Is WotC innovative?

By definition, yes and no.

Yes, WotC should be credited (or blamed) for creating the Trading Card Game hobby.

No, WotC is not the first to implement a singular RPG rules engine. (SJG, Hero Games, Palladium, and 1990's successful RPG company White Wolf already did that.) WotC is not the first offer free rules content. (Fudge is one of the first since the internet became public.) WotC is not the first to offer an open source license, just the first for pen-n-paper games.
 

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Ranger REG said:
No, WotC is not the first to implement a singular RPG rules engine. (SJG, Hero Games, Palladium, and 1990's successful RPG company White Wolf already did that.) WotC is not the first offer free rules content. (Fudge is one of the first since the internet became public.) WotC is not the first to offer an open source license, just the first for pen-n-paper games.

Innovation is not always about being first. It is also about being successful and doing it in a way that becomes popular. Sometimes innovation is building on what others have done. THat's what Wizards has done.
 

Crothian said:
Innovation is not always about being first. It is also about being successful and doing it in a way that becomes popular. Sometimes innovation is building on what others have done. THat's what Wizards has done.
That's what I thought initially, but just to be sure I checked my Encarta for the original meaning of innovative/innovation. Sorry, it has to be new and original, not necessarily first but synonymous to groundbreaking.

One could argue that a trading card game is still just a card game, but IME I never played any card games like Magic prior to its debut (albeit briefly before I declare them evil for nearly killing RPGs).
 

Ranger REG said:
That's what I thought initially, but just to be sure I checked my Encarta for the original meaning of innovative/innovation. Sorry, it has to be new and original, not necessarily first but synonymous to groundbreaking.

THe OGL and d20 was ground breaking
 

Nice breakdown, Nothing to see here!

ORGANIZATIONAL STRUCTURE: WOTC/HASBRO

Given the product, there isn't really much room for innovation, barring some kind of tech breakthrough.

MECHANICS:
So many other systems over the years have come up with clean, consistent mechanics that I'll categorize this as getting D&D up to speed.

HERO and GURPS were among the first to do so, back in the early '80's. White Wolf was close, but there were significant gaps moving across the various games...try playing a WW game with a Vampire, a Mage, a Werewolf and a Mummy, and you'll see what I mean.

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,

TSR & GURPS were, AFAIK, among the first game companies to tie into established fiction lines...Conan, Lankhmar, Cthulhu. In TSR's current guise as WOTC, the company continues this practice. Its pretty old tactic, but effective.

BUSINESS STRATEGY:

Actually, there is another strategy at work that you've missed. For years, DC Comics and Marvel Comics trimmed down their competition by flooding the market with new products on a yearly basis...Pepsi and Coke do the same thing.

Simply put, deliver new (if not innovative) product on a schedule and on time. If you're spending your money on WOTC products, you're not buying someone else's.

My perception is, but for actual campaign settings, WOTC has released a product for every gap that another publisher has percieved. So, for every Book of the Righteous (Green Ronin), there is WOTC's Book of Exalted Deeds; for every Seafarer's Handbook (Fantasy Flight Games), there is a WOTC's Stormwrack. Even FFE's Book of All Spells now has a WOTC counterpart in the Spell Compendium.

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.

Ok...they've supported their established campaign settings of Faerun and Dragonlance, and recast another as Rokugan. They've published Kalamar and Eberron, at least one of which could be considered innovative.

Greyhawk has dropped off the radar, as have Athas and Spelljammer. Each, in its turn, was innovative. Greyhawk was supplanted by Faerun as the default setting. It happens. But nothing has truly arisen to fill the shoes of the latter 2.

Ravenloft went to another publisher.

Maztica and others have also dissapeared. While I enjoyed the quasi-historical settings, they were really creative place-holders, innovative ONLY in the sense of covering settings that were very underrepresented in RPGs.

So, IMHO, WOTC's not been all that innovative- but they have displayed business acumen that is unusual in the field and being just creative enough to keep the core audience happy.

One thing you have to remember about innovation is this...WOTC absolutely has to be concerned about game balance- no 3rd party publisher has the same concern. Its much easier to pump out innovative product if you don't care that your race isn't really +0LA but +2, or that one of your core classes is overpowered vis a vis the PHB classes.

(Note, I'm not saying that WOTC's been 100% successful on maintaining game balance with each release, but they're doing better than most 3rd party publishers, IMHO.)

And Crothian's right...OGL was ground breaking.
 
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Ranger REG said:
The OGL was groundbreaking for the RPG publishing community, though it was inspired by open source licenses for the computer programming community.

OGL was innovative, but WOTC has done nothing innovative since they went with the OGL.
 

Is anything truly innovative? We as a species have 6,000 years of human history upon which to draw, deeply ingrained cultural contexts, and occassionally the humility to admit that no matter what we do, somebody, somewhere, has probably done it better.

The question isn't really, "have they been innovative?" The real question is, "have they excelled beyond the norms of their industry and position?" In many ways, Wizards of the Coast has.

They put out quality product that sells.

They took a proprietary, popular mechanic and made it an open license. In so doing, they provided smaller publishers with a pre-existing market for product.

They opened up a setting search to the general public, giving everybody the opportunity to contribute to the universe of Dungeons and Dragons.

Wizards of the Coast as a company effectively saved D&D when they bought TSR, recognizing the value in what was a very sick company.

They rewrote the rules of D&D to make them more consistent and accessible, argue what you will about the details.

They have aggressively expanded the brand into the realm of computer gaming.

They are actively promoting the hobby to the public, more so than TSR ever did.

They created D20 Modern, an attempt to drive the game mechanic out of just fantasy. That effort is at least indirectly responsible for a raft of great modern/sci-fi products from companies like AEG, Green Ronin and Mongoose.

They regularly come up with new content, much of which is useful, some of which is truly interesting and thought-provoking. In this regard, it is easy to say, "big deal, it is just another X book." However, I have yet to find a book from WotC that doesn't have a few items of interest, at least at an inspirational level. Take a read through Unearthed Arcana or Dungeon Master's Guide II and tell me that they aren't great sources of options and ideas.

I don't think any company is innovative in the strictest definition of the term. Wizards is certainly innovative within the context of their industry and time.
 

mcrow said:
OGL was innovative, but WOTC has done nothing innovative since they went with the OGL.

WotC has innovated constantly since they went with the OGL. They've rarely been *big* innovations, but it's rare that I pick up a book and don't see at least one new twist on the game.

Unearthed Arcana being 99% OGC was a surprise.

The Fantastic Location series draw attention to the battlefield in RPGs, something that the focus on minis makes possible.

Monster as Classes in Savage Species and beyond - that was a surprise and a welcomed innovation.

Cheers!
 

MerricB said:
WotC has innovated constantly since they went with the OGL. They've rarely been *big* innovations, but it's rare that I pick up a book and don't see at least one new twist on the game.

Unearthed Arcana being 99% OGC was a surprise.

The Fantastic Location series draw attention to the battlefield in RPGs, something that the focus on minis makes possible.

Monster as Classes in Savage Species and beyond - that was a surprise and a welcomed innovation.

Cheers!

I think we have different opinions of what make something innovative. I use this definition:

to bring something new to an environment or To begin or introduce (something new) for or as if for the first time

For me something has to effect the current gaming environment and has to have a greater magnitude than the examples you gave. So to me OGL was innovation, tweaking a few rules here and there not is innovation (IMO). Iron Heros I think is Innovative because if used it would drastically change the way you play d20.

I'm not saying your opinion is wrong and mine is right, they are just two different opinions. :)
 

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