Shape of RPG Industry

I think there are some pretty big changes afoot. The next year or two will see a broad redefinition of what RPGs are and how they connect with technology -- but the digital tabletop is a naive way of looking at it.

There is a big paradox that annoys people who think about RPGs: Roleplaying is probably *the* recreational activity of the 21st century, but that doesn't seem to translate well into direct sales for tabletop RPGs. But the rise of the MMORPG coupled with the development of fan communities devoted to creating worlds within rich IPs is something of a revolution in recreation.

Conversely, we already know what happens when people try to make RPGs more like computer games because we've seen many false starts. They just go and play computer games, which, bereft of RPG baggage, suit the medium better than RPGs do. But what computer games can't do well is provide social network style integration across different kinds of interaction. Computer games are too goal-oriented.

Of course, social networks have trouble with user navigability and they have a high dropout factor. To see that, all you have to do is look at the wasteland of dead blogs, myspace pages and meetup groups. Rich content is an excellent way to compensate for barriers to entry and to retain membership.

But even without undertaking a digital initiative of any kind, companies can benefit from making their games network-friendly. The last few years have not been great, but I think there are good things -- *different things* but good things -- on the horizon. Part of this will be a move toward asserting the core values and narratives (or "core stories") of individual games. This should be a no-brainer, since we can already see that anime series, fantasy novels and comic books are strong enough to spark DIY freeform roleplaying groups. Physical products are important for this, because without them, content is too fluid. People would have much less interest in talking about Harry Potter if each novel came in a dozen radically different, contradictory editions. Physical product is also portable and creates commitment out of the online social mode.

Unfortunately, it requires a fundamental shift in thinking that seems to contradict the last 8+ years of tabletop RPG development. It means moving away from a community of options to one with very assertive core narratives -- settings where everyone is aware of the major plotlines and where elements are designed to encourage people into joining specific interest groups. The "community of options" will never go away, nor should it, but it will take a back seat to developing elements that players can hold in common and that will serve as the basis for broad discussion, speculation and participation.

I'll put it this way: If somebody comes out with D&D Facebook/Myspace and hardly anybody has a meaningful shared experience, then the enterprise is wasted. But if a substantial number of people know an adventure path or a game world and can talk about it, they have a living network.

Some companies will ignore this, and their fate will be determined by how they are able to retain the interest of an existing fanbase. Some companies will give misfire in execution, because they won't develop to necessary combination of "pushing" content for common networking and "pulling" user generated content that draws broad interest. Too much push, and you have the problems associated with things like RPG metaplots and comic book continuities. Too much pull, and you lose broad interest, and everybody is just Telling You About Their Characters.

Furthermore, smart people will come to the realization that they are not part of a small industry; they're a subset of a gigantic meta-industry and cultural trend that threatens to swallow them whole unless they can find something distinct to offer. Roleplaying is *huge* right now. It's about time the games we come here to talk about took advantage of that.
 

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eyebeams said:
I think there are some pretty big changes afoot. The next year or two will see a broad redefinition of what RPGs are and how they connect with technology -- but the digital tabletop is a naive way of looking at it.

I am pretty sceptical to the sudden "revolution" or sudden "death" industry, pretty much because I've read about these each and every year and nothing such dramatic is happening. In my opinion there were three RPG revolutions so far - emergence of RPGs per se (1974); the White Wolf revolution (90's) spreading RPGs outside the geek community and d20/OGL (00's) revolution which really stir the stabilized market.

eyebeams said:
There is a big paradox that annoys people who think about RPGs: Roleplaying is probably *the* recreational activity of the 21st century, but that doesn't seem to translate well into direct sales for tabletop RPGs.

Well, that might mean, that RPGs actually are *not* "the recreational activity of the 21st century.

eyebeams said:
Conversely, we already know what happens when people try to make RPGs more like computer games because we've seen many false starts.

I always sought, that it is acutally computer games that try to make the games more like RPGs. And that is the reason of their success and also one of the factors contributing to the drifting players from RPG and to the MMORPG etc.

eyebeams said:
But even without undertaking a digital initiative of any kind, companies can benefit from making their games network-friendly.

Well, as far as I can tell we are currently using kind of digital initiative (EnWorld) and without *any* digital initiative at all the players network will be much more dependent on the geographical neighbourhood rather than common intrests.

eyebeams said:
The last few years have not been great, but I think there are good things -- *different things* but good things -- on the horizon.

