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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="Whisper72" data-source="post: 3698450" data-attributes="member: 17339"><p>To add to the differentiation issue, I believe that the most important difference between tabletop and computer RPG is the whole tabletop thing. The face to face socializing. This, and the versatility of a live DM which makes the boundaries of TRPG limitless, are the main differentiating factors which can never be (fully) replaced by CRPG's.</p><p></p><p>As to numbers, there are, I think, several factors which contribute to the problems which now face the market, these are IMHO, and not supported by actual data, but my field of expertise is marketing intelligence and consumer trend analysis, so these are not complete groping in the dark.</p><p></p><p>First, the whole versioning issue is splitting the market as bad as the various game worlds were for ADND2E. People playing 3.0 versus 3.5, the whole glut in the market of different games launching almost daily, all with their own game systems. This makes finding playing groups willing and able to play the same game harder and harder. In general, the more a game gets played, the more ppl invest in it. As experience in other markets has shown, too much (different) offers lead to not buying / not investing.</p><p></p><p>I do not understand why WotC for example chose to use another system for Star Wars then the generic d20 (SAGA).</p><p></p><p>Furthermore, the barriers to entry are farily steep. Even if this is not true in reality (only need the core books for DnD), with the whole slew of products, it sure feels like it. I believe the game needs an entry level product, and the other products need to be labeled more clearly in several 'levels' or 'lines' and 'fields', such that people have a clearer overview of which products are or are not for them: more of a crunch lover: the crunch line, etc. etc.</p><p></p><p>Even on these boards, one regularly hears of ppl playing the game without even bothering to buy the PHB. With a cheaper 'entry level' PHB, these ppl might be tempted to buy and then later on upgrade.</p><p></p><p>Another split in the market is one of generations. I get the impression that there are roughly three types of players in the market:</p><p>- old guard who grew up with previous editions, but are extremely time constrained. They may buy out of interest / collection drives. These ppl are generally affluent enough to invest heavily (have had jobs for some time now) but rarely play. Their main problem which has to be solved is how to find like-minded ppl.</p><p>- semi-old guard who grew up with the late 2nd edition, 3rd edition, now have a job but still find plenty time to play, have regular gaming groups. These probably buy the most stuff</p><p>- the youngsters, who started into the game relatively recently. They are torn between CRPG and TRPG, and do not have a lot of buying power.</p><p></p><p>One of the problems is that a lot of the semi-old guard is probablyt still languishing in their old 2nd ed and 3.0E products, and these ppl do not see many products that they would be interested in.</p><p></p><p>The combination of these factors cause for sales to drop.</p></blockquote><p></p>
[QUOTE="Whisper72, post: 3698450, member: 17339"] To add to the differentiation issue, I believe that the most important difference between tabletop and computer RPG is the whole tabletop thing. The face to face socializing. This, and the versatility of a live DM which makes the boundaries of TRPG limitless, are the main differentiating factors which can never be (fully) replaced by CRPG's. As to numbers, there are, I think, several factors which contribute to the problems which now face the market, these are IMHO, and not supported by actual data, but my field of expertise is marketing intelligence and consumer trend analysis, so these are not complete groping in the dark. First, the whole versioning issue is splitting the market as bad as the various game worlds were for ADND2E. People playing 3.0 versus 3.5, the whole glut in the market of different games launching almost daily, all with their own game systems. This makes finding playing groups willing and able to play the same game harder and harder. In general, the more a game gets played, the more ppl invest in it. As experience in other markets has shown, too much (different) offers lead to not buying / not investing. I do not understand why WotC for example chose to use another system for Star Wars then the generic d20 (SAGA). Furthermore, the barriers to entry are farily steep. Even if this is not true in reality (only need the core books for DnD), with the whole slew of products, it sure feels like it. I believe the game needs an entry level product, and the other products need to be labeled more clearly in several 'levels' or 'lines' and 'fields', such that people have a clearer overview of which products are or are not for them: more of a crunch lover: the crunch line, etc. etc. Even on these boards, one regularly hears of ppl playing the game without even bothering to buy the PHB. With a cheaper 'entry level' PHB, these ppl might be tempted to buy and then later on upgrade. Another split in the market is one of generations. I get the impression that there are roughly three types of players in the market: - old guard who grew up with previous editions, but are extremely time constrained. They may buy out of interest / collection drives. These ppl are generally affluent enough to invest heavily (have had jobs for some time now) but rarely play. Their main problem which has to be solved is how to find like-minded ppl. - semi-old guard who grew up with the late 2nd edition, 3rd edition, now have a job but still find plenty time to play, have regular gaming groups. These probably buy the most stuff - the youngsters, who started into the game relatively recently. They are torn between CRPG and TRPG, and do not have a lot of buying power. One of the problems is that a lot of the semi-old guard is probablyt still languishing in their old 2nd ed and 3.0E products, and these ppl do not see many products that they would be interested in. The combination of these factors cause for sales to drop. [/QUOTE]
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