RyanD said:
I may be working from faulty data. The last update I saw from a reputable 3rd party estimate was that sales of EQ were slightly higher than .5m units.
If sales volume is 1m units, it will take a couple of years for the 3e PHB to pass EQ.
On the other hand, it's possible that the Sony figure includes all units produced and sold, but does not allow for returns, which may have been significant considering the mass-market distribution the game received (where software returns are quite common).
Figures on play may be more constructive. There were, in 1999, 1.5 million people playing D&D every month in the US, and about 3 million people who reported playing D&D at least once in 1999. I suspect that those figures have gone up, but there is no more recent data available to me.
So even if Sony's number is accurate, and if everyone who bought the game was playing monthly (which they are not), there would still be more regular D&D players than EQ players.
As for Ryan's returns claim, I have no idea. But then, I still have not heard a solid figure on how many 3e PHB's have sold, and if that figure includes returns itself. I did get a false claim from Psion and Rounser that 3e PHB sold 3 million copies. Ryan tells us that figure is just plain wrong (though it may be the number of people who played D&D in 1999 at least one time, it is not the number of people who bough the 3e PHB), that in fact the 3E PHB is a couple of YEARS off of the mere 1 million figure.
Now Ryan is correct that, currently, there are more D&D regular players (about 1.5 M) than EQ players (420,000, who are paying a lot more to play the game than the 1.5M D&D players are). But, of course, that isn't counting the other online games, nor it is examinging growth rates. EQ is still new, relative to D&D's very long history. Online game growth rates are still steep, and I would venture to guess they are steeper than D&D. In addition, computer speeds and connection speeds continue to go up, as their costs go down (one the long term basis, if not at this precise moment), allowing more and more people to play those games who might not be able to right now.
Again, I think people are underestimating online gaming, and I don't understand why. I love pen and paper gaming. I have no plans to move to online gaming (I tried EQ, and it just wasn't as fun). But it is just plain naive to blindly underestimate a market, simply because you do not like it.
To my knowledge, Wizards has only one online element currently for D&D, and that is their web page. There are some current and upcoming video games for D&D, but to my knowledge they are not multi-player.
There is opportunity out there, right now, to make D&D both more accessable and more prominent, if it can be taken online (in addition to Pen & Paper). If Neverwinter Nights is going to be all there is, I think it is unwise to simply dismiss it offhand and pretend it will have no impact on the market. It, and other future online games, will inevitably impact the Pen and Paper RPG market. I don't think the sky is falling, or that you will see some massive drop off in D&D purchases any time soon, but I do think it will mark a longer term lost opportunity for D&D, and it's the longer term impacts that count the most in hobby industries (as Marvel Entertainment Group proved in the mid 80's, taking them over a decade to recover). I think it is a blunder, and that the folks on here who poo-poo the online gaming industries impact sound like the Betamax and Atari supporters of the past (and the current crowd of anti-microsoft Linux supporters). Pretending market realities are not there doesn't make them go away.