Sorry to say that, but few years ago (2004?), I've read on some boards (might be this one, I am not sure) exactly the same prediction with very similar words. They of course meant indie games. Despite that no revolution has come. Rather the opposite. Whole RPG industry is bleeding badly from loosing money (Ryan Dancey talks about $20 million) and I don't see indies making this. So you might be right, but allow me to be rather sceptical to bright RPG future.

eyebeams said:
Unfortunately, it requires a fundamental shift in thinking that seems to contradict the last 8+ years of tabletop RPG development. It means moving away from a community of options to one with very assertive core narratives -- settings where everyone is aware of the major plotlines and where elements are designed to encourage people into joining specific interest groups.

I am sorry to say, but I think I don't get it. I understand the words, but not the ideas behind them. It is very uneasy to create shift of any paradigm and even the revolutions of RPGs I have made a remark above were not so much a shift but rather broading of the paradigm or warping it. I have strange feeling that shifting you are talking about would create new category of games in same relation to RPGs as is between RPG and wargaming.

eyebeams said:
But if a substantial number of people know an adventure path or a game world and can talk about it, they have a living network.

Now is this living network not existent now? Acutally this was always the fundamental part of RPG. D&D worlds especially are about having some common knowledge which helps each other to recognize themselves and share experience. The same (but in a slightly different manner) goes for Shadowrun, World of Darkness, Warhammer... and suprisingly they are successful.

eyebeams said:
Furthermore, smart people will come to the realization that they are not part of a small industry; they're a subset of a gigantic meta-industry and cultural trend that threatens to swallow them whole unless they can find something distinct to offer.

Well, we will see...
 

Alnag said:
Well, that might mean, that RPGs actually are *not* "the recreational activity of the 21st century.

Roleplaying is not the same as tabletop RPGs. Roleplaying is an activity (or a set of activities) that can be accomplished in a number of ways. Tabletop RPGs are just one of them. As a whole, though, roleplaying is a tremendously popular activity when you consider MMOs, fanfic, reenactment, etc.

I always sought, that it is acutally computer games that try to make the games more like RPGs. And that is the reason of their success and also one of the factors contributing to the drifting players from RPG and to the MMORPG etc.

They wear their parentage on their sleeves, but many of the incremental improvements and concepts of MMOs are specific to them, or at least represent a train of development independent from tabletop games.

Well, as far as I can tell we are currently using kind of digital initiative (EnWorld) and without *any* digital initiative at all the players network will be much more dependent on the geographical neighbourhood rather than common intrests.

If the guy next door isn't interested in Eberron and I am, he may as well be on the moon. But I can use the right tools now to find someone interested in it a short drive away -- or I don't have to drive. But right now these tools are subsets of larger services and aren't necessarily integrated.

Sorry to say that, but few years ago (2004?), I've read on some boards (might be this one, I am not sure) exactly the same prediction with very similar words. They of course meant indie games. Despite that no revolution has come. Rather the opposite. Whole RPG industry is bleeding badly from loosing money (Ryan Dancey talks about $20 million) and I don't see indies making this. So you might be right, but allow me to be rather sceptical to bright RPG future.

I didn't say it was absolutely bright. For some, it will be horrible.

Indie games are a great example of social networks having an effect. If you read about that community you'll see that the balance of their organization and much of their gaming happens online -- or is organized offline through online community hubs. It isn't a "revolution" because it's such a small niche and again, it's based on tools that are not designed specifically for gamers.

I am sorry to say, but I think I don't get it. I understand the words, but not the ideas behind them. It is very uneasy to create shift of any paradigm and even the revolutions of RPGs I have made a remark above were not so much a shift but rather broading of the paradigm or warping it. I have strange feeling that shifting you are talking about would create new category of games in same relation to RPGs as is between RPG and wargaming.

You're right; it's not easy to swallow. As for "new categories of games" -- I don't know about that. It's such a subjective thing to say a game is this or that.

Now is this living network not existent now? Acutally this was always the fundamental part of RPG. D&D worlds especially are about having some common knowledge which helps each other to recognize themselves and share experience. The same (but in a slightly different manner) goes for Shadowrun, World of Darkness, Warhammer... and suprisingly they are successful.

It certainly does exist now. Like most things, it's less a matter of invention than optimization -- but optimization that has additional, positive effects. Outside of RPGs, Myspace is a good example, as it was originally designed for musicians, but the service demonstrated far broader appeal.

But what I'm saying is that post-OGL, there's been the idea that you make a generalized RPG "application" and lots and lots of ways to customize it orthogonally (not across play over time, but as part of the setup). I think that's going to decline in favour of games that try to keep players playing and talking about the same things to a greater extent, but without *feeling* restrictive.
 

eyebeams said:
Roleplaying is not the same as tabletop RPGs. Roleplaying is an activity (or a set of activities) that can be accomplished in a number of ways. Tabletop RPGs are just one of them. As a whole, though, roleplaying is a tremendously popular activity when you consider MMOs, fanfic, reenactment, etc.

