Is the RPG Industry on Life Support? (Merged w/"Nothing Dies")

CharlesRyan said:
As I mentioned above, the overall trends are very strong: that 2 million or so regular players from 1999 has grown to over 4 million in 2004. (Monte mentioned that the market research number is probably larger than reality, and I tend to agree--but the trend has been consistent.)

Thanks for dropping in Charles! I've only got one comment...and that's pretty simple. Four million?! Whew. Even I couldn't imagine it having grown that much. If that doesn't discount all of this doomsaying, I don't think anything ever will. :)
 

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Thanks for dropping by, Charles, and for sharing some important things that I think some here misunderstand. Namely, that there is still growth and that the things new players find difficult aren't the things that some suspect are problems.
 

thanks for stopping by Charles. :D

i'll continue to fill out your customer surveys like i have for years now.

i filled out the pre-2000ed one too.

and over 100 of those cards in the minis packs until you took them out. ;)
 
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CharlesRyan said:
2004 was probably the best year ever for D&D (that's right: ever), as measured by a wide variety of standards.

That's great news - congratulations!

I've tried not to speak for the others on the So Cal panel, and merely present my impressions of what was said, but nevertheless I think that these are facts we all would have been glad to have. Thanks for sharing them, and I hope this returns some holiday cheer to the season!
 

Akrasia said:
However, people who reject out of hand my anecdotal evidence, and claim the contrary (e.g. that most busy 30+ professionals have absolutely no problem finding the time and energy to work as 3E DMs on a regular basis), typically are not in any superior epistemic position to do so. Their evidence is every bit as anecdotal as my own.
To quote Wittgenstein
Whereof one cannot speak, thereof one must be silent.
 

Just what kind of kids are we talking about

Marketing is an interesting field, and a frustrating ones, particularly to people with backgrounds in the maths and sciences, who like existing evidence to be able to provide 100% certainty on future outcomes.

IT doesn't quite work that way. Particularly so when looking at demographics.

There is a lot of dissension in this discussion on marketig to our 11-13 year olds. As their should be. This is not a monolithic block.

I can't help but notice that nobody has mentioned the traditional poor sister of demographics...namely psychographics...

Rather than ask the questions "how can we market to thirteen year olds?"...ask "just exactly what kind of thirteen year olds do we consider our target market?"

And that -- friends is a very different question.

We should first consider that among the teen/pre-teen age group, there 'value-tribes'... distinct clusters of personality types -- only a couple of which would have any interest in D&D...no matter ho simple the rules, or how pervasive the promotion.

The personality traits in question? This is only speculation but my guess is that they include...

..an enjoyment of complexity. A tenedency to use escapism as a coping mechanism. A desire to demonstrate mastery. And an enjoyment of being accepted in a rather exclusive subculture.

These same traits are probably held by kids who have no problem with steep learning curves for rules. In fact these enjoy complex rules...it gives them a sense of satisfaction to master and manipulate them to their liking.

And quite frankly -- they are the same personality traits that attract adults to the game. The only difference between ages is cosmetic -- certain older groups appreciate a depth of roleplaying unavailable to most thirteen year olds purely for reasons of maturity.

There is a reason why people who like role-playing games are often (unfortunately derisively) considered 'geeky'...it's because, psychographically speaking...a significant proportion of them are. The personality traits I described are, colloquially speaking, geeky ones.

This is not to diparage people who have these personality types (for goodness sake, I'm writing on this board, so I certainly share a few of them)...nor is it implying that everyone who plays RPG's is a geek. But the base personality type who enjoyes creating fictional characters -- whose skills are measured in statistics that go around having fantastic adventures --falls into a largely predefined psychographic profile -- whether we are talking about children teends or adults.

To market more effectively we need to consider the distribution of this profile -- and how to get to people who fit the profile but have not yet been reached.

Those who have called RPG's a niche hobby are right. It is -- and there's nothing wrong with that. Everybody should have a niche hobby of some sort or another. RPG's will never be mass-market leaders, nor do they have to be.

I do believe however, that the potential of the RPG niche remains significantly unfulfilled -- but to fill it -- we need to better understand just who it is we're going after.
 

CharlesRyan said:
2004 was probably the best year ever for D&D (that's right: ever), as measured by a wide variety of standards. All of our key trends are up and continuing to accelerate upward. We expect 2005 to be the next best year ever for D&D.
That's fantastic news! I'm really glad to hear that. Thanks for the info and keep up the good work, Charles.
 

CharlesRyan said:
Market research: Some have commented on the market research WotC conducted in the couple years prior to the release of 3e. It was groundbreaking at the time, but it’s routine now.

We comment on the old market research because (at least as far as I am aware) WotC has not released anything more current.

It would seem to me that WotC could do itself a favor by making some of that data public. The OGL and d20 license are both geared to allow third party publishers to help support the line as a whole. They could do that better if they had better information.

