My Opinion of WOTC's Digital Initative and the current events

Najo

First Post
I agree with most of the non-extreme statments expressed here and I am going to miss the magazines. I own a successful game store and am working of a game design project we are going to publish in the near future. Over the years my staff in the store and on the project have come to understand key game design values, and I just felt like putting my two cents in based on our work in both the retail store and game design studio.

Wizards track record with products other than D&D and Magic is poor. They tend to try to be trend setters and push the gaming industry in ways it doesn't want to go. They have a fairly large library of dead rpgs, ccgs and wargame attempts to support this. Though Magic's yearly development cycle is impressive and D&D products have gotten better over the years, most of Wizards new products fail. Think Dreamblade, Star Sistaz, Vampire, Mechwarrior, Netrunner, Everway, Duelmasters, Chainmail, Star Wars CCG. Most of these games had potential and alot of money put into making them, but they often lack key design elements and are dead before they even reach their target markets. Year after year Wizards pumps this kind of product out and they eventually all fail. Wizards has great staff, it just something in the final assembly of the products misses the mark. If I were to make a educated guess, I would say it is the creative directors on each of those products who either do not understand their target market or how the final game should play.

Both the parent company hasbro and Wotc themselves do not utilize the internet well. Their websites are akward. They often fail to use the web as a medium well. This concerns me about the Digitial Initative and the future of Dungeon and Dragon magazines.

Likewise, Wizards is seeing the success of WOW and reacting to the MMOs (including putting taunt and aggro, hearthstones, socketed items, and other WOW features in D&D) instead of adapting D&D for the future of the web. There is a key difference in these two actions:

WOTC is reacting when they are try to bring D&D to the internet and make it compete with a MMO in its own medium. A MMO and a RPG are two different products and treating them like they are the same will fail. You can learn or be inspired by a business model of one for the other, but just trying to market to your customers and tap into their revenues in a similar manner is not thinking the consequences through all the way.

What WOTC needs to do is adapt D&D by removing its barriers to entry for new players and DMs. Strengthen what makes D&D unqiue and why people play it. Recapture the essence of what made D&D exciting in the first place and share that with a new generation. Likewise, draw solid, positive mainstream attention to the D&D brand instead of the negative attention of a couple of terrible movies, a really terrible MMO and the cheesy (but lovable) cartoon from the early 80's. The various video games that have done well mostly don't count because they are under the Forgotten Realms brand and the non-D&D players had little idea of the connection between those games and D&D. So far, D&D has not made a good household name for it self with the non-hobby gamers. This has to change.

Roleplaying games offer something computer games (and MMOs) never can do well. They offer a shared adventure in the imagination driven by character development and storytelling. MMOs are all about the fights, persistant peer recognition and the various grinds. Roleplaying games can skip boring travel, trash mobs, weekly guild raids to Molten Core for the Nth time this year. They can move from scene to scene, they can delve in to social and political conflicts, they can evoke emotional reactions, immerse players and create drama, tension, fear and other moods. They can allow players to use their imagination and do anything they can think of, as opposed to what the programers were limited by time and budget to be done in the game. This is what roleplaying games should be figuring out how to support and sell, and then use the internet to support that in an intutive manner (kinda like what ENworld does naturally, and basically for free).

D&D should not try to be WOW. It should try to be a better D&D with its barriers to entry removed for new players, DMs and veteran players alike. In our product studies, we found out of all the games in the hobby, platform and PC markets, World of Warcraft had zero barriers to entry for their users, other than basic computer skills until you reached end game content and could no longer play casually. D&D (and other RPGs) would be fairing better if they looked at their own barriers to entry and removed them without hurting gameplay. Then redevelop the games to capture and communicate why their fun to the target audiance, and give the target audience a free demo of that experience. That is what WOTC needs to be doing, instead of making goblin sims games (http://www.wizards.com/default.asp?x=goblinz/welcome) for their Digitial Initiative.

I wish D&D and Dragon and Dungeon well. They are responsible for most of the gaming industry's existance and have some great talent working on them. It just seems to me it hard to find creative directors that have the business skills and the game industry knowledge to do it right and bring it all together. Hopefully this isn't one of those cases.

Nate Jones
Borderlands Games
www.borderlandsgames.com
 

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Nate, I completely agree with your concerns about the direction that WotC is taking D&D, and their ability implement whatever plans the EI (Electronic Initiative) encompasses.

WotC's current management of this stage in the launch of the EI does not instill any sense of confidence for the future.

Best of luck with your own project.
 

wow...Obviously I don't frequent the WotC site enough. I had not heard of this Goblin Sim game. I agree this does not bode well for the future of D&D.
 

I am curious on other members take on these opinions. Who agrees and those who disagree please explain what it is you see. Let's keep the discussion mature and honest.

thanks

Nate
 

IMO the irony/paradox in what you wrote is that it seems that the nature of an RPG creates the barrier to entry. I didn't start out playing DnD by designing a campaign full of political intrigue. We started out by killing kobolds and talking about those battles with our friends on the school bus. That's what sold it to other kids. From what I recall being a kid, building a character, getting loot and killing stuff was DnD. As time went on, combat got a little boring (and 30 years of fantasy cliches) and people evolved into different things - but we lost players, gained players, and developed a style among ourselves. It's still not easy for me to sit down with a random group of strangers playing DnD and find what they're doing to be interesting.

