look/feel gameworld is similarly an attempt to unlock a different kind of audience in addition to the FR people. There are several things I do not understand though: - why is there no good introductory / basic version of DnD? The set of 3 core rulebooks is larger than the old Gutenberg Bible, and at times more difficult to understand, whether you know German or not, especially for not-yet gamers. A version with only the four basic classes, limits on spells/powers available, maybe only for the first 10-12 levels or so etc. to get ppl going. Just a bit more then the very limited introductory box which only covers levels 1 and 2. - if one of the problems of the industry is that once you have the game-books, you do not need to buy new ones, why is there not more focus on modules, which are essentially the 'one shot' products that should generate cash? - the whole distribution thing sucks IMHO. Especially overseas, there IS no FLGS, and in any case, most FLGS's that exist are hardly the best places to attract new players to the game, as the air / look / feel of those places are often intimidating to anyone not already in some sort of game related hobby in the first place. There should be more effort put in the availability of adequate (in terms of range of items / choice) gaming material in 'regular' game and book stores. - as for societies not being necessary, since the individual gaming companies usually do not have the money available for real advertising (i.e. national coverage TV spots, ads in non-gaming magazines to attract new audiences etc.), this could be the tast of an organization transcending individual companies. If all d20/DnD related companies got together and spent some cash to do a joint ad campaign, maybe they could summon up some real impact. Just some thoughts... [/QUOTE]
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