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<blockquote data-quote="Hussar" data-source="post: 4967794" data-attributes="member: 22779"><p>And I'd take that a step further and say that the number of game stores is becoming vanishingly small as well. Unfortunately.</p><p></p><p>I was listening to a Fear the Boot podcast interview with jim pinto a couple of weeks ago. In the interview he talked about how we have gone from the RPG Renaissance to the RPG Post Modern age.</p><p></p><p>The gist of his point was that up to about the mid 90's, you could bang out an RPG, stick it in a box and it would sell some. You could likely get a distributor to carry it and get it on the shelves, despite a number of factors.</p><p></p><p>Then, after the mid-90's, the rules changed. You can't get a black and white, line art boxed set onto the shelves anymore, the distributors won't bother with it and the gaming stores don't want them. You can't pump out half-assed mechanics anymore because the average gamer has access to the Internet and can dissect your game within days of release and judge the mechanics in a pretty well informed way.</p><p></p><p>No longer do you have the "talented amateur" banging something out and chucking it into the wild to see if it sells. Now, you have companies, professional game designers, accountants and various other hangers on, all with their finger in the creative pie.</p><p></p><p>((Note, he was talking about dead tree games, and not pdf only releases))</p><p></p><p>Because the initial buy in for a dead tree game is so high, it's mostly out of reach for most people. d20 did one thing and allowed guys in the basement to publish - and a lot of it was really, really bad.</p><p></p><p>I'm losing track of my point.... </p><p></p><p>Anyway, sure, you had a lot of different games on the market - all with unique mechanics (or at least somewhat different mechanics) but, a lot of them were really, really bad. They were games that would now be pdf only. The production values alone would keep them off the shelves.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4967794, member: 22779"] And I'd take that a step further and say that the number of game stores is becoming vanishingly small as well. Unfortunately. I was listening to a Fear the Boot podcast interview with jim pinto a couple of weeks ago. In the interview he talked about how we have gone from the RPG Renaissance to the RPG Post Modern age. The gist of his point was that up to about the mid 90's, you could bang out an RPG, stick it in a box and it would sell some. You could likely get a distributor to carry it and get it on the shelves, despite a number of factors. Then, after the mid-90's, the rules changed. You can't get a black and white, line art boxed set onto the shelves anymore, the distributors won't bother with it and the gaming stores don't want them. You can't pump out half-assed mechanics anymore because the average gamer has access to the Internet and can dissect your game within days of release and judge the mechanics in a pretty well informed way. No longer do you have the "talented amateur" banging something out and chucking it into the wild to see if it sells. Now, you have companies, professional game designers, accountants and various other hangers on, all with their finger in the creative pie. ((Note, he was talking about dead tree games, and not pdf only releases)) Because the initial buy in for a dead tree game is so high, it's mostly out of reach for most people. d20 did one thing and allowed guys in the basement to publish - and a lot of it was really, really bad. I'm losing track of my point.... Anyway, sure, you had a lot of different games on the market - all with unique mechanics (or at least somewhat different mechanics) but, a lot of them were really, really bad. They were games that would now be pdf only. The production values alone would keep them off the shelves. [/QUOTE]
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