Pathfinder 1E Pathfinder: The reason the OGL was a bad idea for WOTC

I suspect the question is not "was it good?" but "was it optimal?" In other words, was there another option that would make WotC more money in the long term? I think the easiest way to look at that would be to compare risks and rewards WotC takes in licensing the 3rd party commercial publishers via the OGL and the GSL, and the third option of keeping their system to themselves and not licensing it out to 3rd parties at all.

Remember, the purpose of the OGL and GSL are to let WotC selectively publish books in a way designed to maximize profitability per book, but more generally profitability as a whole. In the book trade, this is best achieved by printing high margin, large run, long-term, low development cost products. In the RPG sector of the book trade, this is generally best typified by rulebooks, most often core books, though rule-based splats aren't generally too far off from this ideal either. Setting splats are farther, and at the deep end are specialized rule books with a small likely userbase and adventure modules. So really, to gauge whether or not the OGL and GSL are effective or will be effective at these goals have to ask the question: how well do they accomplish the aim of letting WotC focus on products which will likely sell well and in large quantities and are unlikely to bite them later due to miscalculating market sizes? And secondarily, how well do they do the primary goal while minimizing possible legal entanglements, extra competition for WotC in WotC's target markets, and WotC's own product development costs?

First, let's look at the OGL: the OGL clearly seems to have worked fairly well at keeping WotC working on high volume, crunch-heavy product. So in that regard, we have to say it succeeded. And due to the wording of the OGL, WotC didn't have to maintain oversight and got free system development, at least in theory. So they could stay well away from the thorny legal issues that come up when acting like a "monitor" and controlling development, and the license also made the likelihood of losing a copyright infringment lawsuit significantly less on their end. However, it spawned several competing systems... but it appears that much of these competitors' impact is limited to hardcore RPG fans, many of which still have purchased large libraries of WotC material, which means that there is the potential that they lost almost no sales. On the other hand, the sheer quantity of material seems to have helped bring back otherwise lost customers and cemented d20's dominance as a system. So it's possible that the OGL lost them money, but it's also possible that they made significantly more money than they would have without any licensing. It's hard to tell without some specific figures and some hefty statistical analysis of the demographics and marketplace.

In comparison, the GSL prevents the spawning of new systems, which could be a benefit, but also has some problems; first off, the possibility of legal issues similar to those that affect "common carriers" in regards to having to be a neutral party come up, because WotC takes on something similar to regulatory role due to their ability to rescind a license at will, and a few times, losing a lawsuit of this type has meant that the licensing company ended up being forced to license their IP to all comers, albeit for a fee. This could be disastrous if it actually happens, as it means WotC would lose it's best way of keeping the IP that makes many people think of D&D limited to D&D. I'm not sure that such lawsuits will happen, or even that they will result in such a decision, but if such a possibility exists, the chance that it will happen must be balanced against any benefits. However, if WotC are challenged in such a lawsuit and they win, it provides them significant security later on. Secondly, due to various disagreements about the license's technicalities, the current GSL has driven several of the popular 3rd party publishers out of the market or led them to focus on their own systems, and WotC's own decision to keep the productions of Dungeon and Dragon in house means they are almost certain to have to devote significantly more resources to potentially lower profit areas of system support. Additionally, the dominance of their core system is less assured if their own splat material doesn't sell well, because there is less compatible material out there from 3rd party sources, which means they are taking on higher risks. On the other hand, the DDI, if it gets going, will serve to mitigate some of those risks, as it is fairly certain WotC's main distribution method for adventure modules will be the DDI, and so WotC can be assured of a reasonably steady income stream and a relatively low distribution and publishing cost, even if the fixed costs associated with writing and editing haven't changed.

The third alternative, no licensing for 3rd party publishing at all except possibly free fanmaterial, would mean that WotC would need to take on all of the traditional support roles as a publisher, and would therefore expose themselves most fully to the risks of adventure module production and sales, and it also means that they would be at the most risk of having their core material fail to sell if their splats didn't sell as well as hoped. However, they would suffer from few, if any legal vulnerabilities, and also not have to worry about any issues associated with losing dominance as far as their role in being the biggest publisher to use their system.

So in the end, I'd say that it's a question of risk versus reward; the OGL or a variant, in my mind, seems the generally less risky but possibly less lucrative option as compared to the GSL for WotC, if only because the design and practical effect of the license has likely helped insulate WotC from some forms of risk, but also has given the 3rd parties risk assurances that hel them exist and thrive working in areas WotC hasn't wished to cover. In comparison, the GSL's more targeted approach could be more profitable in the long run because it insulates them from the areas the OGL left WotC most vulnerable to and which are potentially among the most dangerous to WotC's position, but the situation with the GSL as it currently stands seems to have more failure points that lead to it being a practical failure and less of an overall success and the license has a few major pitfalls of it's own. However, I suspect that both the OGL and the GSL routes will demonstrate that some form of licensing is often better than going it alone, as that is the riskiest model, but the likely rewards are simply not worth the risk of losing status and the ability to maintain a large, active customer base and the ensuing network effects.

