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Neuroglyph's "30 Minutes with Mike Mearls" Interview
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<blockquote data-quote="pemerton" data-source="post: 6369929" data-attributes="member: 42582"><p>Here's what I read about WoW/MMOs:</p><p></p><p style="margin-left: 20px">I think what 4th Edition, looking back, what we were trying to do was to start predicting for D&D where we thought the game was heading… so that was a big part of it. So what we think, when people are coming to role-playing games, they’re going to have that MMO background or a video game background. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[W]hen we thought about the 5th [Edition] Starter Set, should have a choose your own kinda adventure thing? Where for 90% of the people this like the first time they encounter a choose-you-own-adventure style play, they’ve never seen this before. But they’ve probably played a role-playing game… they’ve played Skyrim or [World of] Warcraft or any of those game, so they probably actually know what a role-playing game is. We can probably just assume they know what a role-playing game is and they know they just need to make a character, and let’s just start explaining how this game works</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So a lot of what [we did]with the playtest was get a good sense of the player base, starting there first, then creating the game. Rather than starting more like let’s try and get ahead of the curve, and try and think where we are going to be and then designing to that, and then having the audience catch up to us. And I think both approaches made sense because actually, when you run a game, there are a lot of games which have managed to be ahead of their time or have defined genres, right? Like World of Warcraft is a great example, or first-person shooters like Halo for the console. There are people who are on consoles today because of Halo in 2001 being so cutting edge. So I think there is always a risk when you take something that you think you understand and try to really change it that you can then have that discontinuity.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So going in to this knowing At Will magic, I would have been surprised if people didn’t like it. It was popular in 4th Edition, and it just kind of makes sense. That’s the kind of thing too, coming from a computer game background, people who play Skyrim and [World of] Warcraft, well of course you have At Will magic, right? D&D’s kind of a weird outlier where you stick a Wizard with a crossbow once he’s out of spells. Those games have Firebolt or something the Wizard can always throw, so I think that people are just used to that. So it’s not weird that D&D is going that way [too].</p><p></p><p>In other words, <em> both</em> 4e and 5e are designed under the assumption that new players coming to them have played online/computer RPGs.</p><p></p><p>The influence of WoW on 4e was that, like WoW and Halo, 4e tried to be ahead of its time.</p><p></p><p>The influence of WoW on 5e is that, like WoW and Skyrim, 5e has "pew pew" magic.</p><p></p><p>Did I miss something?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6369929, member: 42582"] Here's what I read about WoW/MMOs: [indent]I think what 4th Edition, looking back, what we were trying to do was to start predicting for D&D where we thought the game was heading… so that was a big part of it. So what we think, when people are coming to role-playing games, they’re going to have that MMO background or a video game background. . . . [W]hen we thought about the 5th [Edition] Starter Set, should have a choose your own kinda adventure thing? Where for 90% of the people this like the first time they encounter a choose-you-own-adventure style play, they’ve never seen this before. But they’ve probably played a role-playing game… they’ve played Skyrim or [World of] Warcraft or any of those game, so they probably actually know what a role-playing game is. We can probably just assume they know what a role-playing game is and they know they just need to make a character, and let’s just start explaining how this game works . . . So a lot of what [we did]with the playtest was get a good sense of the player base, starting there first, then creating the game. Rather than starting more like let’s try and get ahead of the curve, and try and think where we are going to be and then designing to that, and then having the audience catch up to us. And I think both approaches made sense because actually, when you run a game, there are a lot of games which have managed to be ahead of their time or have defined genres, right? Like World of Warcraft is a great example, or first-person shooters like Halo for the console. There are people who are on consoles today because of Halo in 2001 being so cutting edge. So I think there is always a risk when you take something that you think you understand and try to really change it that you can then have that discontinuity. . . . . So going in to this knowing At Will magic, I would have been surprised if people didn’t like it. It was popular in 4th Edition, and it just kind of makes sense. That’s the kind of thing too, coming from a computer game background, people who play Skyrim and [World of] Warcraft, well of course you have At Will magic, right? D&D’s kind of a weird outlier where you stick a Wizard with a crossbow once he’s out of spells. Those games have Firebolt or something the Wizard can always throw, so I think that people are just used to that. So it’s not weird that D&D is going that way [too].[/indent] In other words, [I] both[/I] 4e and 5e are designed under the assumption that new players coming to them have played online/computer RPGs. The influence of WoW on 4e was that, like WoW and Halo, 4e tried to be ahead of its time. The influence of WoW on 5e is that, like WoW and Skyrim, 5e has "pew pew" magic. Did I miss something? [/QUOTE]
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