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

All of these comments are very insightful. I find it ironic (as pointed out by Odhanan) that the more RPGs try to be like a MMO the more likely they will be replaced by the MMOs, since they offer the "same" experience at that point. This is exactly my point (and all of yours as well) that by making D&D into WOW for example, only makes it so WOW (or another dedicated MMO) kills D&D.

What we need to figure out is how to make using the imagination and embracing that excitment done at that kick in the door and kill the kobold then take his loot level. Make that basic visceral experience (that both PnP and MMOs) have, and boil down where D&D does it in its best way vs how the MMO does it. Then make sure to make it intuitive to build onto that experience the Role Playing depth with "now I want to go explore a whole world, save people, fight badguys" and so on...up to choosing to assassinate the king or stop that assassination sort of events.

I think the personalized hero's journey (in a Campbell manner) is the key. I know that I find the repeative nature of MMOs and that everyone else in the game is doing exactly what I am doing takes from that experience. MMOs focus on nearly the exact opposite world/ story elements of a PnP game aside from the combat encounters. That is where D&D needs to explore expanding and evolving the game I feel, make that marketable and viral.

The first step to making D&D viral is how to share the game with other people (outside your immediate peer group) quickly and easily. It would be intersting to hear what people's ideas are on how to best do this? My initial instinct is a DM reward program for becoming a sanctioned DM who demos the game to new players, or something to that effect. Make becoming a DM easier and more rewarding. More DMs means more players, more players means more sales.

The other place to make the game more viral is to tap into the player's imagination and remove as many barriers to entry to getting to that point. On a side note, we ran some test groups and prototype roleplaying classes in our store, and found that the main difference between a group that was hack and slay style of play and roleplaying style of play was whether or not the characters had backgrounds, motives and goals. When a character is disconnected from the setting and its only goal is power and wealth, then you get kill the monster, take his treasure etc. When you tell the player that as they return to their village it is burning, many of the villagers are dead and they find their father' dead ran through with a spear. Searching through bodies, many are missing, with their younger sister is among them. You notice the warbanner of the evil empire to the east amongst the bloodshed and ruin. What are you going to do? This sort of set up and giving personal goals to a character is key to providing a framework to build heroic storytelling upon. D&D does not build this in or teach this to their DMs.
 
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Najo said:
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:
...snip

Sorry, I'm a bit confused by your post. Are you saying that WotC should be adapting the pen & paper D&D for the future of the web, in order to succeed like WoW?

I'm thinking as I type, so please excuse the way this may shift around a lot. Trying to figure out what you are suggesting about adapting D&D to the web. Thinking about "barriers to entry..."

New player buys the new "Introduction to D&D" boxed set. The set includes four pregen characters each with a unique password (ala Webkinz); Wizard, Fighter, Rogue, Cleric. Log into the D&D website with your password and there is your PC along with a menu: "Click here to see how your character was built" "Click here to kick some fantasy butt" etc. Then go through a series of exercises where key aspects of the pen and paper game are displayed and explained e.g: a map with a grid showing how the character can move up during its turn, spell area effects, a window that pops up during combat showing the dice rolled and what bonuses were added (Hyperlink info on the bonuses for deeper explainations, if wanted). When you level up, you go back to the character sheet and make changes and have options explained. This would all be linked to the D&D MMORPG if you wanted to keep the character and move on in the MMORPG - with a subscription, of course.

Now, to help move people from the online world into the more open and flexible world of Pen & Paper, have "The Game Academy", a place in the online world where players can read articles about how to create character backgrounds, roleplay, and prepare their own adventures outside the online world.

  • Make The Game Academy the place for the new content that was once printed in Dragon and Dungeon.
  • Offer special MMORPG treasure that can be gained by reading this material and perhaps answering trivia questions based upon the material as an incentive to get MMORPG people to read it - maybe it will stick and get people trying the pen and paper game.
  • Offer less expensive subscriptions for people who want access to this material, but don't want to play the MMORPG.
  • Offer subscribers online coupons for purchases of game books from your FLGS, making the price a little more competetive with online powerhouses like Amazon.
  • Non-subscribers can read a summary and/or preview of the articles and purchase access to individual articles.
  • Allow the FLGS to have a special account where they can print and charge (for a small profit by giving the FLGS a discount rate) the articles for people who do not have or want online access.

Is this the kind of thing you are thinking?
 

Interesting thoughts, Najo; very thoughtful, and some good ideas.
I agree with you, for the most part.

I think they need to illustrate the DIFFERENCES between PNP and CRPGS.
And, as I said previously, I think the two breeds of gamers (Console vs. RL) are much more disparate than WizBro seems to think.

IMO, I think a BIG step they ("They" being TPTB over at WizBro) need to take is to make the rules system more user-friendly, AND combine that with some sort of useful online applications. (Not having a GOOD character generator avaliable, or good online support was a MASSIVE failure of WotC, IMHO, and [even putting the Paizo debacle aside] doesn't make me think the D.I. will be worthwhile to me.)

