BSF said:It is a niche hobby. If you want to sell to me you should at least be familiar with the game. It is laziness to buy a product and _hope_ it sells without any idea of why it should sell to any given segment of the customer base. Other businesses actually pay attention to their market, pay attention to sales numbers, read the descriptions of the product, and do what they can to make informed decisions. The businesses that cannot do this basic effort often go out of business.
I have owned my own game store for over 13 years now, and I have been involved in the business for over 18 years. We pay attention to the industry and understand what it takes to be a great game store. To stay on top of the hobby games industry - magic, warhammer, D&D alone is alot of work, plus the numerous games from niche publishers, let alone training for staff, plus then you got to wade through all of the 3rd party publishers?
We aren't even talking about that much effort. There are well run game stores out there. But there are a lot of game stores where the owner started as a gamer that loves games and is hoping that enthusiasm is enough to keep her in business. I am talking about a lack of basic things - greeting the customer that walks in the door, watching your cash flow, researching your market and trying to sell to that market. Owning any business requires a lot of hard work. Game stores are no exception. Being able to judge good product and bad product is part of that process.
Most game stores are ran by hobbyists who don't take the time to learn how to really run a business. This is their down fall. But even more reason to make seperating product easier. How is this any different than the computer and video game industry (other than dollars) where you have logos such as intel inside, microsoft official approved software and countless other marks of quality control?
You are saying it isn't the retailers fault that they buy crummy product and put it on the shelves? I am saying that the retailers have an even higher motivation to avoid buying crummy products than most consumers. If we buy one bad book, we avoid buying another one like it. If a retailer buys one box of bad books, she might only sell one book from that box.
How does that retailer check out the product before they buy it? What helps guide the retailer to good choices when you have a number of small in house products with no track history saying take a chance on me? You are basically saying that the retailer should order everything and then reqad through it, then order more based upon their discovery. Why not give the retailer a tool to make this easier. How about retailers who can't afford to make mistakes like that or ones without the product knowledge to judge. At least a mark of these guys took the extra steps to make sure their product is better helps a bit.
All of which do nothing to address quality of product. During the roll out of 3.X, it would seem that even WotC didn't have such a kit for internal use. I wish I could remember the link, but I distinctly remember a discussion between the designers where one designer created a new class and didn't know that the original designers had a formula for saving throws. At the time, it wasn't documented so that everyone at WotC could find that information.
They have been building these resources from the beginning. You can follow the commentary of the people who have worked on 3.0 and 3.5. These documents exist under NDAs and they are impossible to get to.
Maybe the 4E team has those resources, maybe they don't. Such documentation seems standard in some industries and backgrounds, I know. But that documentation takes time away from design and development.
Those documents speed up design and development. It keeps designers from rehashing the obvious or having to be mindful of common design considerations.
Let's assume that the documentation does exist, and that WotC would be willing to part with it for a price that most third party publishers might pay. The documentation would still be constantly changing. Game design has solid mechanical principles behind it, especially for a system such as D20. But game design is much more an art. At some point, you still look at a new idea and say - I think this will work without being too abusable or too overpowered, but I still could be wrong.
Quality is still not assured, even with a documented methodology.
Of course the document would change and update. Game design is as much about the mathematics and balance as it is an art, whether you see that or not. Many games have been artistically beautiful both visually and mechanically, but were broken as hell. Once a game is broken and play not balanced properly, the players typically drop the game and it dies. You can go through countless dead hobby games and their reason for dying first and foremost is poor game design and broken rules.
WotC would be insane to offer some of that in our litigious society.
If they are letting people play in their sandbox, then they already have opened this door.
See Tenkar's statements about sales numbers. Pen and paper RPGs are less than pennies on the dollar in comparison. We are still a small, niche hobby. WotC doesn't have the resources to even try this type of model out. For third parties, it would make the publishing process too onerous. Effectively, it would cut out the D20 logo branding at all. All WotC is doing is cutting out the effort to achieve the same results.
WOTC already is trying this model out. In fact, they stand to make more money. The current state of the industry is OGL, D20 and official WOTC products. OGL = everything from Mongoose to Piazo. D20 is GGR, GMG, and a handful of others plus Piazo would fit here content wise. If they get rid of the d20 logo, we are back to everything in one bucket like before. The very glut all of you have complained about when 3.0 started that hurt the D20 logo will happen again.
Oh, and no offense intended, but Tenkar is making those numbers up. My previous post has more accurate industry numbers, and for 2006 at that.
Why discount the idea that Paizo is staffed with experienced game designers? As an alternative, look at Mike Mearls. He started as a freelancer who showed he was creative, responsible, and could make products that work. He worked his way up the rungs, gaining experience until he was able to get a job at WotC. Other companies design product with 'tight mechanics' and did so without any design kit in place. Sure, it would be a great thing to have! Don't think that for a moment I am discounting the idea that a kit would be nice to have. I'm just saying it wouldn't assure quality and wouldn't create any benefit for WotC to provide it.
Piazo has experienced designers who worked on Dragon and Dungeon. They had access to the design docs from 3.5 I would bet. Mike Mearls was the understudy of Monte Cook, again Monte has access at least to everything from 3.0 and he is such a good game designer and contected that he could get 3.5 docs or at least retroactively build them. Mike then would benefit from that. Mike didn't come out of a vacuum you know.
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