I can understand that havign that information gives WotC an edge, and I don't suggest that they give it all away. Certainly keep the more recent data for your own use. But the stuff that is a couple of years old has less value - and that value isn't incresed much by keeping it exclusive. WotC could probably see more return ont he money spent to gather that information by giving it to the 3rd party publishers who help keep the game fresh.


I’m happy to talk more on any of these topics (or anything else in this thread that I might have overlooked), but I won’t be able to keep up with this thread.

Thank you very much for the information you have given us.!
 

The Science-Fictional Future of the Gaming Industry

Here are my own thoughts on the nutty, far-out future of gaming; things that would make the 40th Anniversary of roleplaying games not just an extension of current trends (whether positive or negative), but a fundamental shift in the way things are done.

This is not conventional wisdom. It's certainly not conventional in the sense that it was part of the convention panel discussion at So Cal, or in the sense that anyone else shares these opinions. Nor is it wisdom. If you'd asked me in 1994, I would have predicted that these things would have arrived by 2004. The fact that they didn't, and I'm still predicting 'em, should give you some cause for skepticism. But I'll go on believing in these until they become true, because it's more fun that way.

OK, here's my list of new developments that could completely transform roleplaying:

Smart Paper. The ultimate book: buy it once, and download an infinite variety of content onto its pages. Smart paper is full of tiny micropores, each one containing a two-sided magnetic element that can be flipped to black or white. Choose what you want to read and it appears on the page. Smart paper -- or any other electronic-media reader that offered the convenience, portability, and ease of use of a book -- would eliminate the awkward and costly aspects of publishing that involve cutting down trees, bleaching and staining their pulp with toxic inks, shipping the result around the world, storing it in warehouses, etc. On the one hand, the profit margin of publishing would be much higher, which would be good for everyone. On the other hand, issues of unathorized reproduction would become more troublesome: a traditional book is a reasonably effective copy-protection device, since it takes a printing press to make a copy that has all the advantages of the source.

3-D Lithography. Want a new figure or terrain element for your miniatures game? Pour some gunk into your 3-D lithography printer and a minute later it spits out the shape you request, still warm from the lasers. Units like this exist now for making industrial prototype, and I'm still waiting for the day they become as cheap as home laser printers. This is cool for gamers, a mixed bag for manufacturers: on the one hand, it does away with the clumsy distribution network and lets you sell direct to the consumer, but on the other hand, by selling miniatures like you sell information, you lose one of the biggest advantages of physicality: strong protection against pirating.

Virtual Reality. Like most things, VR gets less sexy the realer it becomes. Nowadays it makes one think of people playing America's Army while wearing dorky headgear. But one of Jaron Lanier's original visions of VR was a saxophone that blew mountains, which sounds like the ultimate DM tool to me. Would a technology that created a shared visual & sensory experience as vivid as a computer game, or a dream, but that was as easy to set up and modify during play as a tabletop RPG bring new players into the hobby? You betcha.

Drugs. In The Three Stigmata of Palmer Eldrich, Philip K. Dick wrote about Martian colonists who used a hallucinogen to experience shared fantasies of life back on Earth. Thomas Disch's 334 describes groups of people who use a drug to vividly imagine and re-enact everyday life in the Roman Empire. Both were written in the late '60s, well before the arrival of D&D, but if you swap the weird chemicals for weird-shaped dice and the Barbie dolls or museum replicas for miniatures, you've got a pretty prescient description of roleplaying. Psychopharmacologist Alexander Shulgin has written about "museum doses" of drugs said to reliably enhance sensory perception and the pleasure of aesthetic experience. Along the same lines, we can imagine roleplaying drugs that would enhance imagination, creativity, and the dissociative ability to experience a shared reality. The new players that such drugs would bring in might not be ones we'd want to introduce to Eric's grandmother -- but while recreational drug use may be less reputable than gaming, it's way, way more popular.

(The esteemed gentleman from Stoned Mountain may suggest that such drugs exist already. It's certainly possible that the popularity of RPGs on college campuses in the late '70s was related to a counterculture that embraced drug use and fantasy imagery. We'll probably never know how many campaigns were played to the soundtrack of Black Sabbath's "Sweet Leaf" and Led Zeppelin's "Battle of Evermore," or for that matter what percentage of today's gamers get what kind of a buzz on before the dice start rolling.)

Well, that's my list of things that would make the gaming industry of 2014 radically different from what it is today. What will actually happen, of course, will probably be e), none of the above, and f), something much weirder. One way or another, I look forward to seeing y'all then!
 

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I think a decline in the PnP RPG industry is inevitable. Reading seriously dropped off with the advent of the Radio and Television. I think the PnP RPG industry will take serious hits from MMORPG's as they get better. My personal group of friends does alot less PnP gaming because of MMORPG's. The better they get, the less attractive PnP gaming will become.

I don't mind PnP gaming being obscure. The less obscure and mainstream DnD, the better chance I have of playing a game less influenced by mainstream popular culture. WotC is trying to be everything to everyone when it comes to fantasy. I don't like alot of the stuff that gets thrown into the soup because WotC thinks it will appeal to a wider audience.
 

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