I think that we can all agree that D+D -needs- to encourage new players to keep it alive? Correct? Well, the rules-heavy 3.5 is, IMO, an impediment to newbies who are considering playing, IMHO. By emphasing the "tacticality" of the game, and attempting to "quantify" everything, they're alowly taking away some of the "wonderment" that we all grew up with.

Of course, given that DDM sells like crazy, I'm certain that won't be happening anytime soon. :(
 
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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.

What I'm saying is if the way I choose is to stab them to death and take their pretty sparklies (which don't get me wrong can be a hoot and a half) WoW beats the crap out of tabletop RPGs. All of the payoff, none of the work.

I'm not about to give away my dice though. What I'm saying is that if D&D tries to beat WoW at its own game it will lose. I also think it would be profitible to not try and get entirely new gamers to play, or assume that this is a 'newbie'. Most people who start playing RPGs today grew up playing video games. Classes, levels, hit points, and magic items are not exactly new concepts. Heck, my girlfriend is getting ready to start a game with us, and she didn't find character generation difficult because she'd played through the Knights of the Old Republic games. Feats, skills, classes, and abilities were old hat.

We aren't going to get 13 year olds to play RPGs, not in any signifigant numbers like they did in the 80s. It will be adults who grew up with these and might try this other kind of gaming as they grow older and start to chafe at the inherent limitations of CRPGs.
 

Thornir Alekeg, I think that WOTC needs to not make D&D into WOW. That would be a mistake, as we discussed above. The key is to make D&D a streamlined, fast play and exciting heroic, action-based, story-telling game with tactical combat not bogged down by trying to simulate what a computer can do. Combat should be fast and exciting, like play fighting.

People enjoy good stories. People enjoy using their imaginations. That won't change as long as their are outlets that encourge it. D&D is social and strongest when you can bring people together. Now, I do think you can put together virtual gaming rooms with cameras, internet speach and game play support tools (i.e. dice rolling, maps, player aids and handouts) but by trying to just deal with the mechanics and replicate them online is a mistake, it gives strength to a MMO which gives nearly the same experience as kick in the door and kill the kobold and does not require a DM. Each instance in WOW is basically a module in the classic D&D sense, and they do the hack and slay experience fine. D&D can not compete here. You have to give players (especially the new kids) a unique experience they can't get any where else. That requires roleplaying and make believe, which everyone has done at some point in their childhood. Embrace that and support heroic story telling.

This is also why I feel D&D should always support the game store. Game stores are important to hobby games as they bring people together, which is needed to allow the game to grow and spread. If game stores were not there, then D&D is now stuck in small isolated groups of friends in people's living rooms. Once that happens, it is a matter of time before the computer games snuff out roleplaying games because new generations will not be expose to it.

Our store has a ton of Yugioh and Pokemon kids in it every week. These kids are ideal targets for learning why D&D is fun, and it has to offer them something more than a MMO can, otherwise they will do the activity with the least barriers to entry, which right now is World of Warcraft. We are developing intro level D&D material that targets these customers and puts alot of these strategies into effect. Once implimented it will be interesting to see how it works.
 

Insightful!

rom90125 said:
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 think you've hit upon one of Wizard's problems. Their website is not fun to go to, I haven't been there in ages. ENWorld is where I come even for news about Star Wars Saga. I read it here before I follow the link someone has kindly posted.
 


maddman75 said:
We aren't going to get 13 year olds to play RPGs, not in any signifigant numbers like they did in the 80s. It will be adults who grew up with these and might try this other kind of gaming as they grow older and start to chafe at the inherent limitations of CRPGs.

This is exactly the problem. Kids are not getting exposed to roleplaying when they should be and older players are not wanting to play with people out side their peer groups. Passing the torch down to kids is exactly how you get new role players made.

But, like you said, if D&D and a MMO are the same, and one has less work and the same payoff, well natural selection says who wins there. WOTC needs to keep this in mind. D&D needs to be different from MMOs and one of those strengths is playing face to face. Another note, with all the time kids spend on MMOs (and some adults too), people still have time for roleplaying. The main obstacle is getting people together, but even then, just because people are using the internet to connect doesn't mean that people can't find local people to play with and with good internet support tools, then those that want to play over the internet are taken care of too.

The main issue is D&D is competing for the attention of a short attention span audience who has a large number of platform and computer games to distract them. D&D has to get their attention and then in 30 seconds show them why it is different, without burdening them with effort to learn the game first. Then once they have that experience, they will learn the game in bite size chunks because they now it is worth the effort to do so.
 

P&P also has the benefit of intense creativity on the behalf of the DM (or GM for any rpg for that matter). For me, the greatest thrill of running a game is building the adventure, knowing i that i came up with this, and i get to share it with some friends. That creative outlet is something that no computer will ever be able to replace (except for the guys that coded the games!)
 


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