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Monte Cook Leaves WotC - No Longer working on D&D Next [updated]
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<blockquote data-quote="GM Dave" data-source="post: 5901347" data-attributes="member: 6687992"><p>So, it has been over a week since Monte Cook has left WotC.</p><p></p><p>His own blog <a href="http://montecook.livejournal.com/" target="_blank">The Chapel Perilous</a></p><p></p><p>Now, he says that you shouldn't take his thoughts as an indication of anything (like his post on game design).</p><p></p><p>Still, it make you wonder on his posts on going to see Terminator films and looking at other RPG games (old and new for mechanics).</p><p></p><p>It certainly doesn't seem the work of a person that had a 'plan' when they left WotC. It does not appear that he had another offer and was headed towards something else.</p><p></p><p>I'm also curious on his post topic of playtesting and interpreting feedback.</p><p></p><p>I find it interesting as his 'drop off' in duties following the DDXP playtest (Mearles took over L&L). I find it further interesting that PAXE used the same playtest material and that Mearles has announced the playtest the May 24th playtest on the same day that Monte left.</p><p></p><p>Now, it could be coincidence that these all are related to playtesting and what comes out of the playtesting.</p><p></p><p>Still, given the 4e history and how WotC was given feed back (the early discussion of an open playtest being shut down) and then did not choose to use that feed back makes you wonder on what is happening inside the company with 5e.</p><p></p><p>I think it also makes an interesting discussion point on game design.</p><p></p><p>Who should be primary when crafting a game, movie, or book? Should the developer be the primary or should the fan that will purchase the product be primary?</p><p></p><p>The view of the developer/writer as primary is the view that if you produce a product then your audience will find you. If your product has enough people that like and resonate with the product then you will be called a 'Visionary' or similar term. You will also likely make money.</p><p></p><p>The view of the audience as primary is the view that if you survey an audience then you will find what they want and get the most resonance from the start. The greater the resonance from surveying the more likely that you will make money.</p><p></p><p>These two poles are often wrapped around with other words like 'Integrity' to express the writer's need to write or create what they want. 'Profitability' is often used as a reason for audience primacy.</p><p></p><p>Game companies often find themselves somewhere between the two points with 'playtesting' or 'product testing' being used as a term to express giving more say of the audience into the finished design.</p><p></p><p>I find it further interesting that most of the focus on 5e is on the mechanics and less is on the IP. This is an interesting element of Pen and Paper RPGs in that mechanics often leads IP instead of IP leading mechanics (Weiss Productions is one company that tends to be an exception with IP often leading the mechanics).</p><p></p><p>For example, when Blizzard announces a game like StarCraft or World of Warcraft it is led by IP development of 'What do we want this world to be like and what is the play experience going to be?' How the mechanics of this are to be achieved are secondary.</p><p></p><p>On the good side, WotC has been working on the Art of DnD 5e and giving people an indication of how they see the races and cultures of the next game. This IP work is following or parallel to the design process of the game. Again, an interesting point as it means it must attempt to follow what others have designed meaning the art is conforming instead inspiring.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5901347, member: 6687992"] So, it has been over a week since Monte Cook has left WotC. His own blog [URL="http://montecook.livejournal.com/"]The Chapel Perilous[/URL] Now, he says that you shouldn't take his thoughts as an indication of anything (like his post on game design). Still, it make you wonder on his posts on going to see Terminator films and looking at other RPG games (old and new for mechanics). It certainly doesn't seem the work of a person that had a 'plan' when they left WotC. It does not appear that he had another offer and was headed towards something else. I'm also curious on his post topic of playtesting and interpreting feedback. I find it interesting as his 'drop off' in duties following the DDXP playtest (Mearles took over L&L). I find it further interesting that PAXE used the same playtest material and that Mearles has announced the playtest the May 24th playtest on the same day that Monte left. Now, it could be coincidence that these all are related to playtesting and what comes out of the playtesting. Still, given the 4e history and how WotC was given feed back (the early discussion of an open playtest being shut down) and then did not choose to use that feed back makes you wonder on what is happening inside the company with 5e. I think it also makes an interesting discussion point on game design. Who should be primary when crafting a game, movie, or book? Should the developer be the primary or should the fan that will purchase the product be primary? The view of the developer/writer as primary is the view that if you produce a product then your audience will find you. If your product has enough people that like and resonate with the product then you will be called a 'Visionary' or similar term. You will also likely make money. The view of the audience as primary is the view that if you survey an audience then you will find what they want and get the most resonance from the start. The greater the resonance from surveying the more likely that you will make money. These two poles are often wrapped around with other words like 'Integrity' to express the writer's need to write or create what they want. 'Profitability' is often used as a reason for audience primacy. Game companies often find themselves somewhere between the two points with 'playtesting' or 'product testing' being used as a term to express giving more say of the audience into the finished design. I find it further interesting that most of the focus on 5e is on the mechanics and less is on the IP. This is an interesting element of Pen and Paper RPGs in that mechanics often leads IP instead of IP leading mechanics (Weiss Productions is one company that tends to be an exception with IP often leading the mechanics). For example, when Blizzard announces a game like StarCraft or World of Warcraft it is led by IP development of 'What do we want this world to be like and what is the play experience going to be?' How the mechanics of this are to be achieved are secondary. On the good side, WotC has been working on the Art of DnD 5e and giving people an indication of how they see the races and cultures of the next game. This IP work is following or parallel to the design process of the game. Again, an interesting point as it means it must attempt to follow what others have designed meaning the art is conforming instead inspiring. [/QUOTE]
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Monte Cook Leaves WotC - No Longer working on D&D Next [updated]
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