My bad. Ok speaking about "roleplaying" as a set of activities why do you think it is so important for 21st century. As far as I can tell the whole theatre/child game is full of role-playing activity. And for not hijacking the thread... do you think that in this new century of roleplaying will be place for tabletop RPGs? Or is their fate extinction and maybe replacing by something similar but shinely new???

eyebeams said:
They wear their parentage on their sleeves, but many of the incremental improvements and concepts of MMOs are specific to them, or at least represent a train of development independent from tabletop games.

Interesting. Do you think there is something which the parent can take from its child and use it for its own good? Some improvement or concept of MMO that would be appliable to TRPG for their good?

eyebeams said:
If the guy next door isn't interested in Eberron and I am, he may as well be on the moon. But I can use the right tools now to find someone interested in it a short drive away -- or I don't have to drive. But right now these tools are subsets of larger services and aren't necessarily integrated.

Part of the problem as I see it, is the fact that integration would need determined group of people with big enough influence and money to back it up. The fact, that these tools are not integrate right now is because they appear mostly spontaneously. The problem with any digital initiative (WotC or any other) is that it will inevitably drive away group of people who don't like corporations. The problem is that these people usually have also quite a status in their peer group and this way the whole initiative is in problems till the begining. If you know what I mean.

eyebeams said:
Indie games are a great example of social networks having an effect. If you read about that community you'll see that the balance of their organization and much of their gaming happens online -- or is organized offline through online community hubs. It isn't a "revolution" because it's such a small niche and again, it's based on tools that are not designed specifically for gamers.

Indie games are great example of viral marketing and meme spreading for sure. Their problem is that they based their existence (at least partially) on kind of exclusivity and with reaching some amount of participants the network will inevitably start to deteriorate or rather go to schism. So far based on their own reported sales they comprise less than 1% of RPG market.

eyebeams said:
You're right; it's not easy to swallow. As for "new categories of games" -- I don't know about that. It's such a subjective thing to say a game is this or that.

Sure. One might speculete if all current RPGs are "full RPGs". But when reading about shifting I have my doubts. It doesnt make the future product better or worse just different and maybe different too much.

eyebeams said:
It certainly does exist now. Like most things, it's less a matter of invention than optimization -- but optimization that has additional, positive effects. Outside of RPGs, Myspace is a good example, as it was originally designed for musicians, but the service demonstrated far broader appeal.

Yeah. Still the question is who, why, when a how will produce it. But I must admit, once I more grasp you idea I agree, that it sounds somewhat cool.

eyebeams said:
But what I'm saying is that post-OGL, there's been the idea that you make a generalized RPG "application" and lots and lots of ways to customize it orthogonally (not across play over time, but as part of the setup). I think that's going to decline in favour of games that try to keep players playing and talking about the same things to a greater extent, but without *feeling* restrictive.

Well, this part I will have to chew for a while... it is bit fuzzy for me right now. Anyway thanks for this great feedback. I hope we did not hijack this thread too much and I really miss comments from other so don't be shy and post your opinions...
 

eyebeams said:
The next year or two will see a broad redefinition of what RPGs are and how they connect with technology -- but the digital tabletop is a naive way of looking at it.

In the last Dragon I covered in my thread there was a quote I found interesting in the Electric Eye column. Essentially he suggested that computers would be great at dealing with the mechanical parts of roleplaying with DMs to deal with the parts that deal with imagination. This was in the days of BASIC programming on Radio Shack TRS-80's with 4K of memory.

What we have seen with the computer MMORPGs is that the mechanics are dealt with, and the imagination element is reduced significantly. You don't have to imagine the scenery, the combats or the magic because they are displayed for you. This is somewhat like the complaints about TV taking the skill of using your imagination compared to books that were somewhat common in the early days of TV.

What I think would be interesting to see would be to take the Electric Eye quote and build a quality RPG around it. I think D&D would be best, because the brand name would give it the sales to get it over the adoption hump easier. Make it parallel to the standard D&D game.

Have an electronic device that handles your character. Electronics are getting to the point where each player could have a comparatively inexpensive electronic "character sheet" that would deal with all the mechanical elements of the RPG. Eventually you might have interaction for combats and the like, with DMs being able to tweak results based on their imagination and stories.

What this would require, however, is for the game designers to base the game design on it working with the electronic character sheet. The biggest problem with computer character generators today is that when a new rule is introduced the designers put no thought into how the computer will handle it. They come up with a cool new game mechanic, and the character generator programmers have to redesign the character generator to deal with this mechanic, sometimes making major changes for a minor addition to the game.
 

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