Kyle Brink Interviewed by Teos Abadia (Alphastream) on OGL, WotC, & D&D

D&D executive producer's Kyle Brink's second hour-long interview OGL/D&D has dropped--this one is with Teos Abadia, otherwise known as Alphastream. The notes below are my attempt to paraphrase the main things Brink said, but as always you should watch the actual video if you want the full context. Company Structure There's around 30 people on the D&D team, and that many again freelancers...

D&D executive producer's Kyle Brink's second hour-long interview OGL/D&D has dropped--this one is with Teos Abadia, otherwise known as Alphastream. The notes below are my attempt to paraphrase the main things Brink said, but as always you should watch the actual video if you want the full context.

Company Structure
  • There's around 30 people on the D&D team, and that many again freelancers.​
  • The hiring process has equity targets to bring in a representative sample of candidates, after which it is who is the best candidate.​
  • There has been increasing diversity in the pool of designers while maintaining quality.​
  • Brink reports to Dan Rawson, senior VP of D&D, who reports to Cynthia Williams, president.​
  • D&D Beyond is the front door to D&D on the web and will be even more so. It is the D&D website, and will become more so.​
  • D&D Game Studio is center for game content. D&D Beyond turns that into a play service. Content gets expressed in ways appropriate to an audiance (ie digital, book, etc.)​
OGL/Creative Commons
  • It was a surprise to some of the D&D team that the OGL might be changed. Partly that was about shielding them from distracting stuff. Brink feels that was too strong a wall and their views might have been beneficial.
  • Some internal feedback from the D&D team reflected the views of external creators.
  • The community's point of view was not the one wining internally, but may have been had people there been able to speak more loudly.
  • The worry was about new technologies and big companies--Brink uses the VR example, with user generated content but poor content controls. They didn't want the term D&D to become 'that video porn game' looking ahead.
  • The position now is that the community is the strongest weapon against that.
  • The royalties were to discourage big companies moving in and redefining D&D. By 'drips and drips' they got to the wrong position. $750K was a ceiling which they felt would not affect most creators, and larger companies would deal directly with WotC.
  • Right now they're looking at protecting D&D via things not now in the Creative Commons. Community protects the open space and WotC protects copyright and trademark.
  • They feel that the community is able to take care of hateful content.
  • They want the creator community. A deal where WotC got more powers to act but lost the creator community was not a good deal.
  • NFTs are not the concern, it's about how people use them for scams.
  • WotC will be publishing a content policy (for representation, hateful content, etc.) and hold themselves to it. They cannot hold others to it.
  • The Creative Commons license chosen's lack of sharealike attribution isn't a problem for WotC. They want people to build stuff they own and don't have to share and build value in their own IP. They've chosen the road which gives creators the choice, and can make any of their content sharealike, but WotC isn't forcing them to.
  • CC means that nobody has to take WotC's word for anything as they don't control that license.
  • The drive to change the OGL was coming from various parts of the organization (legal, business, studio). It was an ongoing effort when Brink arrived.
  • The faster the audience grew the bigger the risk that hateful content or scams would arise, so there was a rising sense of urgency to take action.
  • Did anybody sign the v1.1 version? It was distributed with an NDA, and with some creators a discussion about other arrnagements/licenses they might make separate from the OGL.
  • 'The impression someone could get that I have to sign v1.1 is absotely a believable impression for someone to get'.
  • The design of v1.1. was always going to be an ongoing no-signature process.
  • Feedback from larger creators like Kobold Press, the failing is on WotC for not communicating that they were listening. 'Thanks for the feedback' isn't enough.
  • 'If you're going to write a new OGL to protect yourself from the vulnerabilties of the old OGL, you kinda have to take the old OGL off the table, otherwise you're not protecting yourself at all'. There's no point in changing the OGL if you don't de-authorize the old one.
  • They weren't worried about competitors arising from within the community. They love the creator community, and WotC can't satisfy all appetites. That serves the broad needs of the player community.
  • They wanted to have closer relationships with the most successful creators, talking to them about licenses and going bigger. The tiering structure was meant to identify those creators. 'The way it was executed was very cleary going to be an attenuating destructive structure which we did not want.'
  • The OGL survey results were clear, from a range of people, 15000 responses. The intent was to treat it like a playtest but it became obvious where it was going. The survey feedback supported CC, and there was no reason to drag it out.
  • WotC still has their concerns, but their approach to it has changed (to a combo of copyrght/trademark and community).
  • Putting D&D into CC has made de-authing the OGL unimportant to WotC.
  • The SRD will be updated to continue to be compatible with evolving rules.
  • They're looking at adding the 3.5 SRD to the SRD but they have to review that content to make sure they're not accidentally putting stuff into CC.
Company Culture
  • People being afraid to speak up is a sign of 'immature management' and leading from ego.
  • That's not the kind of leaders WotC has today, but Brink cannot speak about those who were there before he arrived.
  • Brink feels that every month he is there people feel more comfortable speaking up, though that doesn't mean they'll always agree. But they will listen.
  • 'That's not how we operate today but I can certainly believe echoes of that in the past'.
VTTs/Digital/DDB
  • Roll20 and Fantasy Grounds are important to the hobby and WotC.
  • WotC is also making digital playspaces. The goal is to give more choice. The way WotC succeeds is if they make the best stuff. It's a 'virtuos' competition.
  • The license that Roll20 etc. has to sell WotC content still applies. Remains to be seen down the road.
  • It's possible that third party content will be seen inside DDB or the VTT but it takes a fair amount of work to being a piece of content in. It would have to be a pretty important piece of third party content. Brink could see a day when that would happen.
One D&D
  • The OGL issue has not impacted the One D&D strategy. It has maybe helped WotC express their plans publicly.
  • D&D should be a living game which evolves but is familiar.
  • The One D&D timeline is not changed, but the playtest timeline was impacted by the OGL situation. They'll get back on track real soon.
  • A professional research team gathers the survey information.
  • There are also internal playtests with robust feedback.
Other
  • The game team has gained more of a voice.
  • More trust has been built between design leadership and the executive team.
  • Dan Rawson's role is new and is the first time the D&D brand has been represented at that level at the executive level.
  • Cynthia Williams is empathetic and data-oriented, and willing to change direction.
  • It sounds like they'd consider the SRD being placed into French, German, Italian, and Spanish, though Brink did not promise.
 