I also suspect that both will demonstrate that it is beneficial for system publishers to largely stay out of the module market unless the low margin products largely bypass the normal book distribution channels in favor of direct subscription and patronage models or they are primarily distributed through low-cost distribution techniques such as PDF, while higher margin product continues to show up in more mainsteam distribution channels. Paizo is a great example of one such company where their distribution and payment methods serve to offset their risks in being a company that has a significant portion of their resources tied up in publishing adventure modules and other low-margin, short lifespan material.

In short, was the OGL a bad idea? I don't think so. I'm pretty confident that it's better than going alone, particularly in the latter stages of a system's life cycle when support for a system is going to be waning and there will be less money in the operating budget of the primary publisher for low margin projects such as adventures, despite the need for them having not decreased. Is it the optimal model? I still couldn't tell you. Ask again in 5-8 years, as I really feel it will take that long to show clear results. It's easily possible a OGL/GSL hybrid which incorporates some of the protections 3rd parties feel are necessary for them to do business while limiting the ability of those 3rd parties to use WotC material for non-WotC systems would do better than either. Do I personally feel that the OGL or something roughly equivalent will prove to be the optimal model over a GSL ? I'd say yes, but I'd be lying, if only by omission, if I didn't mention that wasn't partly due to my bias for several of the 3rd party systems and my general feeling of being underwhelmed by 4e.
 

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And of course this doesn't take into account that Pathfinder doesn't qualify as direct competition anyway. The only company that pulls large enough numbers for that is White Wolf, and I don't hear a lot of complaining about them these days.

I in turn am going to disagree with you. :)

The biggest competition to 3e, at least in the early days, was AD&D 2nd Edition. It is likely that the biggest competition to 4e is now 3e. If Pathfinder manages to pick up significant numbers of those not moving forward, it may well become the dominant competition. (That's a really big 'if', of course. And the 'dominant competition' will almost certainly always remain relatively insignificant, unless WotC really screw up.)

However, the reason this is a good thing, even for WotC, is that it forces them to remain on their toes, it forces them to keep the quality up, and it doesn't allow them the complacency of knowing that people will always buy their product, no matter how bad.
 

While that's a possibility, I don't think it's overly likely. I agree that Pathfinder is in a position to pick up a lot of customers over the coming years, but in order for them to hit the kind of critical mass where they would be in direct competition with WotC, they would have to first overcome their largest challenge, which is making the average gamer aware of their existence.
I agree. As I said in another thread, the success or otherwise of Pathfinder relative to 4e will depend primarily not on mechanics, but on finance, business model etc.
 

IMHO the best analogy (at least for a geek like me) is ...

WotC 4E GSL = Apple Mac OS (limited, proprietary, restricted market penetration)

WotC OGL = Windows OS (unlimited, open, wide market penetration)
 

Khaalis, I'm not so sure that analogy works.

I'd say it's more like OGL: LGPL :: GSL: Windows license.

The GPL I'm referring to is the Lesser GNU Public License, just so ya know.

Because in my mind, the thing that strikes me as being critical to the analogy is the spawning of new systems. The OGL is open in that you can create your own, new systems under it. So your simple comparison doesn't quite work, if only because Windows itself is NOT open, at least in those terms. Windows, too, is a proprietary, closed system where only one company knows what every bit of the core software is supposed to do, just like MacOS. Both let you develop in their sandbox, but you're not supposed to be able to tweak and modify system internals or duplicate anything the company wants not duplicated. OGL material lets you duplicate without fear of reprisal, and not only that, but let you modify and tweak it to your heart's desire, as long as you follow some basic rules that basically come down to "don't be a jerk, and if you do something jerkish, such as claiming that this stuff is yours, even if it isn't, or telling people they can't do stuff with this that we're explicitly saying is allowed, and you know you're being a jerk, and you don't fix the situation soon enough, you're not allowed to use this stuff anymore, jerkface." (yeah, yeah, it's got some additional legal mumbo-jumbo in it, but I think this is the essential nature of the license.) Also, in many respects, it's somewhat similar to the LGPL in regards to distribution: If you're not initial the copyright owner, and you distribute the content or material you made using the content as defined by the license, you have to put the license with the content you used to let the people who see YOUR material know that they can use the material under the OGL as well, but that you can use it with non-OGL material, as long as the non-OGL content's under the protected classes of stuff.
 

snip: some very interersting analysis

In comparison, the GSL prevents the spawning of new systems, which could be a benefit,......

snip: some more interesting analysis and conclsuions that I do not necessarily arree with

While the effect of the GSL as it stands is to prevent the spawing of new systems, I suspect it was not the intent. The intent was that if one wanted a new system you had to make the players buy the PHB as well as what ever additional rules you choose to add in.

