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<blockquote data-quote="Hussar" data-source="post: 8056899" data-attributes="member: 22779"><p>Well, something like Discord or Zoom is a VTT of sorts. You get my point though. For example, I was playing the new Star Trek game on Discord, and there was a Discord app for generating technobabble on the fly. Little things like that can really add to the game.</p><p></p><p></p><p></p><p>My point is, you need to build that community. It doesn't happen on its own. As a small publisher, it would be worth so much to have a solid user base that is actually playing your game rather than simply throwing these games out into the wild and hoping someone will buy them. I'm not talking " a couple more people". I'm talking about doing what Critical Role has done - build an entire business off of the virtual play. Now, to be fair, I never in a million years would have thought that watching live play would be as popular as it is, but, the entire point though is to get people playing.</p><p></p><p>If you can reach that critical mass online where pretty much anyone who wants to play your game can play whenever they want, I have to think that that's far preferable to the current model of "design a game, put it up on Kickstarter or whatever, and hope like hell that it sells". Doesn't seem very sustainable to me.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8056899, member: 22779"] Well, something like Discord or Zoom is a VTT of sorts. You get my point though. For example, I was playing the new Star Trek game on Discord, and there was a Discord app for generating technobabble on the fly. Little things like that can really add to the game. My point is, you need to build that community. It doesn't happen on its own. As a small publisher, it would be worth so much to have a solid user base that is actually playing your game rather than simply throwing these games out into the wild and hoping someone will buy them. I'm not talking " a couple more people". I'm talking about doing what Critical Role has done - build an entire business off of the virtual play. Now, to be fair, I never in a million years would have thought that watching live play would be as popular as it is, but, the entire point though is to get people playing. If you can reach that critical mass online where pretty much anyone who wants to play your game can play whenever they want, I have to think that that's far preferable to the current model of "design a game, put it up on Kickstarter or whatever, and hope like hell that it sells". Doesn't seem very sustainable to me. [/QUOTE]
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