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Speculation Welcome: What's Next for D&D?
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<blockquote data-quote="Mercurius" data-source="post: 9250653" data-attributes="member: 59082"><p>What's next for D&D is very simply whatever WotC thinks will earn the most profit. I don't know what that is, but I think it really comes down to that and only that, with any sense of "games by gamers for gamers" only ever being within the parameters of "what we think will maximize profits." Meaning, economics first and foremost, creativity and passion not simply secondary, but only ever within the context of the first. It is a subtle but crucial difference. In the big business model that WotC seems to be following, starting from the premise of "What we think will sell" and then forming a kind of limited template to work within--but the latter element, the "games we want to make and play," doesn't seem to every figure into their decision-making process <em>except </em>within the parameters of the fromer ("what we think will maximize profits"). The older/smaller approach is more like taking two separate things--"what we think will sell" and "what we want to make and play"--and trying to bring them together. In some cases, starting with the latter and then trying to figure out how sell it.</p><p></p><p>I don't say this with malice, more just realism (with a tinge of resignation). In other words, I'm not castigating WotC for being a corporation and doing what corporations do, though I admit to the implication that I generally find this approach distasteful and try to support smaller ventures as much as I can.</p><p></p><p>This is where D&D has diverged from smaller press properties like Paizo and Kobold, or even D&D as late as early WotC era (into 3E, at least): The overwhelming weight of decision-making seems to be on the bottom line of potential profit, whereas the smaller and older "game companies run by gamers" always had that pleasing feeling that the direction was guided by a bunch of fellow gamers who, yes, wanted to make a buck, but also wanted to make products that they wanted to play. Now it seems that every decision is made based almost entirely on business, with a secondary element of trying to cater to the most popular social concerns.</p><p></p><p>So yes, I think something is being lost in the process. This is not to say that WotC doesn't make quality products, just that they don't quite have the "grassroots" feeling of small companies, or how D&D used to feel. Yes, it used to be a big shambling mess, but it felt like a <em>soulful </em>mess, and one made by fellow gamers. Now, not so much. Tis the way of things, I guess.</p><p></p><p>All that said, my point is that to get a sense of where D&D is going, we have to understand what WotC is thinking--that is, where they think the most money is to be made. If you can answer that, then you probably can accurately predict where D&D is going.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9250653, member: 59082"] What's next for D&D is very simply whatever WotC thinks will earn the most profit. I don't know what that is, but I think it really comes down to that and only that, with any sense of "games by gamers for gamers" only ever being within the parameters of "what we think will maximize profits." Meaning, economics first and foremost, creativity and passion not simply secondary, but only ever within the context of the first. It is a subtle but crucial difference. In the big business model that WotC seems to be following, starting from the premise of "What we think will sell" and then forming a kind of limited template to work within--but the latter element, the "games we want to make and play," doesn't seem to every figure into their decision-making process [I]except [/I]within the parameters of the fromer ("what we think will maximize profits"). The older/smaller approach is more like taking two separate things--"what we think will sell" and "what we want to make and play"--and trying to bring them together. In some cases, starting with the latter and then trying to figure out how sell it. I don't say this with malice, more just realism (with a tinge of resignation). In other words, I'm not castigating WotC for being a corporation and doing what corporations do, though I admit to the implication that I generally find this approach distasteful and try to support smaller ventures as much as I can. This is where D&D has diverged from smaller press properties like Paizo and Kobold, or even D&D as late as early WotC era (into 3E, at least): The overwhelming weight of decision-making seems to be on the bottom line of potential profit, whereas the smaller and older "game companies run by gamers" always had that pleasing feeling that the direction was guided by a bunch of fellow gamers who, yes, wanted to make a buck, but also wanted to make products that they wanted to play. Now it seems that every decision is made based almost entirely on business, with a secondary element of trying to cater to the most popular social concerns. So yes, I think something is being lost in the process. This is not to say that WotC doesn't make quality products, just that they don't quite have the "grassroots" feeling of small companies, or how D&D used to feel. Yes, it used to be a big shambling mess, but it felt like a [I]soulful [/I]mess, and one made by fellow gamers. Now, not so much. Tis the way of things, I guess. All that said, my point is that to get a sense of where D&D is going, we have to understand what WotC is thinking--that is, where they think the most money is to be made. If you can answer that, then you probably can accurately predict where D&D is going. [/QUOTE]
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