I suspect that WoTC or Hasbro or both did not like the regurgitation of the SRD but more importantly it makes charging for DDI impossible.

I suspect that WoTC believes that DDI is the only way to expand the market by attracting back into gaming paople that have dropped out because there is no active scene where they live.
 

I think folks should be required to go back and read the OGL FAQ and understand the history of the OGL.

Because I am really tired of reading, "WotC didn't like people regurgitating the SRD! They never anticipated that!"

The RPG hobby is not a zero sum game. Obviously this is not a concern for WotC. If they thought that gamers had a limited amount of income, then they also wouldn't want to craft a new license that sees their supplements competing with OGL supplements, nor their adventures competing with OGL adventures, etc. It doesn't work that way.

People in the RPG hobby have more money to spend than WotC has products to meet their demand. Since gamers are likely to be spending those dollars somewhere anyway, the point of the OGL was to make sure that those dollars were, at least, staying captured inside WotC's house system: d20.

That is a net win for WotC.

But of course anybody who actually remembers what the STATED PURPOSE of the OGL was already knows this.
 

I think folks should be required to go back and read the OGL FAQ and understand the history of the OGL.

Because I am really tired of reading, "WotC didn't like people regurgitating the SRD! They never anticipated that!"

The RPG hobby is not a zero sum game. Obviously this is not a concern for WotC. If they thought that gamers had a limited amount of income, then they also wouldn't want to craft a new license that sees their supplements competing with OGL supplements, nor their adventures competing with OGL adventures, etc. It doesn't work that way.

People in the RPG hobby have more money to spend than WotC has products to meet their demand. Since gamers are likely to be spending those dollars somewhere anyway, the point of the OGL was to make sure that those dollars were, at least, staying captured inside WotC's house system: d20.

That is a net win for WotC.

But of course anybody who actually remembers what the STATED PURPOSE of the OGL was already knows this.

Wulf, the idea behind the OGL at the time of its release, before anyone knew what its actual affect would be, and the WotC's current thoughts re: the OGL after 8 years of seeing its affects, are likely to be extremely different.

And based on the changes between the OGL and the GSL, I'd say those views ARE pretty different. So original intentions don't really matter much to this conversation, which is about how perceived flaws in the OGL have resulted in a more restrictive GSL.
 

The OGL allowed Paizo to create pathfinder, and basically create direct competition to WOTC's 4th edition.

For us consumers, that's great. Two systems to choose from! But from WOTC's standpoint, that's horrible. The dnd market is already a tight market, and consistent profits are already hard to come by.

And, according to WotC themselves, sales have never been better. The OGL grew the market, as it was intended to, and sales of 4E have been described as better than any sales that came before, so it doesn't appear to be 'horrible' for WotC.

Or, if it is, it's the sort of 'horrible' that they'd like to happen every time they release some books. :)
 

Wulf, the idea behind the OGL at the time of its release, before anyone knew what its actual affect would be, and the WotC's current thoughts re: the OGL after 8 years of seeing its affects, are likely to be extremely different.

You need to read my entire post.

If WotC was worried about "losing sales to competitors" there would be no GSL either. They'll lose far more product sales, unit-to-unit, among adventures and supplements than they will in core rulebooks.

If WotC produces one adventure per month, for example, and the GSL permits competitors to release adventures, then WotC is likely to "lose" 3, 4, 5 or more sales per month to those competitors. Since the GSL is going forward to allow exactly this scenario, it's a safe bet they don't see each 3PP sale as a "loss" on their own balance sheet.

Moreover this point is amply made by the repeated (and recent) statements from WotC that they value 3PP support. Why do they value 3PP support? For the exact reason that I stated above: Because 3PP keep customers happily spending their money inside WotC's system.

"Loss of unit sales" is not the issue.

It is far more likely that WotC does not want to see spinoffs off Mutants and Masterminds ilk because the rule systems are too divergent from their house system. That forces the change in the GSL, because the alternate systems were slowly breaking down the network externalities that justified the OGL in the first place.

They don't want people playing rules systems other than their rule system. Nothing's changed about that philosophy as far as I can tell.

Unless folks would like to argue that "There's no way that any 3PP is going to compete with WotC in any meaningful way!" and then on another thread completely reverse themselves and suggest that WotC is changing the GSL because they fear competition from tiny little pissant publishers.

But otherwise, yes, there is the rather obvious fact that WotC has some problems with the OGL after 8 years, or they wouldn't be changing it.
 
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