Is it WotC’s responsibility to bring people to the hobby?

I think it's certainly in WotC's self-interest. Paizo's, too. The market forerunners generally have the biggest interest, and available resources, to build the size of the market. Moreso in D&D than other hobbies, as well, because recruiting one new DM may then result in 4-6 brand new players.
 

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At least their PR company is now approaching podcasts to promote books, like RA Salvatore's latest one and they send some boardgames for review from time to time. Not sure how much that helps the RPG, but it's a step in the right direction.

Personally, I think there are three things WotC needs to do make D&D Next a success...which in turn will help the industry overall by virtue of network externalities, as Dancey calls them.

  1. Quality Electronic Tools
  2. Some variant of the OGL
  3. Effective modern communication

I consider D&D 4E to almost require the use of the D&D compendium and character builder, just to make some aspects of the game less tedious. I think that D&D Next needs to have effective, portable tools for players and DMs. To do otherwise is to alienate customers and leave money on the table. It is RIDICULOUS that in 2012, we do not have iOS and Android clients for the character builder and compendium. Oh, there have been fan projects, but they have all been kludges. WotC's total failure from the very beginning in this realm needs to change. Dramatically.

Let's be clear here: single-person developers have already created tools like this. Which is also why there should be the second item, a new version of some sort of the OGL, allowing much better third-party content and development. WOtC should put a program in place to allow some developers to license some of their content (such as the protected content from the OGL days) and allow it into circulation, either for a fee or for something like what some game-makers have done: demand that said developers must release their content for free. 3E's massive surge of quality materials is directly owed to this and made 3E compelling. 4E's almost total lack is the same problem.

Communication is a tricky one. WotC was doing podcasts prior to 4E. They had websites. They had forum reps. I'm sure they probably have twitter accounts, facebook pages and maybe even G+ hangouts, for all I know. But WotC needs to better engage it's customers than it does. Too often it feels like WotC doesn't entirely understand their audience, even though they know them 10X better than TSR ever did.


Leviatham said:
When players consider it isn't and wait until the game is free to play, the game has failed. It might make more money now that's free, but that's not the benchmark I am measuring its success by.

And that's a fair assessment for a consumer. For Turbine, however, it's a different matter. DDO ran for 3 years as a pay service, so it was hardly a failure....and you need to remember, they practically invented the free2play MMORPG space. Quite a few people found DDO a game worth spending money on occasionally, even if they didn't think it was worth $15 a month regularly.

The larger point is this: it's very unlikely that DDO, with a subscriber base of around 2 million, was going to harm or hurt the installed D&D player base of potentially 6 million world-wide. Consider the fates of Temple of Elemental Evil and Dungeons and Dragons: Daggerdale. The former was so buggy that it was mentioned in virtually every review and it sold relatively poorly. Daggerdale was almost universally panned. One was released and the height of 3.5s popularlity, while the other released well into 4E's lifecycle...and from what I can tell, neither had much impact on the tabletop game. Nor did the far more successful Neverwinter Nights 1, Neverwinter Nights 2, Demon Stone, Dragonshard, D&D Tactics, D&D Heroes or even the D&D facebook game (which may have more players than DDO, for all I know).

I get your idea that such things could all feed back into the popularity of tabletop gaming and D&D in specific....but I think that's the tail wagging the dog. The original Star Wars RPG wasn't driven by movies or books, for example...but by Star Wars fans who also played RPGs. The new movies didn't suddenly make later versions of the Star Wars RPG (such as WotC's version) an equal of D&D, even though it reached far, far more people. For that matter, the D&D movies didn't hurt WotC and that was seen by far more people than probably played the MMO. It came out right when 3E was barely six months old and was panned pretty badly. That didn't hurt D&D at all, as we now know. For the most part, game sales and the industry are more affected by other factors (like the rise of CCGs, the sudden popularity of minis games and Euro-games and things like MMOs and Xbox-Live). People who play WoW might try the WoW card game...but it's probably far more popular with people who were already playing Magic: The Gathering. THAT is why D&D is more concerned with attracting Pathfinder players (the D&D equivalent of 'lapsed Catholics', if you will).