In fact, decades later I'd still say that the strengths of DnD that you mention are (political intrigue and all that) still difficult to pull off. There's no guarrantee that my idea of what's interesting would be the same as yours anyway, even when I do manage to pull it off during a game.

Then there's a question as to what WotC or any other company can really contribute to a game with such a large requirement on the imagination of the participants. But I guess that's the 64-million-dollar question.

I personally would like to see an online game engine available that simulated the desktop of an RPG - a battle mat, library of icons to choose, etc. I think sometimes we're tired of having to drive to each other's houses to play DnD. I'm sure these things already exist - WotC could develop one with tons of cool features and make it free.

The other thing they could do is develop better products, with better talent, and make them cheaper. But they're probably doing the best they can.

I think it was Gygax that put forth the analogy of RPGs, and MMORPGs to movies, television, and community theater. I don't think theater can ever compete with movies in terms of raw dollars. Can you imagine if a theater company owned the rights to Spiderman? IMO that's the situation WotC is in right now with the IP of DnD vs it's format and the technical limitations of the game form.
 

For the kind of gaming that most new gamers enjoy - killing things, taking stuff, levelling up, exploring cool places - tabletop RPGs cannot compete with MMOs. What is D&D offering me for that kind of gameplay that WoW doesn't? The inconvinence of only playing when everyone else is available? The lack of 3D graphics? The scent of Unwashed Gamer?

So does that mean tabletop RPGs are doomed? Hardly. Just that they should focus on what they are better at - characterization, making choices that *matter* in the game world, and so on. The roleplaying stuff, the flexibility that comes from having a human running the game and the cohesion that comes from making gaming not entertainment, but a social activity.
 

killing things, taking stuff, levelling up, exploring cool places - tabletop RPGs cannot compete with MMOs. What is D&D offering me for that kind of gameplay that WoW doesn't? The inconvinence of only playing when everyone else is available? The lack of 3D graphics? The scent of Unwashed Gamer?

I disagree.

What's does D+D offer that WOW doesn't?
Quite simply?
The ability to use your imagination. It gives you the chance to place yourself into fantastical worlds and situations, and interact with the denizens therein, in whatever way you choose.

I'm not a WOW/MMORPG person, but I tend to doubt that you can try to assasinate the King on a whim, whereas in D+D, you could try that and more. It's only dependent on your imagination, not a premade, arbitrary set of parameters in your CPU.

I think MMORPG fans and D+D fans are two completely different entities. IME, there's surprising little overlap between the two. So, I think that WizBro taking notice of the MMORPG craze and trying to sandwich D+D into the same catetgory via the D.I. is foolhardy.
 
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ShadowDenizen said:
I disagree.

What's does D+D offer that WOW doesn't?
Quite simply?
The ability to use your imagination. It gives you the chance to place yourself into fantastical worlds and situations, and interact with the denizens therein, in whatever way you choose.

I'm not a WOW/MMORPG person, but I tend to doubt that you can try to assasinate the King on a whim, whereas in D+D, you could try that and more. It's only dependent on your imagination, not a premade, arbitrary set of parameters in your CPU.

I think MMORPG fans and D+D fans are two completely different entities. IME, there's surprising little overlap between the two. So, I think that WizBro taking notice of the MMORPG craze and trying to sandwich D+D into the same catetgory via the D.I. is foolhardy.

A paper and pencil D&D game will always offer more opportunities and more directions to go in than any computer game. Computer games by their very nature cannot be as open as a P&P RPG.
 

Najo said:
I am curious on other members take on these opinions. Who agrees and those who disagree please explain what it is you see. Let's keep the discussion mature and honest.

thanks

Nate


I come into work quite early and I like to do a bit of surfing before I do my work. However, when I try to log on to Wizards.com I frequently get messages that the boards are down for maintenance. Down for maintenance EVERY NIGHT????

If they have to take their boards down every night then what assurances do I have that they can manage the DI any better?
 

Najo said:
I am curious on other members take on these opinions. Who agrees and those who disagree please explain what it is you see. Let's keep the discussion mature and honest.

thanks

Nate
I utterly agree, Najo. To quote myself (on another board) on this very subject:

"If it is indeed part of the strategy of WotC [to try to compete with MMORPGs on their own turf], I can definitely say this is the WRONG approach to the MMORPG competition.

If indeed MMORPGs are competitors (this would mean MMORPGs and PnP RPGs have the same customers, which in my mind, from experience, is highly debatable since a lot of PnP gamers I know aren't interested by MMORPGs at all), that's not by making PnP RPGs more like them that we would have a chance to increase their value. This is just the contrary, actually: by showing how PnP RPGs are different from MMORPG, we can increase their product value in the mind of the potential costumer. If we just make them like their computer analogs, PnP RPGs cease to exist in the long term.

What do PnP RPGs have that is so different from MMORPGs? Conviviality, social games, physical approach to role-playing (with miniatures or just around the table), men who replace the computer in the creation of the fictitious word in the user's mind (=active self-gratification through imagination instead of passivity in front of an imposed vision through the computer screen), and so on.

That's what PnP RPGs should emphasize to survive."
 

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