Is WotC innovative?

Odhanan

Adventurer
Some people are saying WotC should be commanded for its Open Game Licence and say that was the real innovation in game publication.

Others say that WotC is lazy. Putting out compendiums and products that in essense, are playing the security rather than the originality.

Where does the truth lie in there? Is WotC innovative?

What are the innovations WotC brought to the game and how? What about the contents of the books and supplements themselves?

Discuss.
 

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Didn't see that one. :)

That's kind of different, though. I don't mean "in 2005", and I mean Wizards of the Coast, not "d20 system".
 

Odhanan said:
Some people are saying WotC should be commanded for its Open Game Licence and say that was the real innovation in game publication.

Others say that WotC is lazy. Putting out compendiums and products that in essense, are playing the security rather than the originality.

Where does the truth lie in there? Is WotC innovative?

What are the innovations WotC brought to the game and how? What about the contents of the books and supplements themselves?

Discuss.


Like, most either/or questions the truth is somewhere in the middle.

There is not necessarily a dichotomy between what you said. 5 or so years ago WOTC took a major risk and launched a major innovation, perhaps the biggest in the history of gaming, when they opened up their entire propietary ruleset for third party use.

While the company's culture and senior management has seen substantial turnover since then, that one move was tremendously innovative and revitalized the entire subculture and it's market niche.

Since then WOTC has been...prudent...in managing it's position of market leader. When you are in a dominant market position, the tendancy is to become less agressive/innovative as each innovation carries the risk of customer alienation (ahem...New Coke)...WOTC has not been particularly innovative in introducing new mechanics -- even what they label 'innovative' (like incarnum) really are simply new labels to facilitate a tried and true style of play.

They've farmed out rule innovation to the third party publishers who are far more willing to take "high-risk, high-return" style gambles, which suits everybody fine. Of course these gambles can only be taken because of the original WOTC decision to open the ruleset up...which was itself innovative...so the circular argument continues.
 

I wouldn't consider new mechanics an innovative thing, unless they really opened up seriously different gaming options (not just shortcuts to fine-tuned characters).

Metamagic, prestige classes, feat trees, the skill system, and even spontaneous casters all can be considered pretty innovative. But after the core book it is more difficult to find something that really fits the definition.

Perhaps the most innovative idea was also the less fortunate in sales: Ghostwalk. Other recent books are slightly innovative (Magic of Incarnum, Weapons of Legacy) but only partly.
 

Like "nothing to see here" I think that WotC did make that true innovative step back when they made OGL/D20. I think with that step they also removed the pressure from themselves to have to produce those shiny, shaking new ideas that now others are doing and selling. I think those truly innovative and new concepts have the problem that the more exotic and out-of-the-normal they are the smaller the customer base will be for it. There are products on the OGL/D20 market that are so cool but WotC would never even think about producing and releasing them because they are too niche for them to generate enough money. So now with OGL/D20 WotC has the chance to concentrate on the D&D IP only and evolve it over time without having to take too much risk while doing it. But not taking risks also means less innovative ideas, but I can live with that. Today for me WotC means evolution and improvement, not innovation. IMO the days of innovation slowly started to end when TSR became WotC. I don't say thats a bad thing, just an observation. Today I have dozens and dozens of innovative small RPG companies to choose from so somehow it's even better than 6 or 7 years ago :)
 

Li Shenron said:
I wouldn't consider new mechanics an innovative thing, unless they really opened up seriously different gaming options (not just shortcuts to fine-tuned characters).

Metamagic, prestige classes, feat trees, the skill system, and even spontaneous casters all can be considered pretty innovative. But after the core book it is more difficult to find something that really fits the definition.

Perhaps the most innovative idea was also the less fortunate in sales: Ghostwalk. Other recent books are slightly innovative (Magic of Incarnum, Weapons of Legacy) but only partly.

Yeah, re-reading my post, I seem to be implying that innovation only exists in rule mechanics...I should have broadened the scope more.

There are different ways a company can be innovative, Let's look at a few from an RPG perspective.

ORGANIZATIONAL STRUCTURE: WOTC/HASBRO seem pretty straightforward in how their creative shop, marketers and senior management work. Unless you consider being relatively flush with cash an innovation...which in the RPG business...I suppose is.

MECHANICS: D&D 3E did introduce a lot of new mechanical innovations to the D&D brand. It also codified existing rules under a central universal mechanic. Whether this is innovative is debatable, as it can be argued that WOTC was simply making D&D catch up with other games that had incorporated these design elements years earlier. I'm not a game designer so I'll leave that to smarter people than me to judge.

MARKETING: This is where I have a little more experience. WOTC did make some substantial attempts to broaden it's marketing appeal, particulary by tying it's core game into the Star Wars franchise. It also tried to broaden it's appeal within computer gamer/fantasy fan culture through tie-ins with Robert Jordan's books, as well as rather innovative computer games and an upcomming Mass Multiplayer thingy. Smart marketing -- sure. Innovative -- no. It's more and indicator of the relative cash position and market share.

BUSINESS STRATEGY: A lot of tea-leaves being read here. As I mentioned the OGL was extemely innovative and far reaching and played a part in revitalizing the hobby (how major a part remains debatable). The D&D movie project was a disaster (and, IIRC, something taht WOTC had little control over) but that was a huge strategic gambit to increase overall brand awareness (I could have filed this under marketing, I guess). After an initial push to expand the D&D brand presence the company seems to be coasting along comfortable in it's market position. One area where WOTC has shown a general closed mindedness is in exploiting the font of creatitivity they launched with the OGL. Nothing keeps WOTC from reincorporating material that other publishers successfully developed as part of revitalizing their core brand. My guess is that in-house politics limits this options as the designers on the payroll -- don't like seeing their work superceded by some smaller third party opperation.

CREATIVE CONTENT: Innovation in creative content is like wheels on a car -- it's expected as opposed to prefered. Even so D&D has played it's creative content very conservatively to a very narrow interpretation of the wider game experience. Very conservative indeed.

I guess the ultimate litmus test for creativity is whether something a company does radically alters (improves) the play experience of it's customer base/audience. That definitely happened in 2000 -- and continues to happen in smaller pockets thanks to a busiess decision that occured in 2000, but really, since those early days WOTC has been happy to play within a rather narrow set of guidelines.

Not that there's something wrong with that. Many an executive would consider that sensible management for a secotr leader. I wonder about the strength of the company's feedback mechanism to adapt to market change...though perhaps it's very strong, and I'm just off base.
 



Odhanan said:
What are the innovations WotC brought to the game and how? What about the contents of the books and supplements themselves?

the OGL.. it is a better use of their resources than doing as They Sue Regularly did and try and sue everyone.

nothing is new in the books that many gamers haven't been doing for years. even the reverse AC thing was done back in the late 70's/early 80's.

about the only thing that WotC did and hadn't been done was change a very successful game into something totally different. d02 ain't D&D. and D&D ain't d02. but in name only.
 

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