Leviatham said:
I agree with that. And again it highlights that there is no marketing maturity in the industry. When a company that could actually afford to pay a good marketing director to bring it back onto the map doesn't bother, what are the odds of much smaller bands investing on it?

And that's the greater issue, one the Dancey originally discussed in his now famous post about the state of TSR when he first investigated them after the acquisition. Prior to WotC, no one had ever even bothered to try and gauge this sort of stuff. And currently, ONLY WotC has the ability to do so. I would wager there are no other RPG producers with a staff of over a hundred out there. WotC has one. They have brand managers. They have marketers. And they're all gamers, pretty much. But marketing these games and to gamers is tricky business, especially in a market like this one with so many decent alternatives.

I suspect the very nature of what WotC sells is going to need to change at some point to continue to be successful...or they're going to have to become a brand first and game second. :P
 

And that's a fair assessment for a consumer. For Turbine, however, it's a different matter. DDO ran for 3 years as a pay service, so it was hardly a failure....and you need to remember, they practically invented the free2play MMORPG space. Quite a few people found DDO a game worth spending money on occasionally, even if they didn't think it was worth $15 a month regularly.

Granted I'm probably a really odd corner case, but for about 2+ years, I juggled the free 15 day DDO accounts, running a recurring warforged character that changed class and recycled equipment every two weeks. Over those 3 years DDO didn't make a (direct) dime off of me.

Once they went "free" I dropped about 80 bucks on them over the course of a month, and then stopped playing all together.
 

Granted I'm probably a really odd corner case, but for about 2+ years, I juggled the free 15 day DDO accounts, running a recurring warforged character that changed class and recycled equipment every two weeks. Over those 3 years DDO didn't make a (direct) dime off of me.

Once they went "free" I dropped about 80 bucks on them over the course of a month, and then stopped playing all together.

And that's actually not unusual. Here's the thing about the Free-to-Play model: only about 5% of the customers actually spend any money. But the ones who do tend to spend BIG. Among my group, none of us went beyond the trials. When the game went free, we didn't make $15 a month but we spent in spurts, so they definitely made more than if we didn't play at all (I'd wager we spent about $50 in 6 months per person).

The goal of the F2P model is to get the most people possible to play, knowing that some will spend to get more content or skip the boring parts or to get an advantage. The king of the F2P model is Team Fortress 2, a game that went free several years in and saw it's playerbase increase five-fold and it's revenue stream increased by 40x. TF2 also has an unusually high 20-30% rate of players who actually spend money on micro-transactions, which is unique in the industry.

I have played plenty of F2P games, but only DDO, Team Fortress 2, Tribes Ascend and one or two others have ever gotten me to spend money on them. And that's due to them being games that I enjoyed. Star Trek Online, Champions Online and others foundered on the vine for me, partly because they had their hand out for money so early it irritated me.
 

Not exactly on topic, but in case y'all didn't know: Star Wars Old Republic will go to F2P sometime this fall. I've said for a long time that's the only MMO that will tempt me. At F2P, I'll play it for sure.
 

I think it's certainly in WotC's self-interest. Paizo's, too.

Reading this suddenly made me think about a completely different way of approaching this question.

In common parlance, when we ask, "Who is responsible for this?" what we really mean is, "Who do we get to blame when it doesn't go how I want it to?" But, that's a pretty negative view of the whole thing, and part of a basically dysfunctional relationship is to start with considering blame.

There's another meaning. Simply, "Who's job is it?"

It is WotC's job to bring people to the hobby? Well, as P-cat points out, it is probably in their own interest. It would make sense for them to make it their job.

But, that doesn't mean it isn't your job, too. What you bought from WotC were rulebooks, not an entitlement to a group of copacetic people to play with. You have to find them yourself, and if you cannot find them, and you want to play, it is in your own best interests to create them.

Now, you're in the same position as WotC - doing something that's in your own best interests. It would, similarly, be reasonable for you to make it your job.
 