log in or register to remove this ad


log in or register to remove this ad

DEFCON 1

Legend
Supporter
  • There has been increasing diversity in the pool of designers while maintaining quality.
There might have been increasing diversity in the pool of designers, no issues there, but the quality of products over the last couple years has been the worst I've seen in over 20 years. Totally not saying it is diversity's fault but the quality has been just terrible.
Are you saying you actually LIKE the modules that were written for the first two or three years of the online Dungeon Magazine for 4E? Because if you think those were better than the 5E stuff we've gotten these past couple years, then I would question your interpretation of "quality".
 

Parmandur

Book-Friend
That being said: I think Kyle explains how what happened, could have happened from a non-malicious space. Not saying it is true, just that it is plausible (particularly from my experience with corporations).
Yeah, I think he has done a good job of providing an explanatory matrix for understanding the fears and anxieties that drove the efforts at OGL changes. Don't trust corporations, but understanding them is definitely possible.
 

dave2008

Legend
The point is I have more faith in companies run by gamers. Do I trust Paizo entirely? I do not. Do I trust them more than WOTC? Absolutely. It isn’t trust or no trust, it’s degrees with various companies. I have zero trust in WOTC at this point. I have greater trust in other companies. And in terms of spending money, I am going to spend it on RPG companies other than WOTC (including limiting my purchase of older edition material to used books)
I don't trust any of them really, so I just spend my money on products I like or that I need. There are lines, but trust is not one of them for me.
 


AstroCat

Adventurer
Are you saying you actually LIKE the modules that were written for the first two or three years of the online Dungeon Magazine for 4E? Because if you think those were better than the 5E stuff we've gotten these past couple years, then I would question your interpretation of "quality".
4E was a not great phase for me as well, let's be honest, I can't speak to every publication but overall it was mechanical changes that did us in more than module quality. We had a relatively good time with the Eberron setting despite the 4e rules, although "steampunky" stuff is not my first love. Ultimately we bailed on 4e D&D and played other systems including a lot of Savage Worlds until 5e/Next test became our thing.

But yeah, the last few "books and art" have been really bad and just straight up uninspiring and not interesting to me. I thought the earlier 5e arcs and source books were a lot more cool, interesting and fun to play with.
 


dave2008

Legend
For me this isn’t a mental health issue.
I wasn't trying to suggest it was for you. Retreater and I have talked about our mental health issues in the past.
It’s about where I would like to spend my money and what games I want to devote time playing to. I am not emotionally invested in WOTC or other companies. But I think it’s fair to have a strong opinion on what they did, and to form future purchasing decisions from that
Sure. It (the OGL fiasco) just didn't bother me (ultimately - it did at first) for various reasons (that I will only get into if you want). So I continue to devote my money on playtime with things I like. Right now that is our homebrew version of 5e. I don't need anything from WotC to play it, but if they make something I want - I will but it. I buy a lot of 3PP as well and I have the same requirements for those purchases.
This is obviously going to come down to personal judgement. Personally, I remain extremely skeptical and think this is an attempt to spin it. But people are going to read the interview and interpret it different ways
Absolutely. It is possible that what he is saying is complete or partial fabrication. That he blames himself to save others, etc. However, particularly in the 2nd interview, the timeline he painted seem plausible to me. In fact, in my experience with corporations (small, medium, large and mega-huge) I think in not only seems plausible, but I am a bit surprised they were able to make a 180 so quickly. That tells me a lot - Kyle's interviews are really just confirming things for me.
 

dave2008

Legend
But yeah, the last few "books and art" have been really bad and just straight up uninspiring and not interesting to me. I thought the earlier 5e arcs and source books were a lot more cool, interesting and fun to play with.
Interesting, I've really liked the art in most of the books. Dragonlance was particularly up my alley.

I can't speak to adventure quality as I never use published adventures - I think all of them are terrible from every company I have read.
 


Remove ads

Remove ads

Top