True is that no other update of a game has created an editions war.
Hahahaha, tell that the the 1E'ers when 2E came out, or go to Dragonsfoot and tell that to the people who played, and still play, 1E/2E AD&D when 3E came out (hint: they call 3E "TETSNBN" or "the edition that shall not be named").

As for the topic, it is WotC's job, quite literally, to get people to play D&D, but not role-playing games in general.
 

Reading this suddenly made me think about a completely different way of approaching this question.

In common parlance, when we ask, "Who is responsible for this?" what we really mean is, "Who do we get to blame when it doesn't go how I want it to?" But, that's a pretty negative view of the whole thing, and part of a basically dysfunctional relationship is to start with considering blame.

There's another meaning. Simply, "Who's job is it?"

It is WotC's job to bring people to the hobby? Well, as P-cat points out, it is probably in their own interest. It would make sense for them to make it their job.

But, that doesn't mean it isn't your job, too. What you bought from WotC were rulebooks, not an entitlement to a group of copacetic people to play with. You have to find them yourself, and if you cannot find them, and you want to play, it is in your own best interests to create them.

Now, you're in the same position as WotC - doing something that's in your own best interests. It would, similarly, be reasonable for you to make it your job.

A GM needs players. NearbyGamers www.meetup.com wizards, pathfinder ENWorld forums... That is good for most people, I imagine. I mean, it is possible someone will go out with the equivalent of a sandwich board but unlikely unless desperate.

Therefore, players bringing new people to the hobby is flawed logic.

WotC: steal/share players with other companies does not bring people to the hobby. It is complacent marketing. It is the same level as the example of the searching players above, except WotC pays marketers to do it.

So bringing new people cold to the hobby... is a job for the industry leader.
 

I don't think you can peg the job of bringing new players into the hobby on any one group. Everyone that enjoys the hobby should be happy to introduce new players to the game and not be so insular like it's a super secret club that only certain people get to join or be a part of.

I think it's the job of the companies like Wotc, Paizo, Troll Lord Games, and Frog God Games to publish rules and books that will allow new players to more easily transition into the hobby because frankly role playing games can be as confusing as rocket science to the uninitiated!

Sure it might not seem like it to most of us but that's because we have so much experience with the hobby and the genres involved. Take someone fresh off the street who sounds interested in your pitch of a role playing game but has no experience with it, or fantasy, which is the genre you are running and they will be so lost the person's head will be turning around!

Companies need to make their games more accessible rules-wise. Along with that they need to make their games more friendly towards people who are new to the genres involved as well. Not every new player is going to know what a goblin, a troll, or a kobold is and that's where the individual groups come in as well.

Many potential new players would be totally willing to give role playing games and the groups a chance. New players won't just spring out of the grass but potential players are everywhere and YOU (the veterans, the rules-lawyers, the min-maxers) have to give THEM a chance.
 

I don't think you can peg the job of bringing new players into the hobby on any one group. Everyone that enjoys the hobby should be happy to introduce new players to the game
I agree.

and not be so insular like it's a super secret club that only certain people get to join or be a part of.
But the point has been missed here.

Maybe another example... I want a beer. I walk into a beer store. I am a beer drinker and I know what I want to drink. So my decision is based on convenience and prior experience. I want a beer: I buy it from a beer store. (Maybe I want a WotC, maybe I want a Paizo or maybe an independent brew.)

What I am not about to do is convert my local grocer, on the far side of town, to become a beer store. That is a little too much like work to be fun when I can do my shopping, even over the Internet, at places where players gather.

I might stock up on beer at home and offer one to people I know - usually those would be beer drinkers anyway. They know where the beer store is, where the Internet spots are, and already have a taste for beer.

I am not going to open my house to the masses in my city, unless I am selling it. And if I do that, maybe put up a poster at the bus stops... I will get beer drinkers anyways.

I am not describing handshakes, symbols and tokens. I am not describing an aberrant behaviour. I am describing the natural order of things, a heuristic.

 

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